Teaching Grammar Through Kahoot Application: A Game Based Technology At Eleventh Grade Of Ma Al-Ma’arif Bilae

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The purpose of the research is to find out the students’ perception toward Kahoot
application in learning grammar. The results of this study can be used as
consideration for teachers to apply simple but fun learning media for students. This
study used a descriptive qualitative method. The participants of this study was the
students of eleventh grade at MA Al-Ma’Arif Bilae. The technique of data collection
of this study were interview and observation.The results showed that overall the
students had positive perception towards Kahoot application in teaching and learning
grammar. Most of them stated that they like and enjoy to use Kahoot application.
Many students find it simple to respond to the question using the Kahoot program,
and when asked about the issue, they stated that it depends on an internet connection,
the mobile phone's restrictions, and the compatible equipment such an LCD and
speaker
A. Conclusion
The conclusion of this research is students‟ perception towards Kahoot
application in teaching grammar. Most of the students in the eleventhgrade of MA
Al-Ma‟arif Bilae had positive responses towards Kahoot application. The students
work together in a group to answer the quiz on Kahoot application. In contrast, the
researcher found that usually the students seldom work in pairs or groups during the
teaching and learning process. Most students in eleventh grade of MA Al-Ma‟arif
Bilae stated that they like and happy to use Kahoot application. They also think the
Kahoot application helps them in the learning process. Many of the students feel easy
to answer the question through Kahoot application. For the problem, they said it
depends on the internet connection, the limitation of the mobile phone and the
supported devices like LCD and speaker.
In the research, the researcher found that although the quiz is answered from
their smartphone, the answer also appeared on a widescreen so they still can ask the
question to the teacher. They still can communicate face to face andfrom what the
researcher has seen, the teacher usually explains more to the students if they made the
wrong answer.
B. Suggestion
Based on the finding of the research, the researcher would like to purpose
the following suggestion:
1. For teacher
It would be better if the teacher could always use Kahoot application in the
classandnot only for selected topic. Even though she could not useit in every meeting,
she still can use another application to evaluate students or even to upload the
learning material.
2. For students
For students, Kahoot can be a great online learning media that acts as a game
that allow the students to learn and improve their knowledge while playing. It is
enable the students to deepen their understanding and also revise about the material of
their study. It can also help to boost their motivation and enthusiasm because Kahoot
is a fun learning platform that attract the students
3. For the next researcher
It would be better if another researcher can examine various learning
applications especially in game-based learning application such as Quizlet,
Quizizz,Plickers, Classcraft and etc. By conducting a research on the learning
application, we can find out how the used and how various theresponse towards the
use of applications in the learning process.
The researcher also expects this research can give advantages and source of
knowledge as information especially for English education. Besides that, this thesis is
far from being perfect, because of that; constructive critics and advice are really
expected to support this thesis in thefuture.
Ketersediaan
STAR20220288288/2022Perpustakaan PusatTersedia
Informasi Detil
Judul Seri

-

No. Panggil

288/2022

Penerbit

IAIN BONE : Watampone.,

Deskripsi Fisik

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Bahasa

English

ISBN/ISSN

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Klasifikasi

Skripsi Tarbiyah

Informasi Detil
Tipe Isi

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Tipe Media

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Tipe Pembawa

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Edisi

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Info Detil Spesifik

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