INTRODUCTION
seen and enjoyed these days. Our life is highly affected by the era of
the fact that English has become a compulsory subject in every school in
other people around the world and find more job opportunities. According
experience and skills. It means that they are in need of using various tools
1
which can help them learn the language easily and effectively by using
technology.
present time, many software and their applications have been created to
facilitate teaching and learning English. One of the examples is the use of
interactions.
Nowadays, in this technology driven world Bring Your Own Device (BYOD)
opens new ways of teaching in the classroom. Wang (2015) states the
enabling learners to interact with the teacher and learn subjects in new
ways. Caldwell (2007) as cited in Wang (2015, p. 217), the classical way
devices are like a TV-remote where learners can use their own device to
respond. Wang (2015, p. 217-218) states that the main advantage from
2
BYOD in schools is to remove the costs and effort to get special devices,
experiences.
theory lists (1980) three categories that make things fun to learn:
the class had ended they were still enthusiastic to continue. Learning
through games makes learners so involved and motivated that they really
survey for any topic, language and ability. The role of teacher is as a game
show host and the learners are the competitors. The teacher’s computer
answers, and the learners give their answers as fast and correct as
possible on their own mobile phones. A chart appears when the learners
answer each question. The chart is useful for the teacher to get feedback
on how much the class knows about a topic and explain better the parts
where the learners lack knowledge. At the end of the game a winner is
3
1.2 Identification of the Problem
observation, there were some problems that the researcher found in the
them did not do the task well. Some of them still had difficulties and low
The other problem is related to the teaching method that the lecturer used
The last problem is related to the medium. Medium is one of the factors
that can help the teachers develop their teaching and learning process. It
lecturer rarely used media especially games which can help learners
4
enhance their interest in learning grammar. Therefore, the learners often
Based on the problem above, the problem of this study can be formulated
as follows:
dynamics.
process.
5
class of the first semester learners of English Education Study Program,
There are some expected benefits to achieve from this research. The
Theoretical Benefit
The result of this research is expected can give a positive influence on the
Language Teaching.
information about how English teachers are able to use Kahoot! in the
6
For researchers, it can be helpful to get the knowledge, experience and
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CHAPTER II
LITERATURE REVIEW
teaching.
Levy (1997) defines CALL as “the search for and study of applications of
matter the context, learning a language through computers or with the aid
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2.1.2 The Importance of CALL
In this modernized era, almost every aspect of our life is highly affected by
learning a language.
CALL has made its way into the mainstream teaching of L2, nationally and
2.2 Game
goal and an element of fun’. Moreover, game means 'an activity which is
learners play and usually interact with others' (Wright et al, 2006, p. 1).
9
Deesri (2002) also states that in games must be included such factors as:
rules and competition. The main focus of using game in class is to help
learners learn and have fun. She adds relaxation and learning too.
cannot be stressful for children yet they are needed to be pleasure and fun
for them. But on the other hand students must learn from games. Games
Teaching today has changed a lot over the past years. Once it was all
about learners being passive and listening in the classroom, but today
learners are usually much more active in the classroom, and what better
cooperative learning equally. A more specific way that teachers can use in
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such as role playing games, imitation games, theatrical expression and
problem solving activities are especially fitting for all stages of language
There are six reasons that games deserve a place in the language
classroom (Sigríður Dögg Sigurðardóttir, 2010, p. 7-8). First of all, they are
fun, which is extremely important, because they can help activate learners
who may have been inactive before, due to lack of interest. Keeping
teach learners anything unless they can get them to participate in their
relationships, and feel equal. Playing games in the classroom can also
learners.
use it in real situations. Games can be a very good way to practice this
skill because they can easily be used to reenact various situations from
real life and provide learners with practice in their fluency. Also, by using
games in the classroom the teacher gives the learners a bigger role that
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more on their own, and that can very well result in an increase in their
they need to feel something while they are exposed to the language.
suspense allow learners to feel positively about their learning situation and
Fifth, games are good for shy learners and learners with low confidence,
and that applies specifically when playing takes place in smaller groups
game because the atmosphere is not as serious and more emphasis is put
p. 12-14).
They can be used with students of all ages, and when they are used with
other teaching methods they create diversity which is ideal for school work
(2010, p. 8).
Games that are used in teaching can be divided into categories in many
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them into groups depending on their model in Ingvar Sigurgeirsson (1995)
as cited Sigríður Dögg Sigurðardóttir (2010, p. 10) has divided games into
the following categories: games for dividing larger groups into smaller
and coloring games, educational card games, word games, story games
useful way to get some students interested and to maintain their focus, On
or losing, and as a result nobody should have to suffer trauma to his or her
self confidence which could lead to better results in the learning process
other ways, for example dividing games into groups depending on which
age group they fit could be convenient, also a division into writing, reading,
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In Wikipedia, game-based learning (GBL) is defined as a branch of serious
games that deals with applications that have defined learning outcomes.
