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JINOTEP Vol 9 (1) (2022): 33-43

https://doi.org/10.17977/um031v9i12022p033
JINOTEP (Jurnal Inovasi Teknologi Pembelajaran)
Kajian dan Riset Dalam Teknologi Pembelajaran
http://journal2.um.ac.id/index.php/jinotep/index

THE EFFECT OF ONLINE GAMIFICATION QUIZ


APPLICATION ON VOCABULARY MASTERY FOR
YOUNG ENGLISH LEARNERS
Nyoman Adi Purnawan, Ni Nyoman Padmadewi, Luh Gd Rahayu Budiarta*
Pendidikan Bahasa Inggris, Universitas Pendidikan Ganesha

Article History Abstrak


Received: 06-01-2022 Penelitian ini bertujuan untuk mengetahui pengaruh Kahoot pada penguasaan
Accepted: 07-03-2022 kosakata untuk pelajar bahasa Inggris usia muda. Penelitian ini menggunakan
metode kuantitatif dengan desain Pre-experimental One Group Pre-test and
Published: 15-03-2022 Post-test. Instrumen yang digunakan pada penelitian ini adalah tes kosakata yang
terdiri dari 20 item dalam pengumpulan data. Data dianalisis menggunakan
statistik deskriptif dan inferensial. Partisipan penelitian ini adalah siswa kelas IV
Keywords SD Dana Punia Singaraja. Temuan penelitian ini membuktikan bahwa terdapat
Kahoot, Twenty-first pengaruh signifikan yang terdapat pada pada penguasaan kosakata untuk pelajar
muda bahasa Inggris dengan efektivitas kategori sedang. Lebih Lanjut,
Century, Vocabulary
penerapan Kahoot sebagai gamifikasi dalam pembelajaran kosa kata sudah tepat
Mastery, Young dalam meningkatkan penguasaan kosakata pelajar muda.
Learners
Abstract
This research aimed to investigate the effect of Kahoot on vocabulary mastery
for young English learners. This research utilized the quantitative method with
Pre-experimental One Group Pre-Test and Post-Test Design. The instrument
used to collect the data was vocabulary test that consisted of 20 items. The data
were analyzed using descriptive and inferential statistics. The participants of
this study were fourth-grade students of SD Dana Punia Singaraja. The findings
proven there was a significant effect on vocabulary mastery for young English
learners with a moderate effect of effectiveness. Furthermore, the
implementation of Kahoot as gamification in English learning was precise in
improving young learners' vocabulary mastery.

Corresponding author: 2022 Universitas Negeri Malang


Luh Gd Rahayu Budiarta p-ISSN 2406-8780
Address: Jl. Udayana No.11, Banjar Tegal, Singaraja, Kabupaten e-ISSN 2654-7953
Buleleng, Bali, 81116, Indonesia
Instansi: Universitas Pendidikan Ganesha
E-mail: rahayu.budiarta@undiksha.ac.id

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License 33
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

