The Implementation Of Kahoot! As Gamification Platform In Teaching Grammar At SMAN 1 Plemahan

Sari, Intan Kumala (2023) The Implementation Of Kahoot! As Gamification Platform In Teaching Grammar At SMAN 1 Plemahan. Undergraduate (S1) thesis, IAIN Kediri.

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Abstract

ABSTRACT Sari, Intan Kumala. 2023. The Implementation of Kahoot! as Gamification Platform in Teaching Grammar at SMAN 1 Plemahan. Thesis, English Education Department Faculty of Education. State Islamic Institute (IAIN) of Kediri, Advisors: (1) Drs. Agus Edi Winarto,M.Pd., and (2) Ria Fakhrurriana, M.Pd Keywords: Kahoot Application, Teaching Grammar, English Language Learning Many applications are developed to encourage the growth of education. Therefore, teachers should always be up-to-date with the new application. One of interesting application to facilitate students and teachers in the process of teaching and learning is Kahoot!. In this study, the researcher aimed to investigate the implementation of Kahoot as Gamification platform in SMAN 1 PLEMAHAN. This school was chosen as it is one of schools that implements Kahoot in the process of teaching and learning English. There are two objectives of this study. The first objective is to investigate the implementation of Kahoot as Gamification platform. The second objective is to know the response of students after the implementation of Kahoot as Gamification platform. This study used qualitative method where the researcher displays the data descriptively. There are 32 students who are involved as participants in this study. Furthermore, the researcher used 4 data collection techniques to ensure all data are trustworthy. Those data collection techniques are observation, interview, documentation, and survey. Therefore, the researcher prepared some instruments, such as observation sheet, interview guideline, and questionnaire. Then, the data are analysed based on the result. After collecting and analyzing the data, the researcher found that the implementation of Kahoot as Gamification platform was done in several steps. First, the teacher prepare the material in teaching plan and create the questions in Kahoot application. Second, the teacher ensures all tools, such as students'device and LCD, are prepared well. Third, the teacher gives brief explanation about what the students will do. When all set, teacher starts the quiz. During the quiz the teacher monitors students by looking at the scoreboard displayed on the LCD. Sometimes the teacher walks around the class as well. This is done to ensure the students do not have any issues during the quiz. If some students do, the teacher will help them. The last step is giving feedback for students. In this session, the teacher explains some questions that seems difficult for the students. The other result found in this study is about students' response on the implementation of Kahoot as Gamification platform. There are four responses found by the researcher. First, students feel enjoy and excited during the implementation. Second, the students state that they can understand the material easily. Third, the students feel more confident and active in the classroom. Fourth, Kahoot is fun and easy to be used.

Item Type: Thesis (Skripsi, Tesis, Disertasi) (Undergraduate (S1))
Subjects: 13 EDUCATION (Pendidikan) > 1301 Education Systems > 130106 Secondary Education (Pendidikan menengah)
Divisions: Fakultas Tarbiyah > Jurusan Tadris Bahasa Inggris
Depositing User: INTAN KUMALA SARI
Date Deposited: 10 Jan 2024 08:26
Last Modified: 10 Jan 2024 08:26
URI: https://etheses.iainkediri.ac.id:80/id/eprint/11523

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