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| JUDUL | : | THE EFFECT OF USING KAHOOT APPLICATION ON STUDENTS’ READING ACHIEVEMENT AT ELEVENT GRADE OF SMAN 2 BANJARMASIN | |
| PENGARANG | : | YOUMA FAIRU NAZMI | |
| PENERBIT | : | UNIVERSITAS LAMBUNG MANGKURAT | |
| TANGGAL | : | 2024-07-30 |
Nazmi, Youma Fairu. 2024. The Effect of Using Kahoot Application on Student’s Reading Achievement at Eleventh Grade of SMAN 2 Banjarmasin. SARJANA’S THESIS, English Language Education Study Program, Faculty of Teacher Training and Education, Lambung Mangkurat University, Banjarmasin. The first advisor: Dr. Hj. Noor Eka Chandra, M.Pd., the second advisor: Fahmi Hidayat, M.Pd.
Keywords: Kahoot Application, Reading Achievement
Gamification in English Language Teaching (ELT) is a pedagogical strategy that uses game design and features to improve the learning experience and engage students in a more dynamic and engaging style. However, teachers rarely minimise the use of games in the English teaching and learning process at school, whereas the use of games is very helpful for students to understand the material easily and fun. This research is to measure whether there is difference on students’ reading achievement between those who are taught by using Kahootand those who are taught by using Quizizz at Eleventh Grade of SMAN 2 Banjarmasin. Then, gap of this research is the lack of specific research on the effect of Kahoot application on reading achievement of eleventh grade students so that the researcher is interested in proposing the research.
This research used a quantitative approach by applying a Quasi Experimental design. The samples in this research were 74 students of SMAN 2 Banjarmasin based on purposive sampling technique. Thirty-seven students of XID8 were included in the experimental class and thirty-seven students of XID9 were included in the control class. Data collection was used by analysing the results of pre and post tests that were tested followed by paired sample test and intepretation hyptohesis testing.
Based on the findings of the Independent sample t-test, it was discovered that the sig value was 0.04 and the t-test calculation was 2.101, with the t-table being 1.672 for df = 56 at a significance level of 0.05 (95%). It confirmed that there is a difference on student reading achievement between those who are taught by using Kahoot Application and those who are taught by using Quizizz in class XI students of SMAN 2 Banjarmasin. Therefore, teachers and students should maximise the use of kahoot in the teaching and learning process at school.
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