AN ANALYSIS OF STUDENTS’ PERCEPTION USING KAHOOT GAME IN VOCABULARY LEARNING PROCESS
DOI : 10.30863/ijretal.v4i1.5006
In general, teaching and learning activities are mostly supported by books, the presentation of the materials by the teacher, and written or oral exercises. This type of learning method is monotonous. With technological developments and the internet as an educator, it is reasonable to utilize technology-based online learning applications, such as Kahoot. This research aims to find out the students' perceptions using Kahoot game in the vocabulary learning process. The participants of this research are XI Bahasa class students at MAN 1 BONE who have experienced using Kahoot. This qualitative research used questionnaire, interview, and documentation as instruments, purposive sampling technique was used to select participants to get data through interview. The results showed that Kahoot provides many positive impacts on students' learning. It was found that students perceive Kahoot as an online learning platform that increases interest, improves their vocabulary knowledge, and increases their motivation and enthusiasm which leads to active learning through flexible learning process. In addition, this research found difficulties that students experienced when using Kahoot, such as poor internet connection.
- Ali, S. A., Yousaf, M., & Siddiqui, N. (2018). Impact of Kahoot on vocabulary acquisition and students' motivation. European Journal of Education Studies, 4(2), 200-214.
- Anwar, M. A., Qureshi, I. A., & Abbas, S. (2020). Impact of Kahoot! on students' motivation and academic performance: A case of secondary school students. Journal of Education and Educational Development, 7(1), 47-67.
- Arkan, B., & Yuniarti, D. A. (2021). The Effectiveness of Kahoot in Improving Students’ Motivation and Vocabulary Mastery. Journal of English Education and Linguistics Studies, 8(1), 43-54.
- Choi, J. Y., Ahn, H. K., & Lee, J. H. (2021). Game-based language learning and vocabulary acquisition: Kahoot! Vs. paper-based quizzes. Computer Assisted Language Learning, 34(3), 284-301.
- Danim, S. (1995). Media komunikasi pendidikan: pelayanan profesional pembelajaran dan mutu hasil belajar. Bumi Aksara.
- Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Springer.
- Ismail, M., & Khan, I. A. (2020). Kahoot! Use in university: Students' perceptions of its advantages, disadvantages and impacts on engagement. International Journal of Emerging Technologies in Learning, 15(16), 32-47.
- Kuo, Y.-C., Belland, B. R., & Kuo, Y.-T. (2019). Learning with Technology: The Impact of Kahoot on Student Learning, Motivation, and Attitudes. Journal of Computer Assisted Learning, 35(1), 1-13.
- Lai, C. L., Hwang, G. J., & Wang, S. Y. (2018). An inquiry-based mobile learning approach to enhancing social science learning effectiveness. Educational Technology & Society, 21(1), 205-218.
- Lee, H. J., Huang, Y. M., & Chen, H. C. (2020). The effects of game-based vocabulary learning on EFL learners' vocabulary acquisition and learning motivation. Interactive Learning Environments, 28(1), 1-13.
- Sugiyono, D. (2010). Memahami penelitian kualitatif.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.