THE EFFECT OF KAHOOT! ON SIXTH GRADERS’ VOCABULARY MASTERY

Adiliawan M Al Hakim, Elvira Rosyida M.R.

Abstract


This research investigates the effect of Kahoot! as a game-based learning media on improving vocabulary acquisition among EFL students. This study was conducted with 17 students in one experimental group. The research aimed to determine whether there was a difference after treatment utilizing Kahoot!. Adapting pre-experimental design, with pre-test and post-test data analyzed through paired samples t-test and Wilcoxon signed-rank test. The findings showed a significant improvement in vocabulary scores, with the average increasing from 65.59 in the pre-test to 81.76 in the post-test, indicating Kahoot!s’ game-based learning media for vocabulary learning and memorizing. However, limitations such as a small sample size and varied student proficiency levels affected data distribution and highlighted the need for differentiated instruction. Despite these challenges, the findings support Kahoot!s’ potential as a game-based learning media, increasing engagement and motivation. The study recommends further research with larger, diverse samples and longer intervention periods to confirm these findings and assess the long-term effect of Kahoot!. This research underscores the value of integrating technology in language education, especially in the post-pandemic era, where digital literacy is crucial.

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References


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DOI: http://dx.doi.org/10.17977/um046v8i12024p24-32

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