Generally they are designed to balance the subject matter with the game
play and the ability of the player to retain and apply discussed subject
matter to the real world. Game based learning concept inspires game
perform and understand complex to simple topics with ease in less time.
learner’s attention for a longer span of time. Game based learning is not
only about converting things in the real world into games but also using
world.
For instance, Teed (2004) suggests that there are three elements that
are not necessarily competing against each other. Actually, a lot of games
have players working as a team to overcome obstacles built into the game.
2. Engagement: Learners get so engrossed into the game that they do not
want to stop until the game is over. Researchers term this phenomenon as
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3. Immediate Rewards: Learners get excited when they receive victory or
2.3.2 Kahoot!
idea for Kahoot! was to create a platform where the teacher and the
learners through transforming the classroom into a game show, where the
teacher would be the game show host, and all the learners could compete
to the current subject being taught. At the end of a game session, a winner
would be announced.
result of the research project Lecture Quiz that started in 2006 (Wang,
perceived learning (Wang, Øfsdal et al, 2008, Wu, Wang et al, 2011).
PCs), too simplistic, being single player and offline, offering low production
value, and are typically more targeted towards parents, teachers and
15
formal learning curriculum than being fun for the students (Kirriemuir &
copy existing game concepts and add some learning on top of it. Kahoot!
was not designed to copy any existing game, but rather to find a game
concept that could fit a classroom setting and that could be alignment with
(1980). Malone’s theory lists three categories that make things fun to
learn:
curiosity).
incorporate a social game play. The result was to develop a game concept
show where the teacher is the game host and the learners are the
other players, and the curiosity is provided through inspiring graphics and
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behaviors, theories, reasoning, process, procedures, creativity, language,
(Prensky, 2005).
2.4.1 Advantages
appropriate for any age. It is user-friendly that the participants just need
pin to play and can be used without cost. It also integrates various visuals
like videos, music, sound, and photography that the teacher can be
creative with images and videos from the internet which are open sources
Nixon and Helms (1997, p. 349 - 353) suggest that virtual learning and
themselves, rather than being taught (Nixon and Helms, 1997, p.349-353).
17
situation. This program is an excellent tool for teachers to use for
2.4.2 Disadvantages
Just like any other program, Kahoot has some limitations. It requires users
to have access to Wi-Fi. If the server is down or too slow, it creates some
problems for learners to log on and they lose connection during the game
and can't get back in. Projector, Screen or Smartboard are also needed to
display this game that can be used by classroom with hardware devices
available.
To support this research, there are three previous studies related to this
topic. The first research entitled “The Effect of Digitizing and Gamifying
gamified student response system, as well as the usage of paper forms for
a post-test were used to assess the learning outcome of the lectures and a
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questionnaire was used to get data on the students’ engagement and
shows the results from investigating the wear off effect of using the game-
specifically, it compares the results from students using Kahoot! for the
first time in a single motivational lecture vs. using Kahoot! in every lecture
engagement, but the only statistically significant wear out effect found was
learning after using it repeatedly for five months. The core factor to keep
the students attention after heavy repeated usage was found to be the
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collaborative game-based learning environment is developed by
organize what they have learned during the game playing process. To
educational game not only benefits the students in promoting their learning
environment.
2.6 Pre-understanding
From all of the theories and related studies above, using Kahoot! is
game. There are three elements making Kahoot fun to learn. The first is
the fantasy that the classroom temporarily changes to a game show. The
teacher is the game host and the learners are the competitors. The second
is the challenge that learners answer questions and compete with other
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players. The third is the curiosity in which it is provided through inspiring
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CHAPTER III
METHODOLOGY
This section discusses about the methodology that is used to answer the
research procedure.
a method of finding out what works best in the classroom so that it can
22
Figure 3.1 the Classroom Action Research Spiral (Kemmis and McTaggart, 1988)
3.1.1 Plan
the researcher tried to find problems in the classroom and offer solutions.
After finding the problems, the solutions are applied in the action. The
general plan must be flexible enough and adapt to unforeseen effect and
The plan will bring the learners to a better learning. After the researcher
develops the plan, it is expected that the researcher can find what has
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3.1.2 Action
that it looks back to planning for its background. According to Parsons and
3.1.3 Observation
(Kemmis & McTaggart, 1988, p. 12). According to Ellen and Sara (1996),
development.
