Nim | : | 409190034 |
Nama | : | RATIH |
Prodi | : | Pendidikan Bahasa Inggris |
Pembimbing 1 | : | Nur Azmi Rohimajaya, M.Pd |
Pembimbing 2 | : | Tatu Munawaroh, M.Pd. |
Tanggal | : | 22 Oktober 2023 |
ABSTRACT
Ratih (2023). The Effect of Kahoot Application Toward Students’ Vocabulary
Mastery at Eighth Grade of MTs Al-Mu’min Cikeusik, Pandeglang, Banten
academic year 2023/2024.
The aimed of this research to investigate the significant effect of
Kahoot application towards students vocabulary mastery at the eighth grade of
MTs Al-Mu’min Cikeusik, Pandeglang academic year 2023/2024. This
research was quantitative approach with quasi-experimental design. The
research paper used the quantitative approach and quasi-experimental design.
This research was conducted from July-august, The technique in choosing the
sample is cluster random sampling; and the researcher has chosen two classes
are a control class and an experimental class This research consisted of two
variables namely Kahoot application media as independent variable and
students vocabulary mastery as dependent variable, using pre-test and post-test
control group design. The population of this research was eighth grade of MTs
Al-Mu’min Cikeusik consisted of 42 students divided into two class. the
sample of this research were VIII A (22 students) as experimental class and
VIII B (20 students) as control class. In the Collecting data technique, the
researcher gives pre-test and post-test. The score pre-test of control group are
1,210, the score pre-test of experimental class are 1,475. Then, the score posttest of control group are 1,405, the score post-test of experimental group are
1,850. To collect the data, the researcher used SPSS version 29. to know
whether was any significant effect students’ vocabulary mastery, between the
students who are taught by using Kahoot application as media and who are not.
Therefore, From the explanation above, it can be concluded that Kahoot
application an effective media for English teaching-learning. The result of this
research showed that the students who were taught by using Kahoot! game got
better score than the students who were taught by using traditional method. The
researcher has found the result of Significant two-tailed = 0.001 < α 0.05
Keyword: Learning media, Kahoot application, vocabulary mastery