Skripsi
The effect of kahoot! on 6th graders\' vocabulary mastery / Adiliawan M Al Hakim
Abstrak
This research investigates the effect of Kahoot as a game-based learning media on improving vocabulary acquisition among EFL students. This study was conducted with 17 students in one experimental group. The research aimed to determine whether there was a difference after treatment utilizing Kahoot . Adapting pre-experimental design with pre-test and post-test data analyzed through paired samples t-test and Wilcoxon signed-rank test. The findings showed a significant improvement in vocabulary scores with the average increasing from 65.59 in the pre-test to 81.76 in the post-test indicating Kahoot s rsquo game-based learning media for vocabulary learning and memorizing. However limitations such as a small sample size and varied student proficiency levels affected data distribution and highlighted the need for differentiated instruction. Despite these challenges the findings support Kahoot s rsquo potential as a game-based learning media increasing engagement and motivation. The study recommends further research with larger diverse samples and longer intervention periods to confirm these findings and assess the long-term effect of Kahoot . This research underscores the value of integrating technology in language education especially in the post-pandemic era where digital literacy is crucial.