The Effect of Kahoot-Based Learning on Students’ Vocabulary Mastery
DOI:
https://doi.org/10.1234/prosiding.v2i1.5270Kata Kunci:
Kahoot, Vocabulary MasteryAbstrak
abstrak— Dalam pembelajaran bahasa Inggris, penguasaan kosakata sangat penting karena mendukung kemampuan siswa dalam membaca, menulis, berbicara, dan mendengarkan. Karena tidak ada media pembelajaran yang menarik dan interaktif, banyak siswa masih menghadapi kesulitan menguasai kosakata. Tujuan penelitian ini adalah untuk mengetahui bagaimana penggunaan Kahoot berdampak pada penguasaan kosakata siswa di kelas X SMKN Dander. Sampel penelitian terdiri dari 26 siswa kelas X SMKN Dander, yang dikumpulkan melalui pendekatan pre-test satu kelompok dan post-test satu kelompok. Metode kuantitatif yang dirancang secara eksperimen digunakan. Data diperoleh melalui tes kosakata sebelum dan sesudah tes, yang dilakukan dengan Kahoot dalam pembelajaran. Uji-t digunakan untuk menganalisis data penelitian dengan bantuan statistik IBM SPSS. Hasil penelitian menunjukkan bahwa perawatan Kahoot meningkatkan nilai rata-rata siswa. Selain itu, nilai signifikansi (sig. 2-tailed) adalah 0,000 di bawah taraf signifikansi 0,05. Hal ini menunjukkan hasil bahwa H0 ditolak dan H1 diterima dan menunjukkan bahwa game Kahoot memiliki efek yang signifikan terhadap peningkatan penguasaan kosakata siswa kelas sepuluh di SMKN Dander.
Kata kunci— Kahoot, Penguasaan Kosakata.
Abstract— In English language learning, vocabulary mastery is crucial because it supports students’ reading, writing, speaking, and listening skills. Due to the lack of engaging and interactive learning materials, many students still struggle to master vocabulary. The purpose of this study was to determine how the use of Kahoot impacts vocabulary mastery among 10th-grade students at SMKN Dander. The research sample consisted of 26 10th-grade students at SMKN Dander, collected through a one-group pre-test and one-group post-test approach. An experimentally designed quantitative method was used. Data were obtained through pre- and post-vocabulary tests, which were conducted using Kahoot in the classroom. A t-test was used to analyze the research data with the aid of IBM SPSS statistics. The results of the study indicate that the use of Kahoot improved students’ average scores. Furthermore, the significance value (sig. 2-tailed) was 0.000, which is below the significance level of 0.05. This indicates that H0 was rejected and H1 was accepted, demonstrating that the Kahoot game has a significant effect on improving the vocabulary mastery of 10th-grade students at SMKN Dander.
Kata kunci— Kahoot, Vocabulary Mastery.
Referensi
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