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THE EFFECTIVENESS OF USING FUN GAME KAHOOT IN LEARNING VOCABULARY: THE CASE OF 11th GRADERS OF SENIOR HIGH SCHOOL 1 BOJA IN ACADEMIC YEAR 2021/2022
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Institusion
Universitas PGRI Semarang
Author
Mawarni, Antika Mega
Subject
L Education (General) 
Datestamp
2024-10-21 04:02:36 
Abstract :
This research aims to know the significant difference of using fun game Kahoot to students in learning the mastery of Senior High School. The objectives of t h e study are; (1) to find out the students? ability in vocabulary who were taught with fun game Kahoot (2) to find out the students? ability in vocabulary who were taught without fun game Kahoot (3) to find out the significant difference on vocabulary mastery of the eleventh-grade students who were taught using fun game Kahoot and who were taught without using fun game Kahoot. A quasi-experimental design is two classes of pre-test post-test design were applied as the research design. 36 XI MIPA 4 and 35 XI MIPA 3 of SMAN 1 Boja in the academic year 2021/2022 were taken as the sample. The instrument was valid and reliable, the difficulty level was categorized as a medium, and the discriminating power was organized well. The data collected were analyzed using a t-test. It was found that the students? ability to learn vocabulary taught with fun game Kahoot was poor. The student's ability to learn vocabulary that was taught without fun game Kahoot was good. The value of the t-test was higher than the t-table (20, 04>1, 67). It means teaching vocabulary using the fun game Kahoot was effective. At last, the paper proposed suggestions for teachers to using fun game Kahoot in teaching vocabulary. Keywords: Fun Game Kahoot, vocabulary, effectiveness 
Institution Info

Universitas PGRI Semarang