THE EFFECTIVENESS OF USING KAHOOT GAME TO IMPROVE STUDENTS’ VOCABULARY COMPREHENSION A Quasi-Experimental Research of Seventh Grade Students of SMP N 15 Semarang in the Academic Year of 2019/2020


Adinda Riezky Putri , 2201415044 (2019) THE EFFECTIVENESS OF USING KAHOOT GAME TO IMPROVE STUDENTS’ VOCABULARY COMPREHENSION A Quasi-Experimental Research of Seventh Grade Students of SMP N 15 Semarang in the Academic Year of 2019/2020. Under Graduates thesis, UNNES.

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Abstract

Vocabulary is one of the essential skills in communication. Unfortunately, English teachers mostly use conventional method in teaching vocabulary, which is boring monotonous. Therefore, I try to use Kahoot Game as the media in teaching vocabulary. The objective of this study was to find out the effectiveness of kahoot game in improving students’ vocabulary comprehension. This study was a quasi-experimental research using quantitative data as the instrument for collecting the data. The pre-test and post-test non-equivalent group design was applied as the research design. The subject of this study was the seventh grade students of SMP Negeri 15 Semarang in the academic year of 2019/2020. In obtaining the data, I conducted pre-test, treatments, and post-test. In the treatment activity, the students in experimental group were taught by Kahoot Game. On the other hand, the students in control group were taught by conventional method. The instrument of this study is vocabulary comprehension test in a form of multiple choices. The result of the data showed that the mean scores of experimental group pre-test was 74.45 and the control group was 72.11. After both groups obtained the treatments, the mean scores of both groups increased. The mean score of experimental group post-test was 86.81 and the control group was 81.05. After analyzing the data, I found that there were differences of the score between the students who were taught by using Kahoot Game and the students who were taught by using conventional method. Therefore, Kahoot Game is more effective than the conventional method in improving students’ vocabulary comprehension in the seventh grade students of SMP Negeri 15 Semarang

Item Type: Thesis (Under Graduates)
Uncontrolled Keywords: Quasi-experimental, kahoot game, vocabulary
Subjects: P Language and Literature > PI Oriental languages and literatures > PI1 Indonesia > Pendidikan Bahasa dan Sastra
P Language and Literature > PE English
Fakultas: Fakultas Bahasa dan Seni > Pendidikan Bahasa Inggris (S1)
Depositing User: mahargjo hapsoro adi
Date Deposited: 03 Jan 2020 14:28
Last Modified: 03 Jan 2020 14:28
URI: http://lib.unnes.ac.id/id/eprint/34277

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