The Effectiveness of the Kahoot app! on the Game Based Learning Method for Mastering the Vocabulary of SMAN 9 Pekanbaru Students

(1) * Yashinta Qhorayma Putri Akbar Mail (Universitas Riau, Indonesia)
(2) Merri Silvia Basri Mail (Universitas Riau, Indonesia)
(3) Dini Budiani Mail (Universitas Riau, Indonesia)
*corresponding author

Abstract


This study aims to determine the effectiveness of Kahoot! about vocabulary mastery of class X SMAN 9 Pekanbaru. This research is an experimental research with a quasi-experimental type, where the data collection instruments used are pretest and posttest control groups. There are 2 classes with 35 students in each class. The samples in this study were class X IPA 2 as an experimental class and X IPS 2 as a control class. Based on the results of the Independent Sample T Test, then Sig. (2-tailed) of 0.000 which shows that the result is smaller than 0.05 so it can be concluded that Ha is accepted and Ho is rejected, which means that the use of Kahoot! effective in mastering vocabulary class X SMAN 9 Pekanbaru.


Keywords


Effectiveness, Kahoot!, Vocabulary

   

DOI

https://doi.org/10.57235/jetish.v2i2.631
      

Article metrics

10.57235/jetish.v2i2.631 Abstract views : 195 | PDF views : 170

   

Cite

   

Full Text

Download

References


Ahmad Susanto. 2013. Teori Belajar Pembelajaran di Sekolah Dasar. Jakarta. Kharisma Putra Utama

Anam, A, N. 2014. Upaya Peningkatan Motivasi Belajar Melalui Layanan Informasi Dengan Tehnik Game, Jurnal Ilmiah Pendidikan Bimbingan dan Konseling, 2(1)

Devianty, R. 2017. Bahasa Sebagai Cerminan Kebudayaan. Jurnal Tarbiyah

Efendi, Mohammad. 2005. Orientasi Media Video Pembelajaran. Malang. Universitas Negeri Malang.

Hartanti, D. 2019. Meningkatkan Motivasi Belajar Siswa Dengan Media Pembelajaran Interaktif Game Kahoot Berbasis Hypermedia. Prosiding Seminar Nasional PEP 2019

Irwan, Irwan, Zaky Farid Luthfi, and Atri Waldi. 2019. Efektifitas Penggunaan Kahoot! Untuk Meningkatkan Hasil Belajar Siswa. PEDAGOGIA: Jurnal Pendidikan8(1):95–104

Kasno. 2014. Kamus Sebagai Sumber Rujukan dan Pengajaran Kosakata. Jakarta: Pusat Bahasa.

Kocakoyun, H. B. S. 2017. Determination of University Students’ Most Preferred Mobile Application for Gamification.,. World J. Educ. Technol. Curr. Issues 9, 18-23

Nokham, Y. C. R. 2017. The effect of Kahoot, Quizizz and Google Forms on the student’s perception in the classrooms response system,. Econ. Sustain. Growth, ICDAMT , 178–182

Priyatno, Dwi. 2014. Mandiri Belajar Analisis Data dengan Spss. Yogyakarta: Mediakom.

Suryadi, Dedi. 2018. Motivasi Belajar Bahasa Jepang Mahasiswa Program Studi Pendidikan Bahasa Jepang Universitas Muhammadiyah Yogyakarta, 2(1), 180-181

Vusić, D., Bernik, A., & Geček, R. 2018. Instructional Design in Game Based Learning and Applications Used in Educational Systems. Technical Journal


Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Yashinta Qhorayma Putri Akbar, Merri Silvia Basri, Dini Budiani

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.