INVESTIGATING KAHOOT! GAME BASED LEARNING IN IMPROVING STUDENTS’ VOCABULARY MASTERY AT TEN GRADE OF SMA MUHAMMADIAHBANDAR LAMPUNG

Aditya, Nanda and Prasetyo, Yanuar Dwi (2020) INVESTIGATING KAHOOT! GAME BASED LEARNING IN IMPROVING STUDENTS’ VOCABULARY MASTERY AT TEN GRADE OF SMA MUHAMMADIAHBANDAR LAMPUNG. Skripsi thesis, Universitas Bandar Lampung.

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Abstract

Aditya(2020) This objective of this research is to know the learning process how students perceieved the use of Kahoot! in the class ten grade in SMA Muhammadiyah Bandar lampung . The aims of this study were to find out is investigating kahoot! game based learning in improving students’ vocabulary achievement. Data collection is done by doing a test. Data were analyzed using SPSS from the total test results In this research, I used descriptive quantitative method. The purpose of this method was to study each phenomenon or the students' behavior then described it in paragraph. The results of this study indicate that to determine the effect of Kahoot! to students in increasing students' vocabulary mastery and to investigate Kahoot! Game-based learning in improving students' vocabulary mastery. Especially Kahoot! really helps students not only about learning fun, but with Kahoot! students become more motivated to learn more about vocabulary. Conversely, it also has some negative sides such as smartphone storage and internet connection problems faced by students that make students' perceptions about using the Kahoot app! tend to be ineffective. However, students' positive perceptions are more than negative when they are compared.

Item Type: Thesis (Skripsi)
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Prodi Pendidikan Bahasa Inggris
Depositing User: M. Rafid Prayudha
Date Deposited: 22 Jul 2023 04:18
Last Modified: 24 Jul 2023 03:06
URI: http://repository.ubl.ac.id/id/eprint/282

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