Wulan Zulfirah, Darmawan Darmawan, Maf’ulah Maf’ulah
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引用次数: 0
摘要
本研究的目的是了解 Kahoot 游戏的使用是否能提高帕卢第八中学(SMA Negeri 8 Palu)学生的词汇掌握水平。本研究采用准实验设计,包括两组:实验组和对照组。本研究的样本是巴鲁第八中学(SMA Negeri 8 Palu)十一年级的学生;IPA 2 的 27 名学生为实验组,IPA 3 的 25 名学生为对照组。收集数据的方法是在第一次和最后一次会议上分别进行前测和后测。然后只对实验组进行治疗。实验组的前测结果为 39.44,对照组为 34.6。实验组的后测结果为 77.03,而对照组为 61.2。在 0.05 的显著性水平下,研究人员发现 t 计数值(3.31)高于 t 表数值(1.677)。总之,在词汇教学中使用 Kahoot 游戏能有效提高帕卢第八中学(SMA Negeri 8 Palu)学生的词汇掌握水平。基于这些结果,这意味着教师可以在教学和学习过程中应用 Kahoot 游戏,将其作为提高学生词汇掌握程度的有效策略之一。
The Effectiveness of Kahoot Game in Improving Students' Vocabulary Mastery
The objective of this research is to find out if the use of Kahoot Game can improve students’ vocabulary mastery of SMA Negeri 8 Palu. This research used quasi-experimental design that consisted of two groups; experimental and control group. The samples of this research was the eleventh grade students of SMA Negeri 8 Palu; IPA 2 with 27 students as the experimental group and IPA 3 with 25 students as the control group that selected by using purposive sampling. The data was collected by administering test consisted of a pre-test and post-test that conducted at first and last meetings. Then the treatment was only given to the experimental group. The result of experimental group’s pre-test is 39.44, while control group is 34.6. The result of experimental group’s post-test is 77.03, while control group is 61.2. By applying 0.05 level of significance, the researcher found that the value of the t-counted (3.31) is higher than the t-table (1.677). In conclusion, the use of Kahoot Game in teaching vocabulary is effective to improve students’ vocabulary mastery of SMA Negeri 8 Palu. Based on these results, it implies that Kahoot Game can be applied by teachers in teaching and learning process as one of effective strategy to improve students' vocabulary mastery.