Yifani, Linfata (2025) GAMIFICATION METHOD USING KAHOOT TO INCREASE STUDENTS’ ENGLISH VOCABULARY ACCURACY LEARNING. Undergraduate thesis, Universitas Muhammadiyah Malang.
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Abstract
Gamification is a method that integrates game elements, competitions, and rewards to stimulate students' motivation in English vocabulary accuracy. This study aims to measure the effectiveness of Kahoot in improving vocabulary accuracy and exploring students' perceptions of its use. 18 1st students at SMP 1 Muhammadiyah Malang as a participant, using a quasi-experimental design one group pre-test and post-test. Data were collected through a vocabulary test and a 9-item student perception questionnaire. The results showed a significant increase in scores from 76.566 to 96.167 (Sig. 2-tailed = 0.002 < 0.05). Students’ perception also responded positively, indicating that Kahoot supports vocabulary accuracy and motivation during their learning.
| Item Type: | Thesis (Undergraduate) |
|---|---|
| Student ID: | 202110100311079 |
| Keywords: | Keywords: Gamification method, Kahoot, Vocabulary |
| Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education |
| Divisions: | Faculty of Teacher Training and Education > Department of English Language Education (88203) |
| Depositing User: | 202110100311079 linfatayifani |
| Date Deposited: | 20 Aug 2025 08:06 |
| Last Modified: | 20 Aug 2025 08:06 |
| URI: | https://eprints.umm.ac.id/id/eprint/23003 |
