EFEKTIVITAS MEDIA KAHOOT DALAM PEMBELAJARAN DARING BAHASA JEPANG UNTUK MENINGKATKAN KEMAMPUAN MENGINGAT KOSAKATA BAHASA JEPANG DI SMAN 4 SEMARANG
Pradhitya Ayu Nawang Wulan, 2302417062 (2021) EFEKTIVITAS MEDIA KAHOOT DALAM PEMBELAJARAN DARING BAHASA JEPANG UNTUK MENINGKATKAN KEMAMPUAN MENGINGAT KOSAKATA BAHASA JEPANG DI SMAN 4 SEMARANG. Under Graduates thesis, Universitas Negeri Semarang.
PDF
- Published Version
Restricted to Repository staff only Download (3MB) | Request a copy |
Abstract
The learning objectives will be achieved if the learning process uses the correct method or media, not least in learning Japanese vocabulary. Based on the results of daily tests during field experience practice, it is seen that there are differences in grades X MIPA and X IPS at SMA Negeri 4 Semarang. Japanese language learning is taught by teachers using the same media, namely PPT online through Microsoft Teams. However, despite being given by the same teacher and using the same media, the average score for class X Social Studies is lower than class X Mathematics and Natural Sciences. From these problems, it is possible that the media's use in class is not attractive to students so that the scores obtained are low. So we need exciting media. One of the exciting media for online learning is Kahoot games. The use of Kahoot media is expected to improve students' Japanese vocabulary skills. This research is a pilot study using a quantitative approach with experimental methods. This type of research uses true experimental using post-test only control design. The sample in this study were students of class X IPS 1 as the experimental class and X IPS 2 as the control class. The results showed that the average value of the experimental class was higher than the control class. The experimental class obtained an average score of 85.43, while the control class was 68.48. The results of the Mann-Whitney U test using the SPSS 26 application program are known to have a significance level of 0.000 <0.05. Thus, it is concluded that there is a significant difference between the average value of the experimental class and the control class. So it can be concluded that Kahoot media can improve the Japanese vocabulary skills of class X students of SMA Negeri 4 Semarang. Based on the results of the questionnaire analysis, Kahoot is a fun game. Students who answered agreed were 94.4% that Kahoot media made it easier for students to remember Japanese vocabulary as much as 80.6% agreed.
Item Type: | Thesis (Under Graduates) |
---|---|
Uncontrolled Keywords: | Kahoot Media, Japanese vocabulary |
Subjects: | P Language and Literature > PN Literature (General) |
Fakultas: | UNSPECIFIED |
Depositing User: | TUKP unnes |
Date Deposited: | 29 Dec 2022 04:34 |
Last Modified: | 29 Dec 2022 04:34 |
URI: | http://lib.unnes.ac.id/id/eprint/54420 |
Actions (login required)
View Item |