An Analysis of Students’ Perception Using Kahoot Game in Vocabulary Learning Process at MAN 1 Bone

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In general, teaching and learning activities are mostly supported by books, the
presentation of the materials by the teacher, and written or oral exercises. This type of
learning method is monotonous. With technological developments and the internet as
an educator, it is reasonable to utilize technology-based online learning applications,
such as Kahoot. This research aims to find out the students' perceptions using Kahoot
game in the vocabulary learning process at MAN 1 BONE. The participants of this
research are XI Bahasa class students at MAN 1 BONE who have experienced using
Kahoot. This qualitative research used questionnaire, interview, and documentation as
instruments, purposive sampling technique was used to select participants to get data
through interview. The results showed that Kahoot provides many positive impacts on
students' learning. It was found that students perceive Kahoot as an online learning
platform that increases interest, improves their vocabulary knowledge, and increases
their motivation and enthusiasm which leads to active learning through flexible
learning process. In addition, this research found difficulties that students experienced
when using Kahoot, such as poor internet connection.
A. Conclusion
Based on the findings and discussion in the previous chapter, it can be
concluded that students consider Kahoot as an excellent media in their
vocabulary learning. Kahoot, an online game-based learning platform, is
suitable for the lifestyle of students where technology plays a big role in their
lives. In the vocabulary learning process, Kahoot can be used as a game, where
teachers can ask questions that can make students more active, create a better
and fun atmosphere, and solve boredom. In addition, Kahoot can also be used
as an assessment tool, where teachers use Kahoot to check students' vocabulary
knowledge and then save their scores for the class. Whether used simply as a
game or as an assessment tool, the students felt a positive impact in using
Kahoot.
Kahoot made a very good impression on the students in the class due to
its awesome features and uniqueness. In addition, Kahoot helps students in the
vocabulary learning process by improving their vocabulary knowledge,
increasing their motivation, encouraging them to be more confident and more
active, and bringing out flexible learning in the classroom. Students' vocabulary
knowledge can be improved by using Kahoot because they get immediate
feedback after playing, so students know the correct answers and make them
learn more about their vocabulary mastery.
Another obvious key benefit of Kahoot is the student engagement and
fun atmosphere when Kahoot is played. As students compete with each other to
win the game, this causes students to become active learners. However, Kahoot
requires a good internet connection to overcome errors while playing. This is a
common problem faced by students when they have a bad connection. Overall,
this research proves that students' perception towards the use of Kahoot game
in the vocabulary learning process is positive, and Kahoot can be considered as
an excellent online learning platform that can help improve the vocabulary
teaching and learning process.
B. Suggestion
The researcher would like to give some suggestions for students,
teachers, and future researchers. For students, Kahoot can be a good online
learning media in the vocabulary learning process, with the concept of learning
and improving their vocabulary knowledge while playing. It allows students to
strengthen their vocabulary understanding and also remember their vocabulary
mastery. It can also help to increase students' motivation and enthusiasm as
Kahoot is a fun and engaging learning platform for students.
Kahoot is considered as a learning tool that is suitable for students'
learning model because students in this digital era are very familiar with
technology, which plays a big role in their daily life. For teachers, Kahoot can
definitely help to improve the vocabulary teaching process as it can help to
create active learning where students will engage and participate more in class.
In addition, teachers can use Kahoot to get students' scores for the subjects from
the quizzes given in Kahoot, therefore helps teachers in conducting
assessments.
The researcher hopes that this research can help future researchers to
conduct research with the same case regarding students' perceptions of the use
of Kahoot in the vocabulary learning process or at least this research can be a
reference or source for future researchers to conduct research with the same
case. This research has many limitations, therefore the researcher hopes that
this research can be continued by other researchers to examine more deeply
about this research. Finally, the researcher recommends investigating teachers'
perceptions on the use of Kahoot in the vocabulary teaching and learning
process.
Ketersediaan
STAR2023006868/2023Perpustakaan PusatTersedia
Informasi Detil
Judul Seri

-

No. Panggil

68/2023

Penerbit

IAIN BONE : Watampone.,

Deskripsi Fisik

-

Bahasa

English

ISBN/ISSN

-

Klasifikasi

Skripsi Tarbiyah

Informasi Detil
Tipe Isi

-

Tipe Media

-

Tipe Pembawa

-

Edisi

-

Subyek

Kahoot Game

Info Detil Spesifik

-

Pernyataan Tanggungjawab
Tidak tersedia versi lain

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