Fast particles system using VBO

I am trying to do particles system with VBO (i am just started learning VBO), but i have some performance issues.
First, i created particle system using immediate mode, and i get about 60 fps with 40000 particles, but when i rewrited it using VBO my performance drop dramatically, now i am getting only 5000 particles with 60 fps.

Here some my code:

CREATING PARTICLE:

public Particle(){
		 FloatBuffer vertices = BufferUtils.createFloatBuffer(2*4);
         vertices.put(new float[]
         {
              0,   0,
             5, 0,
             5, 5,
             0,   5
         });
         vertices.rewind();

         vboVertexID = glGenBuffers();
         glBindBuffer(GL_ARRAY_BUFFER, vboVertexID);
         glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
         glBindBuffer(GL_ARRAY_BUFFER, 0);
	}

DRAWING PARTICLES:

public void renderGL() {
		
		 glClear(GL_COLOR_BUFFER_BIT);
	        
	        // Bind the vertex buffer
	        glBindBuffer(GL_ARRAY_BUFFER, vboVertexID);
	        glVertexPointer(2, GL_FLOAT, 0, 0);
	        
	              
	       
	        glEnableClientState(GL_VERTEX_ARRAY);
	        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	    
	        
	      
	        for(int i = 0;i < particles.size();i++){
				particles.get(i).render();
			}
	       
			glDisableClientState(GL_VERTEX_ARRAY);
		      glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	     
		     
	}
public void render(){
		
		    glBindBuffer(GL_ARRAY_BUFFER, vboVertexID);
	         glVertexPointer(2, GL_FLOAT, 0, 0);
	      
	         GL11.glTranslatef(x, y, 0);
	         glDrawArrays(GL_QUADS, 0, 4);
	         GL11.glTranslatef(-x, -y, 0);

	        
	}

I am clearly doing something wrong, please help me.