3.1.4 Reflection
give solution to apply in the second cycle and the next cycle if needed.
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Therefore, by doing this step, the improvement of better learning for
3.2 Phenomenon
learners of the first semester taking Structure I. They have been studying
English for at least than 6 years, from Junior High Schools until Senior
High Schools. This quite long duration of their English study in the high
filled in by the learners to find out their responses to learn with Kahoot!
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The interviews to some learners were carried out to find out their opinion
There were some steps in analyzing the data. First, the researcher
analyzed the data from the interview to see problems occurring in their
teaching and learning English and also their suggestions for the
There were some steps done to conduct this research. First, the
Study Program. Second, the researcher tried to find the solutions to solve
the problems. Third, the topic of class discussion in the Structure I and
Fourth, the researcher was conducted to the classroom. Fifth, the data
materials related the subject. The result of the observation and reflection
26
were then analyzed. Finally, its interpretation was presented into this study
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CHAPTER IV
This section discusses about the discussion of the data and other findings
There are two discussions presented in this section. The first is the
the research.
research in two cycles. Every cycle includes plan, action, observation, and
observation and interview to find out the learners’ problem in their learning
Observing the classroom and interviewing the learners were chosen as the
techniques in order to identify the problems of each cycle. First step was
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classroom using Kahoot! and also their activities while the researcher was
the learners informally. The interview aimed to get the opinion of the
problems were seen since the researcher taught them. Based on the
learners’ assumption, method, and medium used. The first was related to
was difficult. Some of them still had difficulties and low understanding in
learning grammar. The second was related to the teaching method that the
lecturer used in the teaching and learning process. The third was related
researcher asked them in the interview. Some of them said that they felt
unmotivated to follow the lesson in the classroom. The lecturer also rarely
used media especially games. They were not active and bored during the
According to Malone (1880), there are three categories that make things
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learning design with the lecturer for every class meeting. After the
researcher formulated the action to solve the problems in the teaching and
action was done in two cycles: cycle I and cycle II. There were plan,
before implementing the action. Then, the researcher had action to apply
the plan that had been designed. When implementing the action, the
included their result and activities from the given task. Their responses
learners joining the teaching learning process. There were four meetings
data would be explained in each part of the cycle containing plan, action,
4.1.1 Cycle 1
a. Plan
The cycle 1 of plan was done after the identification of the problems. The
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Kahoot! was the learners’ choice or option when they were offered the
technique. The learners considered that Kahoot! was more fun and
used online learning media. It was because all the learners had
meetings.
observation sheets.
the materials after discussing them with the classroom lecturer. First, the
materials related to the topic. Before giving the WH-Question quiz, the
learners were given examples of the quiz by using Kahoot! Next, the
learners.
b. Action
based on the plan. In this step, the researcher started teaching learning
process to get the data. The purpose of cycle 1 was to measure and to get
information how far the learners know and master the materials by the
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implementation of Kahoot! At the beginning of the meeting, first, the
attendance. Then, she told the learners the materials to be discussed and
the importance of the learning materials. The next was the main activities.
about WH-Question.
question words: where, when, why, who, whom, what, which, whose, and
how. Then, the researcher gave learners the formula to be used in WH-
Questions. After explaining the materials, she asked learners to give their
confirmation that they have understood about them and offered learners to
used laptop and also provided Wi-Fi for the internet connection. Then, the
c. Observation
The observation and the action were implemented at the same time. The
action. In this step, the researcher observed the class while teaching by
using Kahoot!
When the researcher explained them that they would have online media
for the learning process, they were very happy and enthusiastic. When the
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they were very curious and happy about Kahoot!, the researcher explained
the rules of it. After the researcher explained what Kahoot! and it function
were, the learners looked curious and asked some questions while they
to the learners by using Spongebob quiz but still about WH-Question. The
learners were very active and the atmosphere in the classroom was
other learners and with the researcher. Wright et al (2006, p.1) states that
challenging, and an activity in which learners play and usually interact with
others”. Nowadays learners are usually much more active in the classroom
and what better way to be active than by playing games (Steve Sugar,
1998, p. 3).
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Figure 4.1 Giving answers in Kahoot!
After playing with Kahoot!, the researcher asked the learners to do the
task given. The learners did it very well. There were 20 questions with ‘fill
of the quiz, there were some learners who still had problems because of
the internet connection. Then, the researcher waited until the internet
connection was good. The learners were active to ask questions when the
researcher gave feedback for each question. They also became very
enthusiastic after knowing the result at the end of a Kahoot! session. The
winner’s nickname and points will be shown on the large screen. The
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seen from their interview answer that they all really enjoyed learning using
Kahoot!
d. Reflection
learners more active and enjoy the teaching and learning process.
