The use of kahoot game for students' motivation in learning vocabulary building at SMAN 6 KOTA KEDIRI

Millatina Izazi, Fasya (2026) The use of kahoot game for students' motivation in learning vocabulary building at SMAN 6 KOTA KEDIRI. Undergraduate (S1) thesis, IAIN Kediri.

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Abstract

Motivation plays a significant role in the learning process. When students are motivated, they become more enthusiastic in the learning process, encouraging them to study English more effectively. On the other hand, students who lack motivation may feel uncomfortable or uninterested in learning. This study explores the students’ motivation in learning English vocabulary through Kahoot. Students who have a strong vocabulary base tend to understand learning materials more easily. Accordingly, this research intended 1) To find out the students’ motivation in using Kahoot as a gamification in learning vocabulary in SMAN 6 Kota Kediri. 2) To reveal students’ perception of using Kahoot as a gamification platform in the English vocabulary learning process This research used a survey study. The population consisted of 425 students of the 11th grade at SMAN 6 Kota Kediri. The sample of 108 students was selected from three classes, XI-1, XI-2, and XI-3. They filled out the questionnaire about motivation and students’ perceptions on the use of Kahoot in vocabulary learning. The data was collected through a questionnaire distributed using Google Form (Gform), the questionnaire results were analyzed using descriptive statistical analysis, where the mean scores of each indicator were calculated to determine the level of students’ motivation and perception. The results were categorized using a 4-point Likert scale to identify whether responses fell into high, moderate, or low categories.To ensure the reliability of the questionnaire, the Cronbach’s Alpha formula was used. The result of the study showed that the students of SMAN 6 Kota Kediri had high motivation, with intrinsic motivation was in the high category (mean = 3.06) being higher than extrinsic motivation (mean = 2,.94). Among the intrinsic factors, interest had the highest average score (mean = 3.17). Secondly, students expressed their positive perception of the use of Kahoot for vocabulary learning. It can be concluded that the integration of Kahoot as a gamification tool in English learning has potential to be used in the English classroom.

Item Type: Thesis (Skripsi, Tesis, Disertasi) (Undergraduate (S1))
Subjects: 13 EDUCATION (Pendidikan) > 1303 Specialist Studies In Education > 130313 Teacher Education and Professional Development of Educators (Pendidikan Guru dan Pengembangan Profesional Pendidik)
Divisions: Fakultas Ushuluddin > Jurusan Ilmu Al-Quran dan Tafsir
Depositing User: Fasysa Millatina Izazi
Date Deposited: 06 Apr 2026 06:55
Last Modified: 06 Apr 2026 06:55
URI: https://etheses.iainkediri.ac.id:80/id/eprint/21086

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