CD Skripsi
Efektivitas Aplikasi Kahoot! Pada Metode Game Based Learning Terhadap Penguasaan Kosakata Siswa Kelas X SMAN 9 Pekanbaru
This research discusses the effectiveness of using the Kahoot! In the game
based learning method for vocabulary mastery in class X SMAN 9 Pekanbaru.
The formulation of the problem in this study is how the vocabulary skills of class
X students of SMAN 9 Pekanbaru before and after using the Kahoot! And is there
a significant difference in the students' vocabulary skills before and after using the
Kahoot! In class X SMAN 9 Pekanbaru.
Based on the formulation of the problem above, the purpose of this study was
to analyze the vocabulary skills of class X students of SMAN 9 Pekanbaru before
and after using the Kahoot! As well as to analyze differences in vocabulary
mastery X SMAN 9 Pekanbaru before and after using the Kahoot!
The approach used in this research is a quantitative approach with a quasiexperimental
research type. This research will be carried out with the Pretest and
Posttest Control Group design. The experimental group, namely class X IPA 2,
was given treatment using the Kahoot! And the control group is class X IPS 2
which was not treated using the Kahoot! application. Before being given treatment,
both classes will be given a pretest first to find out students' initial vocabulary
abilities and after being given treatment, both classes will be given a posttest to
find out students' final abilities with the same form of questions for both classes.
The results of the pretest and posttest were processed using IBM SPSS Statistics
26.
Based on the results of the analysis of each test score, it shows an increase in
vocabulary learning outcomes for class X SMAN 9 Pekanbaru. The results of the
analysis are proven by an analysis of the homogeneity test on the pretest scores of
both classes which shows that the initial abilities of the students in the
experimental class and the control class are the same (homogeneous). Then after
being given treatment to the experimental class using the Kahoot! and to the
control class using conventional methods, it can be seen from the results of the
posttest that the final scores of the two classes experienced a significant difference.
The different posttest results can be seen from the posttest average scores of
the two classes which show that the experimental class got an average score of
87.6 while the control class got an average score of 75.8. From the average value
of the posttest, it can be seen that the average value of the experimental class is
higher than that of the control class. Then this statement can also be strengthened
from the results of the analysis of the Independent Sample T Test conducted by
the researcher. Based on the basic value of decision making in the Independent
Sample T Test, the data obtained must be less than 0.05. The results of the
Independent Sample T Test which had been processed by the researcher obtained
a Sig.(2-tailed) value of 0.000. So it can be concluded that Ha is accepted and Ho
is rejected, which means that there is a significant difference between the values
of the experimental class using the Kahoot! With the control class using
conventional methods.
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