THE EFFECT OF USING KAHOOT! APPLICATION ON STUDENTS' VOCABULARY

Authors

  • Raihana Herlis Syahputri Universitas Panca Sakti Bekasi
  • Lenny Solo Universitas Panca Sakti Bekasi

DOI:

https://doi.org/10.51714/dlejpancasakti.v7i1.76.pp.23-34

Keywords:

Kahhot! Application, Students' Vocabulary, Experimental Design

Abstract

The aim of this study was to determine the effect of using Kahoot! application on students’ vocabulary at seventh grade of SMPN 6 Bekasi. This research was conducted in the academic year 2021/2022. This research method uses an experimental design. The sample of this study consisted of 40 students at the seventh grade and divided the students into 2 classes, namely the experimental class and the control class. This data was obtained by conducting a post test on the students. The post test for the experimental class is given through the Kahoot! application while the control class is given via Google Form. The reliability test analysis was carried out in this study using the SPSS program, with a value of 0.609 it can be said that the test is valid. The results of the post-test from both classes showed that the score of the experimental class was 1900 and the control class was 1470 which means there is a difference between the results of the post-test control class and the experimental class. This shows that the t test value has a significance level

Downloads

Download data is not yet available.

References

Almanar, M. A. (2019). Reviewing Students’ Vocabulary Mastery By Using Kahoot At Holmesglen Partnering With University of Muhammadiyah Tangerang. ACITYA Journal of Teaching & Education, 1(2), 78–87. https://doi.org/10.30650/ajte.v1i2.212

Ayumi, & Chan, A. M. (2021). Improving Students English Vocabulary Using Kahoot! Proceedings of the 3rd International Conference on Educational Development and Quality Assurance (ICED-QA 2020), 506. https://doi.org/10.2991/assehr.k.210202.027

Cárdenas-Moncada, C., Véliz-Campos, M., & Véliz, L. (2020). Game-based student response systems: The impact of Kahoot in a chilean vocational higher education EFL classroom. Call-Ej, 21(1), 64–78.

Choy, L. T. (2014). The Strengths and Weaknesses of Research Methodology: Comparison and Complimentary between Qualitative and Quantitative Approaches. Journal of Humanities and Social Science, 19(4), 99–104.

Dwi Nugroho, C. (2015). Pengaruh Penguasaan Kosa Kata dan Struktur Kalimat Terhadap Pemahaman Membaca. Deiksis, 7(3) http://dx.doi.org/10.30998/deiksis.v7i03.549

Flores Quiroz, M., Gutiérrez, R., Rocha, F., Valenzuela, P., & Vilches, C. (2021). Improving English Vocabulary Learning Through Kahoot!: a Quasi-Experimental High School Experience. Teaching English with Technology, 21(2), 3–13.

Hadfield, J. (1999). Intermediate Vocabulary Games Teacher’s Resource Book. USA: Pearson English Language Teaching

Hadijah, H., Pratolo, B. W., & Rondiyah, R. (2020). Interactive game “Kahoot!” as the media of students’ vocabulary assessment. Journal on English as a Foreign Language, 10(1), 87–105. https://doi.org/10.23971/jefl.v10i1.1670

Harmer, J. (2007). The Practice of English Language Teaching (fourth edition). England: Pearson Education Inc..

Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1). https://doi.org/10.1186/s41039-018-0078-8

Llerena Medina, E. G., & Hurtado, C. P. R. (2017). Kahoot! A Digital Tool for Learning Vocabulary in a language classroom. Revista, 4(12), 441–449.

Mansur, M., & Fadhilawati, D. (2019). Applying Kahoot to Improve the Senior High School Students’ Vocabulary Achievement. VELES Voices of English Language Education Society, 3(2). https://doi.org/10.29408/veles.v3i2.1591

Oktaria, A. A., Rohmayadevi, L., & Murwantono, D. (2021). Online Game Quiz “Kahoot” in Teaching English for Students of Smp Muhammadiyah Yogyakarta. PROJECT (Professional Journal of English Education), 4(2), 290. https://doi.org/10.22460/project.v4i2.p290-296

Plump, Carolyn M & LaRosa, J. (2017). Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices. 2(2), 151–158. https://doi.org/https://doi.org/10.1177/2379298116689783

Pratiwi, V. U., Astuti, P. I., Nurnaningsih, N., Arianti, A., & Setiyono, M. S. (2021). Pelatihan Penggunaan ‘Kahoot’ dalam Mengajar Reading Narrative bagi Siswa Kelas X SMA Veteran 1 Sukoharjo. Jurnal Surya Masyarakat, 3(2), 134. https://doi.org/10.26714/jsm.3.2.2021.134-142

Richard, J. C., & Renandya, W. A. (2002). Metodology in Language Teaching: An Anthology of Current Practice. London: Cambridge University Press.

Salawazo, I. S., Simbolon, M., Hutabarat, V. E., Veronika, A. N., & Saragih, E. (2020). Analysis of Students’ Vocabulary in Learning English. Linguistic, English Education and Art (LEEA) Journal, 3(2). https://doi.org/10.31539/leea.v3i2.1017

Thornburry, S. (2002). How to Teach Vocabulary. England: Longman..

Tóth, Á., Lógó, P., & Lógó, E. (2019). The effect of the kahoot quiz on the student’s results in the exam. Periodica Polytechnica Social and Management Sciences, 27(2), 173–179. https://doi.org/10.3311/PPso.12464

Yuniarti, F., & Rakhmawati, D. (2021). Studi Kasus: Game Digital “Kahoot” dalam Pengajaran Bahasa Inggris. Jurnal Ilmiah Bina Edukasi, 1(1), 46–59.

Downloads

Published

06/27/2022

How to Cite

Syahputri, R. H., & Solo, L. (2022). THE EFFECT OF USING KAHOOT! APPLICATION ON STUDENTS’ VOCABULARY. Dialectical Literature and Educational Journal, 7(1), 24-34. https://doi.org/10.51714/dlejpancasakti.v7i1.76.pp.23-34

Similar Articles

1-10 of 34

You may also start an advanced similarity search for this article.