However, there were still some problems occurred in the classroom. There
were some learners who sat in the back row did not pay attention to the
researcher and some learners who were very enthusiastic that sat in the
front row of the class. They sometimes also lost the internet connection.
Therefore, the researcher found out the alternative way to solve the
PLAN
meetings.
observation sheets.
ACTION
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2) The researcher provided the formula of WH-Question.
the learners.
6) The researcher gave the learners a quiz based on the instruction and
example.
OBSERVATION
1) The learners were very happy and enthusiastic to have online learning
media.
2) The learners were very active to try the quiz and ask some questions.
atmosphere.
REFLECTION
1) Some learners who sat in the back row did not really pay attention.
2) Some learners who sat in the front row of the class were very
enthusiastic.
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capacity of Wi-Fi.
4.1.2 Cycle 2
a. Plan
Internet connection was still a problem in the first cycle because all of the
Based on the reflection in the cycle 1, the teacher tried to make interesting
materials using Kahoot! and divided the students into three groups. In this
process, the researcher did the followings activities as she exactly did in
the cycle 1:
observation sheets.
The material was still the continuation of the previous meeting that was
about WH-Question. The researcher gave more complex material and quiz
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b. Action
on the plan. In this step, the researcher started teaching learning process
to get data. The purpose of cycle 2 was to measure and to get the
information how far the learners know and master about the teaching
and the importance of the materials. The next was the main activities. The
understanding.
The researcher explained the materials deeply. Then, she gave learners
explaining the materials, she asked the learners to give their confirmation
that they had understood it and offered the learners to ask questions.
Then, the researcher asked some questions to the learners because there
were no questions from them. After that, the researcher divided the
c. Observation
The learners did the quiz well because they had experience using it
before. One group only provided one smartphone. They were very
enthusiastic to compete with others. The activity was more active than
38
learners were more comfortable and confident when they were discussing
with their friends in a group. Based on this activity, it was seen that they
the action, there was cooperation between the researcher and the
learners. The learners wanted to ask questions about the words they did
not know, most of them paid attention to the researcher’s instruction. The
4) Reflection
them could do the activity well. They were also easier to be controlled than
before because the researcher divided them into three smaller groups.
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The implementation of Cycle 2 was briefly explained in Figure 4.4
PLAN
observation sheets.
ACTION
was no question.
5) The researcher gave the learners a quiz based on the instruction and
example.
OBSERVATION
1) The learners did the quiz well because they had an experience of using
it before.
4) The learners were more active to discuss the quiz with their friends in
groups.
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5) The learners enjoyed the teaching and learning process.
REFLECTION
4) The learners enjoyed the lesson with Kahoot! and they were
Kahoot! for classroom dynamics and the learning process. In this part, the
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No Statement Yes No
Statements two to six in Table 4.1 are related to the classroom dynamics
the classroom. The researcher also noticed that the learners started to
42
laugh and give positive comments during the quiz. Based on the
the interview.
They considered that Kahoot! was fun and interesting to play in the
felt comfortable and relaxed to communicate with other learners and also
Statements eight to ten in Table 4.1 show that the teaching and learning
process is successful. All learners expected that other subjects could use
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Learner 2 : “It is interesting. I can improve my skills in English.”
focused on learning rather than teaching. The materials are not teacher
class. They were very interested and also motivated to study more
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CHAPTER V
previous chapter. The suggestions present the ideas for further studies on
5.1 Conclusions
formulation before giving the conclusions. The problems are: how does
Kahoot! affect classroom dynamics and how does Kahoot! facilitate the
learning process?
of the learners, they followed the procedure of Kahoot! even though some
was being carried out, the learners enjoyed their activities using Kahoot!
things fun to learn: challenge, fantasy, and curiosity. The result of Kahoot!
questions and compete against other players. The fantasy was the
45
classroom temporarily changed to a game show where the researcher was
the game host and the learners were the competitors. The curiosity was
p. 1) who stated that game means “an activity which is entertaining and
Those all improvement done by the learners are relevant from the theories
used in this research. Therefore, the researcher can conclude that the
5.2 Suggestions
The suggestion presented in this research consist of three parts. They are
Since the use of Kahoot! seems to be a good way to facilitate the learning
Kahoot! inside or outside the class. Therefore, it can help them to have
46
5.2.2 For Teachers
Kahoot!
47
REFERENCES
48
Amiri, E. (2012). A Study of The Application of Digital Technologies in
Teaching And Learning English Language And Literature.
International Journal of Scientific and Technology Research, 1, 104-
107.
