Kahoot Interactive Application As A Media of Vocabulary Learning For The Tenth Grade Students At SMAN 1 Magetan

Septiani, Luvi Rahma (2025) Kahoot Interactive Application As A Media of Vocabulary Learning For The Tenth Grade Students At SMAN 1 Magetan. Undergraduate (S1) thesis, IAIN Ponorogo.

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Abstract

Rahma Septiani, Luvi. 2025. Kahoot Interactive Application As A Media Of Vocabulary Learning For The Tenth Grade Students At SMAN 1 Magetan. Sarjana’s Thesis, English Language Teaching Department, Faculty of Tarbiyah and Teacher Training, State Islamic Institute of Ponorogo. Advisor: Wiwin Widyawati, M.Hum.

Keywords: Kahoot application, learning media, vocabulary learning
The rapid development of technology that is so rapid today has many significant impacts in various aspects, including teaching and learning English. Many students feel that English lesson tends to be boring, less interesting, and difficult to understand, especially in vocabulary. This is a challenge for English teachers to utilize technology in the learning process to create a more interesting and fun atmosphere. One way that can be done is by utilizing learning media, which functions as a tool to convey information between the teacher and students more effectively. One of the media used is the Kahoot application, a platform that is integrated with the internet and designed to support the learning process.
This study aims to find out: (1) the implementation of Kahoot in English vocabulary learning classes for the X-grade students at SMAN 1 Magetan, and (2) to find out the benefits of Kahoot in English vocabulary learning classes for the X-grade students at SMAN 1 Magetan.
The data in this study used qualitative research methods where the data were presented in the form of words and documents. While the data sources are English teacher informants and X-grade students. The data source were written in documents. Data collection techniques used observations, interviews, and documentation methods. Data analysis techniques include data collection methods, data reduction, data display, and conclusion drawing.
The results of the study showed that 1) the implementation of Kahoot for the tenth-grade students at SMAN 1 Magetan is applied in learning, has stages, namely, pre-activity, during activity, and after activity. a) In pre-activity, the teacher determine objectives, materials, questions, and preparation. b) In the application of Kahoot, the teacher give instructions, supervises quizzes, and utilizes the leaderboard feature. c) after the activity, the teacher evaluates results directly through the Kahoot feature. 2) the implementation of Kahoot proved to be effective in providing benefits for students, such as improving students’ understanding of English vocabulary, increasing learning motivation, creating an interactive and fun learning atmosphere, reducing cognitive load because there is no need to write answers manually, and creating a competitive and focused learning atmosphere through its interactive features.

Item Type: Thesis (Undergraduate (S1))
Thesis Supervisor: Wiwin Widyawati
Subjects: 13 EDUCATION > 1399 Other Education > 139999 Education not elsewhere classified
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Jurusan Tadris Bahasa Inggris
Depositing User: Perpustakaan Pusat
Date Deposited: 30 Jun 2025 01:34
Last Modified: 30 Jun 2025 01:34
URI: http://etheses.uinponorogo.ac.id/id/eprint/34558

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