Implementing Kahoot Application as Game-Based Learning to Enhance Students’ Vocabulary at SMP Negeri Tiakur
DOI:
https://doi.org/10.62383/bersama.v1i4.731Keywords:
technological learning, vocabulary, Kahoot AppAbstract
The integration of Kahoot aims to create an interactive and engaging classroom environment that leverages technology to support English language learning. This study explores the use of the Kahoot app as a game-based learning tool to enhance students’ vocabulary at SMP Negeri Tiakur. The methodology involved three main stages: planning, implementation, and evaluation. The results indicated several positive outcomes: 1) Students were exposed to technological learning tools they had not previously encountered, particularly in English language education. 2) The game-based approach created a lively and enjoyable learning environment, increasing student engagement and participation. 3) Students expressed a strong desire to continue learning English beyond the scheduled activity, highlighting an increase in motivation. 4) The feedback from students suggested a noticeable improvement in their vocabulary acquisition. These findings suggest that Kahoot can be an effective tool for enhancing vocabulary learning in a fun and interactive way, making it a valuable addition to the language learning curriculum. Future research could explore the long-term impacts of such interventions and the potential for similar digital platforms in different educational contexts
References
Abdulrahman, T. R. (2017). The effect of using games on English vocabulary learning. International Journal of Learning and Development, 7(4), 99-118.
Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught. International Journal of Teaching and Education, 3(3), 21-34.
Bataineh, M., & Mayyas, M. (2017). The utility of blended learning in EFL reading and grammar: A case for Moodle. Teaching English with Technology, 17(3), 35-49.
Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Springer Science & Business Media.
Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning, 12(4), 49-52.
Hwang, G. J., & Wu, P. H. (2012). Advances and trends in digital game-based learning research: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10.
Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge University Press.
Plass, J. L., Perlin, K., & Nordlinger, J. (2015). The impact of game-based learning environments on computing education. ACM Transactions on Computing Education (TOCE), 15(2), 1-22.
Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for eLearning novices. Management Teaching Review, 2(2), 151-158.
Prensky, M. (2001). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 1-6.
Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning–A literature review. Computers & Education, 149, 103818.
Wang, A. I., & Lieberoth, A. (2016). The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot! In European Conference on Games Based Learning (pp. 738-746).
Zainuddin, Z. (2018). Students’ learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 126, 75-88.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Kesejahteraan Bersama : Jurnal Pengabdian dan Keberlanjutan Masyarakat

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


