The Effectiveness Of Game Based Learning ‘Kahoot’ On Students’ Vocabulary Mastery

Rahmawati, Desi (2021) The Effectiveness Of Game Based Learning ‘Kahoot’ On Students’ Vocabulary Mastery. Undergraduate (S1) thesis, IAIN Kediri.

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Abstract

Kahoot is one of online learning application that can help in teaching and learning process. Kahoot included interactive response system (IRS), it engages students through game like impromptu quizzes. The need for using Kahoot in improving students’ vocabulary mastery is essential, because the students can use Kahoot as media in vocabulary mastery. The objective of the research is to find out whether or not there is significant difference in vocabulary mastery between students who are taught by using Kahoot and those who are taught by using Google Meet. The method of this research was quasi-experimental research conducted in two classes. It involved 48 students of the seventh grade students of MTsN 5 Kediri in the second semester of the academic year 2020/2021. The sample of this research was VII-D as the experimental group and VII-E as the control group. Each group consists of 24 students. The data was gathered by using test: pre-test and post-test. The data were analyzed by using ANCOVA in SPSS 25 program. The result of ANCOVA showed that the significant was 0.000. It less than 0.05 (0.000

Item Type: Thesis (Skripsi, Tesis, Disertasi) (Undergraduate (S1))
Subjects: 13 EDUCATION (Pendidikan) > 1303 Specialist Studies In Education > 130309 Learning Sciences
19 STUDIES IN CREATIVE ARTS AND WRITING (Studi Seni Kreatif dan Menulis) > 1902 Film, Television and Digital Media > 190202 Computer Gaming and Animation
Divisions: Fakultas Tarbiyah > Jurusan Tadris Bahasa Inggris
Depositing User: Mokamad Mahbub Junaidi
Date Deposited: 11 Apr 2022 02:59
Last Modified: 11 Apr 2022 02:59
URI: https://etheses.iainkediri.ac.id:80/id/eprint/4111

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