THE EFFECT OF KAHOOT! ON SIXTH GRADERS’ VOCABULARY MASTERY

Authors

  • Adiliawan M Al Hakim Universitas Negeri Malang
  • Elvira Rosyida M.R. Universitas Negeri Malang

DOI:

https://doi.org/10.17977/um046v8i12024p24-32

Keywords:

kahoot!, vocabulary mastery, game-based learning, educational technology

Abstract

This research investigates the effect of Kahoot! as a game-based learning media on improving vocabulary mastery among EFL students. This study was conducted with 17 students in one experimental group. Adapting a pre-experimental design, with pre-test and post-test data analyzed through paired samples T-test and Wilcoxon signed-rank test. The findings showed a significant improvement in vocabulary scores, with the average increasing from 65.59 in the pre-test to 81.76 in the post-test, indicating Kahoot!’s game-based learning media for vocabulary learning and memorizing. However, limitations such as a small sample size and varied student proficiency levels affected data distribution and highlighted the need for differentiated instruction. Despite these challenges, the findings support Kahoot!’s potential as a game-based learning medium, increasing engagement and motivation. The study recommends further research with larger, diverse samples and longer intervention periods to confirm these findings and assess the long-term effect of Kahoot!. This study highlights the significance of incorporating technology into language education, particularly in the post-pandemic context, where digital literacy has become an essential component of effective teaching and learning.

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Published

2024-06-10

Issue

Section

Articles