THE EFFECTIVENESS OF USING KAHOOT! GAME TOWARD STUDENTS' READING COMPREHENSION IN SMAN 1 NGUNUT

LINDA FARIDATUN NURAINI, 126203201064 (2024) THE EFFECTIVENESS OF USING KAHOOT! GAME TOWARD STUDENTS' READING COMPREHENSION IN SMAN 1 NGUNUT. [ Skripsi ]

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Abstract

Nuraini, Linda Faridatun. NIM 126203201064. 2024. The Effectiveness of Using Kahoot! Game toward Students’ Reading Comprehension in SMAN 1 Ngunut. Sarjana Thesis. English Education Department. Faculty of Tarbiyah and Teacher Training. State Islamic University (UIN) Sayyid Ali Rahmatullah Tulungagung. Advisor Prof. Dr. Erna Iftanti, S. S., M.Pd. Keywords: Kahoot! game, Reading comprehension The use of media in teaching reading comprehension at the high school level is very important to change monotonous learning into enjoyable learning. Kahoot is a game-based online learning media that can be used in teaching. Therefore, it is important to research whether Kahoot! will be effective in reading comprehension or not. The formulation of the research problem “Is there any significant difference score in students’ reading comprehension who were taught with and without Kahoot! game in SMAN 1 Ngunut?” Meanwhile, the aim of this research is “To find out the significant difference score toward students’ reading comprehension score in SMAN 1 Ngunut who use and without using Kahoot! game in learning reading comprehension” This research used a quasi-experimental design with two experimental and control groups with a quantitative approach. The population of this study was all eleventh-grade students at SMAN 1 Ngunut with a sample of 56 students. In taking samples, the researcher used non-probability sampling with a purposive sampling technique. The instrument of this research is a reading comprehension test. To analyze the data, this research used the paired sample t-test for hypothesis testing. The research results show that the learning media game Kahoot! in teaching analytical exposition texts can increase reading comprehension scores in class XI students at SMAN 1 Ngunut. This can be seen from the average score of students' N-Gain score using Kahoot! is 18.57, while the average score of students' N-Gain score without using Kahoot! is 13.57. From these results, it can be concluded that there is a significant difference in students' reading comprehension at SMAN 1 Ngunut with and without using Kahoot!. Because this research still has many limitations the hope for future researchers can conduct similar research using Kahoot! game for different skills or other types of text.

Item Type: Skripsi
Subjects: Bahasa Dan Sastra > Bahasa Inggris
Divisions: Fakultas Tarbiyah Dan Ilmu Keguruan > Tadris Bahasa Inggris
Depositing User: 126203201064 LINDA FARIDATUN NURAINI
Date Deposited: 08 Aug 2024 07:36
Last Modified: 08 Aug 2024 07:36
URI: http://repo.uinsatu.ac.id/id/eprint/50095

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