THE EFFECT OF KAHOOT GAME ON STUDENTS’ VOCABULARY MASTERY: A STUDY AT THE TENTH GRADE OF SMKN DANDER

Fatikhah, Zahrotul (2026) THE EFFECT OF KAHOOT GAME ON STUDENTS’ VOCABULARY MASTERY: A STUDY AT THE TENTH GRADE OF SMKN DANDER. Diploma thesis, IKIP PGRI BOJONEGORO.

[img] Text
Zahrotul Fatikhah-22120025-1-23.pdf

Download (817kB)
Official URL: https://prosiding.ikippgribojonegoro.ac.id/index.p...

Abstract

Fatikhah, Zahrotul. 2026. The Effect of Kahoot Game on Students’ Vocabulary Mastery: A Study at the Tenth Grade of SMKN Dander. Skripsi, English Education Department, Faculty of Language and Arts Education, IKIP PGRI Bojonegoro, Advisor (I) Chyntia Heru Woro Prastiwi, M.Pd., (II) Dr. Moh. Fuadul Matin, S.S., M.Pd. The purpose of this study is to determine how effective the use of Kahoot is as a tool for improving students’ English vocabulary proficiency in the 10th grade at SMKN Dander. The background of this study is that conventional educational approaches cause students to become passive and bored while learning. This study employed a one-group pre-test-post-test pre-experimental design without a control group. Purposive sampling was used to select the study population and sample, consisting of 26 10th-grade students majoring in Multimedia at SMKN Dander. A vocabulary test, consisting of twenty multiple-choice questions (pre-test and post-test), and a questionnaire were used to collect data to measure students’ reactions to the Kahoot app. Subsequently, learning outcomes before and after the intervention were evaluated using a Paired Sample T-test. The results of the study indicate that students’ vocabulary skills have improved significantly. Students’ pre-test scores before using Kahoot were 43.46, but after using it, their scores increased dramatically to 87.69. According to statistical analysis, the alternative hypothesis (H1) was accepted because the significance value (Sig., 2-tailed) was 0.000, which is less than 0.05 (0.000 < 0.05). In addition, the results show that students felt happier and more focused while using this app, with an average score of 44.23 out of a maximum of 50. Tenth-grade students at SMKN Dander saw a significant improvement in their English vocabulary proficiency as a result of using the Kahoot digital game. Keywords: Kahoot Game, Vocabulary Mastery, Learning Media.

Item Type: Thesis (Diploma)
Subjects: L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
P Language and Literature > PN Literature (General)
Divisions: Faculty of Law, Arts and Social Sciences > School of Education
Depositing User: Ms Winarsih IKIP PGRI Bojonegoro
Date Deposited: 05 Oct 2026 07:03
Last Modified: 05 Oct 2026 07:03
URI: http://repository.ikippgribojonegoro.ac.id/id/eprint/3414

Actions (login required)

View Item View Item