BUILDING UP STUDENTS’ VOCABULARY USING KAHOOT GAME APPLICATION AT SMPN 17 MAKASSAR

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dc.contributor.author SYAMSURAH, AULIYA ASLAMA
dc.date.accessioned 2022-11-01T02:31:20Z
dc.date.available 2022-11-01T02:31:20Z
dc.date.issued 2021
dc.identifier.other 4517101017
dc.identifier.uri http://localhost:8080/xmlui/handle/123456789/1748
dc.description.abstract The objective of the research was to know the increase students vocabulary of use Kahoot Game application. The researcher applied pre experimental in one class pre-test and post-test. This research conducted at SMPN 17 Makassar. In this research the population was the nine students of SMPN 17 Makassar in 2021/2022 academic year. The researcher used total sampling technique. The total sample was 20 students from class IX-7. In analyzing the numerical data, the writer used SPSS v. 16.0. Based on the results of data analysis, the writer concluded that the use of Kahoot Game application can increase students’ vocabulary knowledge, it’s proved by the mean score of the students’ in pretest and post-tes. The result of the research shows that Kahoot Game application significantly increased students’ vocabulary knowledge after did treatment. The mean score improved from 60.50 in pre-test to 71.75 in post-test. It indicated that the one hypothesis (H1 ) was accepted and of course, the null hypothesis (H0) was rejected. It means that Kahoot Game application could building the students’ vocabulary knowledge in learning English at SMPN 17 Makassar. en_US
dc.publisher UNIVERSITAS BOSOWA en_US
dc.subject Kahoot Game application en_US
dc.subject Vocabulary en_US
dc.subject Building en_US
dc.title BUILDING UP STUDENTS’ VOCABULARY USING KAHOOT GAME APPLICATION AT SMPN 17 MAKASSAR en_US
dc.type Thesis en_US


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