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JINOTEP (Jurnal Inovasi Teknologi Pembelajaran)
Kajian dan Riset Dalam Teknologi Pembelajaran
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34 JINOTEP (Jurnal Inovasi dan Teknologi Pembelajaran) Kajian dan Riset dalam Teknologi
Pembelajaran Vol.9, No.1, Maret 2022, Hal. 33-43
INTRODUCTION seen as the bridge to master the four skills in
English is one of the essential languages in English.
the world that should be acquired. It is hard to However, English vocabulary learning in
deny because English is the official language the current era must be relevant to the twenty-
universally. According to Rao (2019), English first century learning. Garba, Byabazaire, and
has achieved a global status as the most widely Busthami (2015) stated that significant advances
used language for communication in information technology define the twenty-first
internationally. In other words, it is a necessary century learning acquisition. The existence of
language for reaching a wide range of technology will assist the student in the learning
professional and personal objectives (Nishanthi, process because it has been becoming the
2018). As a result, most countries integrate primary source of knowledge transfer
English learning into their curriculum. They (Ghavifekr & Rosdy, 2015). Based on the
believe that learning English is an essential preliminary observations at SD Dana Punia
aspect of its development. Singaraja, teachers used some technology in the
In Indonesia, English has been taught to learning process to adapt the 21st-century
students as a foreign language starting from the learning. To facilitate the teacher¶V teaching
elementary school level. It has been practiced for vocabulary, they utilized PowerPoint and video
over sixty-five years (Marlina, 2012). According as learning media. However, those media were
to Hanifia (2013), the Indonesian government considered less efficient for young learners
declared English as a foreign language to be because perceived as monotonous media in
learnt by Indonesian children from elementary vocabulary learning. Furthermore, vocabulary
school (as one of the local contents) up to the was seen as a complex subject for them, made
university level, as created by the Minister of students bored and unmotivated during the
Education and Culture Decree No. 060/U/1993 learning process. As a result, young learners
on February 25, 1993. Many parts of English, demand more learning media in the classroom.
including vocabulary, must be the concern of Regarding to the explanation above, the
students in order to become proficient in teacher can use gamification applications as one
English. of innovative learning media in the classroom. In
According to Alqahtani (2015), vocabulary line with this, Sari, Nitiasih, and Budiarta
can be defined as a group of meaningful words (2020), claimed the use of gamification had
or the total amount of words in a language. It can successfully established a pleasant learning
be defined as one of the components of a environment. According to Flores (2015),
language, along with sound, grammar, and gamification can be defined as game features and
culture (Wulanjani, 2016). In other words, design principles in non- game contexts.
Lelawati, Dhiya, and Mailani (2018) also stated Gamification is appropriate for young learners
that vocabulary is the stock of word items owned because it is a vital component of their learning.
by the speaker or writer. It can be applied to all Fajarina (2017), stated that playing games could
words in a language or specific words or phrases encourage children to be more involved and
used in dialects, registers, or terminology. engaged with others. In line with this, children
According to Wulanjani (2016), vocabulary enjoy playing games, and they would be happy
should be integrated with four English skills, if they could play exciting games. Moreover,
which are, listening, speaking, reading, and gamification has a substantial beneficial effect
writing, because they play a vital role for on success and progress by providing
language learners. According to Rahmadhani personalised and meaningful feedback
(2015), if a pupil does not have an extensive (Kickmeier-Rust et al., 2014).
vocabulary, it will be challenging to master the Gamification has many applications for
language. In other words, vocabulary helps students in the education field, including
learners to develop reading skills, text Quizzes, Educandy, Tic Tac Toe, Word Wall,
comprehension, and language acquisition and Kahoot. Those applications have different
(Afzal, 2019). Furthermore, vocabulary is a features and functions in the classroom.
crucial component of language competence However, especially in English vocabulary
since it influences how well learners speak, learning for young learners, Kahoot can be
listen, read, and write. Moreover, vocabulary is applied in the learning process. Kahoot is a
gamification tool that can help students learn
Nama Belakang Penulis - Judul dalam 3 Kata... 35
more effectively (Idris et al., 2020). According increasing the efficiency of the learning process,
to Cameron and Bizo (2019), Kahoot is an online especially to the VWXGHQWV¶ UHVXOW H[DPLQDWLRQ
quiz platform that may help students and .DKRRW JDPHV SRVLWLYHO\ DIIHFWHG VWXGHQWV¶
lecturers in assessing their learning in a fun, vocabulary mastery in the field of simple present
engaging, and timely ways. It is an excellent tool tense used in the descriptive text (Pratiwi et al.,
for elementary students, especially fourth 2020). At the same point, Kahoot also enhanced
graders, because Kahoot is a simple application VWXGHQWV¶ SUHVHQW WHQVH PDVWHU\ (Idris et al.,
that makes the learning process implemented 2020).