WKH VWXGHQWV¶ YRFDEXODU\ PDVWHU\ WKURXJK SUH-


Figure 1. *UHJRU\¶V )RUPXOD
test and post-test.
Population and Sample Description:
The population of the study were English A : Disagreement between the expert judges
students of the fourth-grade in SD Dana Punia B : Different agreement between the expert
Singaraja. This population was chosen because judges
the previous learning report in vocabulary was C : Different agreement between the expert
low. Therefore, fourth-grade students in SD judges
Dana Punia required further application to D :Agreement between the expert judges
assist their vocabulary mastery. In line with
this, the researcher used the purposive Table 3. *UHJRU\¶V 4XDOLILFDWLRQ
sampling technique which utilized certain Range Qualification
criteria in determining the participants. The 0.8 ± 1.0 Very High
criteria are the students have to be able to 0.6 ± 0. 79 High
operate technology such as mobile phones. 0.4 ± 0.59 Sufficient
Instrument 0.2 ± 0.39 Low
The study used a test to measure the effect 0.0 ± 0.19 Very Low
of Kahoot implementation on young learners'
74
vocabulary. The test was divided into two types Content Validity = 4>4>4>74 L s.0 (1)
such as, pre-test, and post-test. These can be The content validity showed 1.0, which
defined as the tool to assess participants' meant the instrument of this study was valid. In
baseline knowledge at the beginning of a course addition, the tests were tried-out in SDN 3
and compare it to the information obtained after Banjar Jawa. The try-out scores were analyzed
the course. The vocabulary test consisted of 20 using SPSS. 22.0. It aimed to find out the
Nama Belakang Penulis - Judul dalam 3 Kata... 37
LQVWUXPHQW¶V construct validity. The result of the Table 6. Ratio in Measuring Reliability
analysis was categorized into empirical 5DQJH RI &URQEDFK¶V Qualification
qualification validity. Furthermore, empirical Coefficient
qualification validity shown in Table 4. >0.90 Very High
0.80 ± 0. 90 High
Table 4. Qualification of Empirical Validity 0.70 ± 0.79 Sufficient
0.60 ± 0.69 Low
Comparison of Categories
<0.60 Very Low
rpbi and rtable
Rxy > rtable Valid
Rxy < rtable Invalid Table 7. Reliability Analysis
Reliability Statistics
There were 30 items in the try-out test with a df Cronbach's Alpha N of Items
(degree of freedom) of 30, and the significance .730 31
OHYHO XWLOL]HG LQ WKLV VWXG\ ZDV 7KH VWXG\¶V
rtable was 0.349. In addition. Table 5 shown the Furthermore, the ratio in measuring
validity result. The Table 5 showed that there reliability tests can be seen in Table 6.
were 10 items invalid, namely 3, 6, 7, 9, 15, 16, Meanwhile, The researcher utilized a try-out
20, 23, 26, 30. While the valid items were score and analyzed it through SPSS.22.0. In
arranged into 20 items. It can be concluded that addition, the reliability analysis shown in Table
the 20 items were valid for construct validity. 7. Based on Table 7, the reliability of the
Afterward, a reliability test was carried out after instrument was 0.730. It can be categorized as
conducting the empirical validity. Cronbach- sufficient. Furthermore, the instrument of this
Alpha was used to know the level of reliability study can be indicated as reliable.
of the instrument. Data Collection
In this study, the pre-test was distributed
Table 5. Empirical Validity first to obtain the pre-test score of students. After
Question R-observed Classification conducting the pre-test, the researcher gave the
1 .530 Valid Kahoot treatment to the students for six
2 .530 Valid meetings. At the end of treatment, the students
3 .317 Invalid were given the post-test. In addition, the pre-test
4 .498 Valid and post-test scores in this study were calculated
5 .611 Valid using SPSS 22.0
6 .308 Invalid Data Analysis
7 .268 invalid Descriptive statistics and inferential
8 .615 Valid statistics were utilized in this study. These aimed
9 .307 Invalid
to analyze the data in measuring the effect of
10 .620 Valid
11 .472 Valid
Kahoot on young learners' vocabulary mastery.
12 .575 Valid In addition, SPSS 22.0 was used to examine the
13 .514 Valid data. In the descriptive analysis, the mean score,
14 .564 Valid median, range, mode, standard deviation, and
15 .268 Invalid variant were calculated through SPSS 22.0.
16 .335 Invalid Furthermore, the result's calculation was present
17 .563 Valid in a diagram. It aimed to investigate the students'
18 .540 Valid effect on their vocabulary mastery after the
19 .546 Valid treatment.
20 .304 Invalid
The study used inferential statistics to
21 .530 Valid
22 .530 Valid
investigate the significant effect of Kahoot
23 .317 Invalid implementation on students' vocabulary
24 .498 Valid mastery. In addition, normality tests, T-tests, and
25 .611 Valid effect size were utilized to obtain accurate
26 .343 invalid results. The normality was utilized to determine
27 .575 Valid the normality of data contribution. In SPSS.
28 .514 Valid 22.0, Shapiro-Wilk was used to test the
29 .564 Valid normality of data. If the value was higher than
30 .259 Invalid 0.05, the data could be categorized as normal.
.
38 JINOTEP (Jurnal Inovasi dan Teknologi Pembelajaran) Kajian dan Riset dalam Teknologi
Pembelajaran Vol.9, No.1, Maret 2022, Hal. 33-43
While, if the value was less than 0.05, it could be Table 8. Statistical Hypothesis
categorized as not normal. The normality Statistical Hypothesis
formula shown in Figure 2. tobserve > tcritical Null Hypothesis (Ho) is
value accepted
tobserve < tcritical Null Hypothesis (Ho) is
P > 0.05 = the data is normal distribution value rejected
P < 0.05 = the data is not normal distribution
Figure 2. Normality Test Formula In addition, the effect size test also was
conducted. It aimed to determine the effectiveness
Moreover, the study also used a level of treatment when using Kahoot. Cohen's
homogeneity test. It aimed to measure the was used to investigate the effect size of the data
homogeneity of the data. In this case, the student in this study. The effect size level of Cohen's
score was utilized to determine the homogeneity. formula shown in Table 9.
The data could be classified as homogeneous if
the significant value was above 0.05. The Table 9. Effect Size Level of Cohen's Formula
equality test scores of sample students also used Effect size (d) Level
homogeneity. The qualification of the 0.00-0.12 Weak effect
homogeneity test shown in Figure 3. 0.21-0.50 Modest effect
0.51-1.00 Moderate effect
P > 0.05 = the data is homogenous >1.00 Strong effect
P < 0.05 = the data is not homogenous
Figure 3. Homogeneity Test Formula FINDINGS
The researcher used a pre-test and post-test
Furthermore, Paired T-test was used to in this study to analyze the effect of Kahoot on
measure the result of the pre-test and post-test. In students' vocabulary mastery. Before using
line with this, a T-test was utilized to ensure Kahoot in the learning activity, the researcher
whether or not the research hypothesis was distributed a pre-test. It aimed to reveal the
accepted by analyzing the data's significance. The student's score before treatment. The pre-test
null hypothesis would be accepted if T-observed was provided by the researcher in the form of
was higher than the T-critical value. Meanwhile, paper. The student was given 45 minutes to
the null hypothesis was rejected if T-observed was complete the test. In addition, after completing
less than the T-critical value. The qualification in the test, the researcher presented Kahoot and
determining the hypothesis shown in Table 8. explained how to use it in the learning process.

