The Effect of Online Gamification Quiz Application on Vocabulary Mastery for Young English Learners

Nyoman Adi Purnawan, Ni Nyoman Padmadewi, Luh Gd Rahayu Budiarta


Abstrak: Penelitian ini bertujuan untuk mengetahui pengaruh Kahoot pada penguasaan kosakata untuk pelajar bahasa Inggris usia muda. Penelitian ini menggunakan metode kuantitatif dengan desain Pre-experimental One Group Pre-test and Post-test. Instrumen yang digunakan pada penelitian ini adalah tes kosakata yang terdiri dari 20 item dalam pengumpulan data. Data dianalisis menggunakan statistik deskriptif dan inferensial. Partisipan penelitian ini adalah siswa kelas IV SD Dana Punia Singaraja. Temuan penelitian ini membuktikan bahwa terdapat pengaruh signifikan yang terdapat pada pada penguasaan kosakata untuk pelajar muda bahasa Inggris dengan efektivitas kategori sedang. Lebih Lanjut, penerapan Kahoot sebagai gamifikasi dalam pembelajaran kosa kata sudah tepat dalam meningkatkan penguasaan kosakata pelajar muda.

Abstract: This research aimed to investigate the effect of Kahoot on vocabulary mastery for young English learners. This research utilized the quantitative method with Pre-experimental One Group Pre-Test and Post-Test Design. The instrument used to collect the data was vocabulary test that consisted of 20 items. The data were analyzed using descriptive and inferential statistics. The participants of this study were fourth-grade students of SD Dana Punia Singaraja. The findings proven there was a significant effect on vocabulary mastery for young English learners with a moderate effect of effectiveness. Furthermore, the implementation of Kahoot as gamification in English learning was precise in improving young learners' vocabulary mastery.


Kahoot; Twenty-first Century; Vocabulary Mastery; Young Learners

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