easier. Based on the previous study, Kahoot was
According to Henukh and Guntara (2020), proven effectively assisting young learners in
Kahoot can enhance students' competitiveness improving their capability in the learning
among their peers and increase their interest and process. Many abilities were gained by
motivation to learn English. In line with this, introducing Kahoot into the classroom,
Kahoot's features are beneficial in the classroom including collaborative and cooperative
(Lin et al., 2018). According to Wan, Tan, and learning, learning motivation, a fun learning
Goh (2020), Kahoot encourages students to environment, efficiency, and most of all
engage in active learning by pushing them to increased vocabulary knowledge. In addition,
consider and make sense of vocabulary items to the research found similar studies connected to
correctly and quickly answer questions. At the the implementation of Kahoot for young English
same point, Kahoot also creates students to gain learners in the learning process. Compared with
new vocabulary (Kusumayanthi & Rusmiyati, the previous study above, the current research
2021). In addition, Kahoot includes attractive was focused on determining the effect of Kahoot
features equally and appropriately with English on vocabulary mastery for young English
vocabulary materials. learners in the twenty-first century era.
There were several previous studies related Furthermore, this study was conducted because
to the Kahoot game in the classroom. According Kahoot is an online gamification application that
to Yürük (2019), her investigation revealed that can be used as the teaching and learning media
the Kahoot game creates a collaborative and for the teacher and student in the classroom.
cooperative learning environment. In line with Moreover, the researcher formulated null a
this point, Dellos (2015), researched ELL nd alternative hypothesis for the current study, as
(English Language Learner) in South Korea to follow: Ha : N1 > N2
show that the Kahoot game can integrate a. Ho : There is no significant effect
competitive play and create a positive RQ VWXGHQWV¶ YRFDEXODU\ PDVWHU\ LQ XVLQJ
environment in the classroom. Al-Manar (2020), Kahoot in the classroom (N1 = N2)
LQYHVWLJDWHG WKDW .DKRRW FDQ LPSURYH VWXGHQWV¶ b. Ha : There is a significant effect on
vocabulary mastery. In line with this, Ekinci VWXGHQWV¶ YRFDEXODU\ PDVWHU\ using Kahoot
(2020) also investigated that Kahoot helps in the classroom (N1> N2)
students learn English vocabulary in the Description:
classroom. According to Rajendran and Shah Ho : Null Hypothesis
(2020), their research claimed that learners can Ha : Alternative Hypothesis
communicate with their classmates using N1 : The mean score of the post-test after
Kahoot. A study also was conducted by Siregar accepting treatment in using Kahoot
and Angela (2019), which proven that Kahoot N2 : The mean score of the pre-test before
had a significant effect on the vocabulary accepting treatment in using Kahoot
mastery of the student. In other words, Kahoot
also proven significantly in influencing the METHOD
student¶V vocabulary retention (Sartini, 2020). In Design
addition, Chiang (2020) also added that Kahoot This study used quantitative research. This
increases their motivation to learn in reading research design was pre-experimental, which
classes. Kahoot games are created as an exciting utilized one group pre-test and post-test design.
and fun learning environment that could improve According to Ary, Jacobs, and Sorensen (2010),
VWXGHQWV¶ HQJDJHPHQW LQ WKH FODVVURRP (Plump pre-experimental design can be defined as only
& LaRosa, 2017). Additionally, a study one group or class being given a pre and post-
conducted by Tóth, Lógó, and Lógó (2019) test. Pre-test and post-test were completed only
revealed that Kahoot game was effective in on one group without a control or comparison
36 JINOTEP (Jurnal Inovasi dan Teknologi Pembelajaran) Kajian dan Riset dalam Teknologi
Pembelajaran Vol.9, No.1, Maret 2022, Hal. 33-43
group. Furthermore, the table of the research multiple choices. They were adopted from
design quoted in Ary et al. (2010) is as can seen learning material and syllabus. Furthermore,
in Table 1. this test had been developed through validity
and reliability analysis.
Table 1. Pre-test & Post-test Design Validity and Reliability
Pre-test Treatment Post-test Before conducting the study, the
O1 X O2 instrument was analyzed through validity and
reliability tests. The tests had a purpose to
Description: ensuring the validity and reliability of the
O1 = Pretest score before given treatment instrument used. In validity, the instrument was
O2 = Posttest score after receive treatment measured by two stages; content validity and
X = Treatment by applying Kahoot in the construct validity. For the content validity, the
learning process instrument (30 items of the test) was assessed by
Setting expert judges. The result of expert judgment
This research was conducted in one of the shown in Table 2.
elementary schools in Singaraja. SD Dana Punia
was chosen because the student in this school Table 2. Content Validity Analysis
less in utilizing technology. Furthermore, based Judge 1 Judge 2
on preliminary observations, the learning Relevant Irrelevant Relevant Irrelevant
process in this school still required a large 30 0 30 0
number of applications to aid the learning
process and English acquisition, particularly Based on Table 2, there were 30 relevant
vocabulary for young learners. items. Afterward, the relevant items were
Variable calculated by the Gregory formula. This formula
The present study used two variables; was used to confirm the content validity of the
independent and dependent variables. The instrument. The Gregory formula shown in
independent variable of this study was Kahoot. Figure 1 and Table 3.
The Kahoot was implemented as a treatment
during learning or after pre and before post- Content Validity =
½
tests. Meanwhile, the dependent variable was º>»>¼>½