Table 10. Student Vocabulary Score


No Name Pre-test Post-test
of Student
1 Student 1 35 30
2 Student 2 60 65
3 Student 3 55 60
4 Student 4 65 45
5 Student 5 30 35
6 Student 6 60 65
7 Student 7 40 45
8 Student 8 40 75
9 Student 9 40 65
10 Student 10 65 85
11 Student 11 85 80
12 Student 12 35 40
13 Student 13 65 65
14 Student 14 60 75
15 Student 15 50 70
16 Student 16 75 85
Nama Belakang Penulis - Judul dalam 3 Kata... 39
Meanwhile, Kahoot's treatment was between the lowest and the highest scores of the
followed by a post-test. After being given the pre-test and post-test.
treatment during six meetings, the researcher e). Variance
provided the post-test directly in the classroom. As seen in Table 11, the variance of the pre-
The students were given 45 minutes to finish the test was 251.67. Nevertheless, the variance of
post-test individually. Moreover, the result of the the post-test was 309.06. It indicates that the
pre-test and post-test were calculated and shown variance of the post-test is higher than the
in Table 10. variance of the pre-test.
Descriptive Statistics f). Standard Deviation
The researcher used statistics program 22.0 Based on Table 11, the standard deviation
to analyze the data descriptively after calculating of the pre-test was 15.86. Meanwhile, the
the pre-test and post-test scores. The mean score standard deviation of the post-test was 17.58. It
and standard deviation were analyzed to reveal means that the post test's standard deviation is
how the fourth-grade students of SD Dana Punia higher than the pre-test's standard deviation.
Singaraja implemented in the pre-test and post- Inferential Analysis
test. Based on the analysis, the researcher could a). Normality Test
investigate whether there is an effect on the Shapiro-Wilk was conducted to analyze the
VWXGHQWV¶ YRFDEXODU\ PDVWHU\ ZKile utilizing data's normality in this study. Shapiro-Wilk was
Kahoot. Table 11 shown the result of the utilized because the sample of this study was less
descriptive analysis. than 50 participants. If the value was more than
a). Mean 0.05, the data could be classified as the normal
Based on Table 11, the fourth-grade student distribution. On the other hand, the data could be
RI 6' 'DQD 3XQLD¶V PHDQ SUH-test score was classified as non-normal if the value was less
53.75, while the post-test mean score was 61.56. than 0.05. In addition, the normality test shown
It reveals that the mean of the post-test is higher in Table 12.
than the mean of the pre-test.
b). Median Table 12. Normality Test
Table 11 revealed that the median of the Shapiro-Wilk
N
pre-test was 57.50, while the median of the post- Statistics df Sig.
test was 65.00. It can be concluded that the Pre- test .944 16 .404
median of the post-test is higher than the median
of the pre-test. Post-test .926 16 .207