Deesri, A. (2002). Games in the ESL and EFL Class. The Internet TESL
Journal, VIII(9).
Langran, John & Purcell, Sue. (1994). Language Games and Activities
[Rafræn heimild]. Netword 2. Teaching Languages To Adults.
London: Center for Information on Language Teaching and
Research.
49
Parsons, Rick D., and Kimberlee S. Brown. (2002). Teacher as Reflective
Practitioner and Action Researcher. Belmont, Calif.:
Wadsworth/Thomson Learning.
Wang, A. I., and Zhu, M., Sætre, R. (2016). The Effect of Digitizing and
Gamifying Quizzing in Classrooms. Norwegian University of
Science and Technology, Trondheim, Norway
Wang, T. L., and Tseng, Y. F. (2011). Learning Effect for Students with
Game Based Learning on Meta-Analysis. Computer Science &
Education (ICCSE) 6th International Conference on. IEEE. 1291–
1295.
Wright, A., Betteridge, D., and Buckby, M. (2006). Games for Language
Learning (3rd ed.). New York: Cambridge University Press.
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APPENDICES
51
APPENDIX A
OBSERVATION SHEET
52
OBSERVATION SHEET
Meeting: 1.
Material: WH-Question.
53
OBSERVATION SHEET
Meeting: 2.
Material: WH-Question.
54
OBSERVATION SHEET
Meeting: 3.
Material: WH-Question.
55
OBSERVATION SHEET
Meeting: 4.
Material: WH-Question.
56
APPENDIX B
INTERVIEW GUIDELINES
57
A. Before Implementing CAR
1. Is it difficult to learn grammar?
2. How does the lecturer teach grammar?
3. How about the way he teaches you? Does he use media?
4. How about the assignment? In a paper or what?
5. Did he ever use games in the teaching and learning process?
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B. After Implementing CAR
Aspect No Question
1 Do you like learning English by using Kahoot?
Motivation 2 Are you enthusiastic to learn grammar by using
Kahoot?
3 Does Kahoot game motivate you to learn grammar?
4 Do you feel interested with Kahoot through pictures and
videos?
5 What are the activities that make you feel enthusiastic
Activity and motivated?
6 Are you active to answer the questions?
7 Do you find any obstacles?
8 What are the advantages that you get after learning
Implication with Kahoot?
9 What are the disadvantages that you get after learning
with Kahoot?
10 Would you like to see Kahoot put to use in other
subjects?
59
APPENDIX C
TRANSCRIPT OF INTERVIEW
60
Transcript of Interview
61
Researcher : Did he ever use games in the teaching and
learning process?
62
APPENDIX D
TRANSCRIPT OF INTERVIEW
63
Transcript of Interview
Learner 1
Absolutely, Miss.
5. What are the activities that make you feel enthusiastic and motivated?
Yes, I am. But I don’t like Spongebob quiz, you should focus to the
topic.
No, Miss.
8. What are the advantages that you get after learning with Kahoot?
9. What are the disadvantages that you get after learning with Kahoot?
10. Would you like to see Kahoot put to use in other subjects?
Of course, Miss.
64
Learner 2
Yes, Miss.
5. What are the activities that make you feel enthusiastic and motivated?
It is challenging! I should focus to answer the question because the
time is limited.
6. Are you active to answer the questions?
8. What are the advantages that you get after learning with Kahoot?
9. What are the disadvantages that you get after learning with Kahoot?
10. Would you like to see Kahoot put to use in other subjects?
Yeah sure, Miss.
65
Learner 3
Yes, I do.
5. What are the activities that make you feel enthusiastic and motivated?
My group is the best, Miss. Because we are the winner, Miss.
6. Are you active to answer the questions?
Yes, I am.
8. What are the advantages that you get after learning with Kahoot?
9. What are the disadvantages that you get after learning with Kahoot?
10. Would you like to see Kahoot put to use in other subjects?
In reading subject, Miss.
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APPENDIX E
QUESTIONNAIRE
67
QUESTIONNAIRE
No Statement Yes No
1 I had learning experience with Kahoot before.
2 I enjoyed the quiz so much.
3 It was fun to compete against others.
4 I was active to answer the quiz.
5 I communicated with other players while
playing the game.
6 I concentrated on the quiz to get correct
answers.
7 I felt stressful because I was afraid that I might
have poor performance in the games.
8 I found it more interesting to learn the lessons
through online competitive games.
9 The explanations and instructions were so
clear.
10 I hope to learn other lessons using Kahoot.
68
APPENDIX F
69
SAMPLE OF TEACHING MATERIALS
70
71
SAMPLE OF QUESTIONNAIRE
72