Detail Cantuman Kembali
An analysis of application of Kahoot Games in teaching English, A case study at the ninth garde of MTsN Model 1 Pandeglang in academic year 2019/2020
This research investigated the use kahoot games in teaching English especially vocabulary. This research was to find out whether teaching English by using kahoot games can enhance students’ vocabulary retention. This research used a case study research method. The instrument are used in this research, open-ended questionnaire used to find out the students’ satisfied in learning English espesially vocabulary using kahoot, observation used to find out students’ focus and attention in learning English espesially vocabulary using kahoot, and interview used to find out the effect of using kahoot games application to enhance students’ vocabulary retention. This research involved 25 students at the ninth grade of MTsN Model 1 Pandeglang in academic year 2019/2020. The research finding of the last result showed the students' satisfied in learning English especially vocabulary using kahoot because they feel interesting, fun, and happy. Using kahoot games can enhance their vocabulary retention because learning is easier using it. The class atmosphere is more attractive because the students are completing each other, they enjoy and forget about time. This is also the thing that makes them more focused and gives more attention when learning to use kahoot games. The result of this research shows that learning English using kahoot games can enhance students’ vocabulary retention. Keywords: Kahoot Games, learning English, Students’ Satiesfied, and Vocabulary Retention.
Ika Anggraeni - Personal Name
SKRIPSI TBI 1845
SKRIPSI TBI 1845
Text
Indonesia
Fakul Tarbiyah Dan Keguruan Univeritas Islam Negeri
2019
Serang Banten
21.5cm, 28cm, 79hlm
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