The Effectiveness of Kahoot Game in Improving Students' Vocabulary Mastery

Wulan Zulfirah, Darmawan Darmawan, Maf’ulah Maf’ulah
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Abstract

The objective of this research is to find out if the use of Kahoot Game can improve students’ vocabulary mastery of SMA Negeri 8 Palu. This research used quasi-experimental design that consisted of two groups; experimental and control group. The samples of this research was the eleventh grade students of SMA Negeri 8 Palu; IPA 2 with 27 students as the experimental group and IPA 3 with 25 students as the control group that selected by using purposive sampling. The data was collected by administering test consisted of a pre-test and post-test that conducted at first and last meetings. Then the treatment was only given to the experimental group. The result of experimental group’s pre-test is 39.44, while control group is 34.6. The result of experimental group’s post-test is 77.03, while control group is 61.2. By applying 0.05 level of significance, the researcher found that the value of the t-counted (3.31) is higher than the t-table (1.677). In conclusion, the use of Kahoot Game in teaching vocabulary is effective to improve students’ vocabulary mastery of SMA Negeri 8 Palu. Based on these results, it implies that Kahoot Game can be applied by teachers in teaching and learning process as one of effective strategy to improve students' vocabulary mastery.
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Kahoot 游戏在提高学生词汇掌握能力方面的效果
本研究的目的是了解 Kahoot 游戏的使用是否能提高帕卢第八中学(SMA Negeri 8 Palu)学生的词汇掌握水平。本研究采用准实验设计,包括两组:实验组和对照组。本研究的样本是巴鲁第八中学(SMA Negeri 8 Palu)十一年级的学生;IPA 2 的 27 名学生为实验组,IPA 3 的 25 名学生为对照组。收集数据的方法是在第一次和最后一次会议上分别进行前测和后测。然后只对实验组进行治疗。实验组的前测结果为 39.44,对照组为 34.6。实验组的后测结果为 77.03,而对照组为 61.2。在 0.05 的显著性水平下,研究人员发现 t 计数值(3.31)高于 t 表数值(1.677)。总之,在词汇教学中使用 Kahoot 游戏能有效提高帕卢第八中学(SMA Negeri 8 Palu)学生的词汇掌握水平。基于这些结果,这意味着教师可以在教学和学习过程中应用 Kahoot 游戏,将其作为提高学生词汇掌握程度的有效策略之一。
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