THE EFFECTIVENESS OF USING KAHOOT GAME APPLICATION TOWARDS THE VOCABULARY MASTERY OF THE SEVENTH GRADERS AT SMPN 1 NGUNUT

VENY ANGGIE RIA AGUSTIN, 12203193023 (2023) THE EFFECTIVENESS OF USING KAHOOT GAME APPLICATION TOWARDS THE VOCABULARY MASTERY OF THE SEVENTH GRADERS AT SMPN 1 NGUNUT. [ Skripsi ]

[img]
Preview
Text
COVER.pdf

Download (545kB) | Preview
[img]
Preview
Text
ABSTRAK.pdf

Download (334kB) | Preview
[img] Text
DAFTAR ISI.pdf

Download (313kB)
[img]
Preview
Text
BAB I .pdf

Download (350kB) | Preview
[img] Text
BAB II.pdf
Restricted to Registered users only

Download (373kB)
[img] Text
BAB III.pdf
Restricted to Registered users only

Download (505kB)
[img] Text
BAB IV.pdf
Restricted to Registered users only

Download (474kB)
[img] Text
BAB V.pdf
Restricted to Registered users only

Download (212kB)
[img]
Preview
Text
DAFTAR PUSTAKA.pdf

Download (443kB) | Preview

Abstract

Agustin, Veny Anggie Ria. Student Register Number. 12203193023. (2023). The Effectiveness of Using Kahoot Game Application towards the Vocabulary Mastery of the Seventh Graders at SMPN 1 Ngunut. Thesis. English Education Department. Faculty of Tarbiyah and Teacher Training. State Islamic University Sayyid Ali Rahmatullah Tulungagung. Advisor: Dr. Nurul Chojimah, M.Pd. Keywords: Effectiveness, Kahoot Game Application, Vocabulary Mastery Vocabulary is one of the important language components that must be learned and mastered by students because it can combine four skills, namely: listening, speaking, reading, and writing. Students experience difficulties in learning the language, especially in vocabulary. The lack of students' ability in vocabulary mastery makes it difficult for students to understand the meaning of a word and difficult to communicate. Due to the importance of vocabulary mastery, it requires a learning process using the right media to increase student motivation. Using the right media can achieve vocabulary mastery, one of which is using the Kahoot game application. Kahoot is a software application that provides educational-based online game services. The use of Kahoot as a platform-based learning medium can improve students' vocabulary mastery because students become more motivated and interested in the learning process. This research was conducted by researchers to find out whether the application of the Kahoot game was effectively used in the vocabulary mastery of the seventh graders at SMPN 1 Ngunut. The formulation of the problem in this study are: 1) Is the use of the Kahoot game application significantly effective towards the students' vocabulary mastery among the seventh graders at SMPN 1 Ngunut? 2) Is there any significant different achievement between the students taught using Kahoot game application and those who are not taught using Kahoot game application towards the students’ vocabulary mastery of the seventh graders at SMPN 1 Ngunut? Based on the formulation of the research questions, the purpose of this research were: 1) To know whether Kahoot game application is effective towards the students’ vocabulary mastery of the seventh graders at SMPN 1 Ngunut, 2) To find out the significant different achievement between the students taught using Kahoot game application and those who are not taught using Kahoot game application towards the students’ vocabulary mastery of the seventh graders at SMPN 1 Ngunut. Research methods: 1) the researcher used a quantitative approach with an experimental study and the design was quasi-experimental, 2) The population of this study was students of class VII at SMPN 1 Ngunut, 3) The sample was 72 students taken from class VII D as an experimental class and class VII E as the control class, 4)The research instrument used to collect data was a multiple-choice test, 5) Researcher used the t-test using the SPSS version 16.0 program to analyze the data. The results of this study were: 1) there was a difference in scores between the experimental class and the control class, 2) the average pre-test score in the experimental class was 65.97 and the average post-test score was 86.94 while the average pre-test score was test in the control class was 64.72 and the average post-test score was 82.08. Thus, it can be stated that the average value of the post-test is higher than the average value of the pre-test, 3) the results of the sig (2-tailed) Independent Sample t-test are 0.002 and less than 0.05 (0.002 < 0,05). So, it can be seen that the null hypothesis (H0) in this study was rejected. In this study it can be said that the Kahoot game application has a positive effect on students' vocabulary mastery in the teaching and learning process. This is evidenced by the results of data analysis that there is a significant difference in learning achievement between students who are taught using the Kahoot game application and those who are not. So, it can be concluded that the application of the Kahoot game is effective towards the students' vocabulary mastery of the seventh graders at SMPN 1 Ngunut.

Item Type: Skripsi
Subjects: Bahasa Dan Sastra > Bahasa Inggris
Pendidikan > Pendidikan Menengah Pertama
Pendidikan
Divisions: Fakultas Tarbiyah Dan Ilmu Keguruan > Tadris Bahasa Inggris
Depositing User: 12203193023 VENY ANGGIE RIA AGUSTIN
Date Deposited: 30 Oct 2023 03:25
Last Modified: 30 Oct 2023 03:25
URI: http://repo.uinsatu.ac.id/id/eprint/41550

Actions (login required)

View Item View Item