THE USE OF KAHOOT GAME TO ENRICH STUDENTS’ VOCABULARY AT SMA NEGERI 2 MAJENE
DOI:
https://doi.org/10.46870/iceil.v1i1.477Keywords:
EFL, Kahoot, VocabularyAbstract
This research aimed to find out whether or not the use of Kahoot game effects students’ vocabulary at SMA
Negeri 2 Majene. The research employed quasi-experimental research method. The subjects of this research
were two groups, the experimental and control group of tenth grade students at SMA Negeri 2 Mejene. The
data of this research were analyzed by calculating the data using SPSS 26. The result of the data showed the
mean scores of experimental group pre-test was 43.20 and the control group 39.77. After both groups obtained
the treatments, the mean score of both groups increased. The mean score of experimental post-test was 71.09
and the control group was 53.03. It was also supported by the result of the independent t-test. The result
showed that the value of Sig. (2-tailed) of 0.000 < 0.05, it means Ho was rejected and H₁ was accepted. After
analyzing the data, the researcher found that there were differences of the score between the students who
were taught by using Kahoot Game and the students who were taught by using conventional method. As the
result, Kahoot Game was effective to enrich students’ vocabulary at the tenth grade students of SMA Negeri 2
Majene.