Putri, Yovita Dwi Cahaya and SujarwatI, Iis and Sukesi, Erni (2024) THE EFFECT OF USING KAHOOT GAME ON STUDENTS’ VOCABULARY MASTERY AT EIGHT GRADE JUNIOR HIGH SCHOOL. Undergraduated thesis, Universitas Bengkulu.
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Abstract
This study aims to find out the whether there was an effect of using Kahoot game application on students vocabulary mastery at SMPN 14 Kota Bengkulu. This study used quantitative experiment with one class pre-test and post-test design. This research was conducted at SMPN 14 Kota Bengkulu. The population of this study were eighth grade students of SMPN 14 Bengkulu City in the academic year 2023/2024. The researcher used purposive sampling in sampling. The total sample in this study was 28 people from class VIII.4 students. In analyzing the data using statistic test, namely Hypothesis test and Wilcoxon signed test. The researcher did the descriptive analysis pre test and post - test to find out the level of students before and after being given treatment by increasing the category level of the scale. The data analysis results showed finding of the Wilcoxon signed test, the Z value is -3.946 and the Asym sig. (2-tailed) 0.001 is smaller than the 5% alpha level (0.05) so that it rejects HO, so the conclusion is that there is an significant difference in the use of Kahoot pre-test and post-test values. To sum up, using Kahoot game application in students vocabulary mastery there is an average difference. Keywords: Vocabulary Mastery, Kahoot game application
Item Type: | Thesis (Undergraduated) |
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Subjects: | L Education > L Education (General) |
Divisions: | Faculty of Education > Department of English Education |
Depositing User: | septi |
Date Deposited: | 16 Oct 2024 04:02 |
Last Modified: | 16 Oct 2024 04:02 |
URI: | http://repository.unib.ac.id/id/eprint/22386 |
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