Table 11. Descriptive Analysis


Pre-test Post-test The result showed that the significant value
Valid 16 16 of the pre-test was 0.404. Meanwhile, the
N Missing 0 0 significant value of the post-test was 0.207. The
Mean 53.75 61.56 result reveal that both groups has a normal
Median 57.50 65.00 distribution with a significant value higher than
Mode 40.00a 65.00 0.05.
Std. Deviation 15.86 17.58 b). Homogeneity Test
Variance 251.67 309.06 The researcher used the Levene Statistic to
Range 55.00 55.00 conduct a homogeneity test following the
Minimum 30.00 30.00 normality test. The purpose of the homogeneity
Maximum 85.00 85.00
test was to prove that the samples were
Sum 860.00 985.00
homogeneous. The researcher also used the
student's score to determine homogeneity in this
c). Mode
test. Furthermore, the homogeneity test shown in
Based on Table 11, the pre-test mode was
Table 13. The Table 13 showed the homogeneity
40.00, while the post-test mode was 65.00. It
test result. The data could be categorized as
indicates that the mode of the post-test is higher
homogenous if Levene Statistic (F) value was
than the mode of the pre-test.
higher than 0.05 with a significant level above
d). Range
0.05. The homogeneity test result based on table
Based on Table 11, the range score of the
13 the significant value was 0.746. It means that
pre-test was 55.00, and the range score of the
post-test was 55.00. It means that there is no gap
40 JINOTEP (Jurnal Inovasi dan Teknologi Pembelajaran) Kajian dan Riset dalam Teknologi
Pembelajaran Vol.9, No.1, Maret 2022, Hal. 33-43
the data of this study was homogenous since all DISCUSSION
of the significant values were above 0.05. In investigating the effect of Kahoot
implementation, pre-test and post-test were used
Table 13. Homogeneity Test as the instruments in this research. Based on the
Levene df1 df2 Sig. result of the data analysis above, Kahoot has a
Statistic significant effect on fourth-grade students in SD
.107 1 30 .746 Dana Punia Singaraja. Descriptive statistics and
inferential statistics have proved it. The post-test
c). Hypothesis Testing mean score was higher than the pre-test
In investigating the effect on studHQWV¶ (61.56>53.75). In other words, for inferential
vocabulary mastery, paired T-test was utilized to statistics, the hypothesis testing of this study was
measure the significant effect after Kahoot 0.031 as the T observed and the T critical value
implementation in fourth-grade students of SD is 0.05. It can be concluded that T observed in
Dana Punia Singaraja. Furthermore, the result of this study is less than T critical value, and the
the T-test shown in Table 14. null hypothesis of this study is rejected. It means
there is a significant effect of Kahoot
Table 14. Paired Sample Test implementation on \RXQJ OHDUQHUV¶ YRFDEXODU\
Paired Differences mastery.
Mean Std. t df Sig. (2- The significant effect of Kahoot
Devia tailed)
implementation on vocabulary mastery was also
tion
-7.81250 13.16 -2.374 15 highlighted by Al-Manar (2020), who revealed
.031 that the student's vocabulary mastery was
166
significantly increased because they got real-
Table 14 showed the value of Sig. (2-tailed) time vocabulary practice from the Kahoot
was 0.031 as the T-observed. Meanwhile, the T- application. It was because the student could
critical value is 0.05. It means the significant understand the material provided adequately by
value of Sig. was lower than 0.05. In addition, if Kahoot in the classroom. At the same point,
T-observed is less than the T-critical value, the according to Ekinci (2020), Kahoot's application
Null Hypothesis (Ho) is rejected. Therefore, the helped students enhance their vocabulary and
alternative hypothesis (Ha) in this study was might help EFL students develop their
accepted. It can be concluded that there was a vocabulary. The use of appropriate gamification
VLJQLILFDQW HIIHFW RI .DKRRW RQ VWXGHQWV¶ such as Kahoot in the learning process is
vocabulary mastery. constructive for students in learning English
c). Effect Size vocabulary Rahman et al. (2018) also stated that
The effect size test was utilized to using specific game components (gamification)
determine the level of treatment effectiveness. in the teaching and learning process could
This study utilized Cohen's formula. Using positively impact students' learning, and teachers
Cohen's formula, the mean score, standard or lecturers should extensively use it. In addition,
deviation, and pre-test and post-test correlation. Idris et al. (2020) claimed gamification could
The result of effect size shown in Table 15. The improve the teaching and learning experience,
result of the effect size test was 0.594. It making it a better tool for ESL classes.
indicates that the effectiveness of using Kahoot Moreover, using Kahoot in the classroom
for fourth-grade students in SD Dana Punia can assist the student in developing and
Singaraja was the moderate effect. In addition, increasing their vocabulary mastery. In line with
the effect was considered moderate since it was the statement above, the material provided by
between 0.51-1.00. Kahoot made students easy to understand and
remember the vocabulary. According to Wan,
Table 15. Effect Size Tan, and Goh (2020), Kahoot encourages
Pre-test Post-test students to participate in active learning by
Mean 53.7500 61.5625 requiring them to think about and make sense of
Standard 15.86401 17.58017 the vocabulary items to accurately and rapidly
Deviation answer the questions. Kusumayanthi and
Correlation .695 Rusmiyati (2021), also stated that using Kahoot
&RKHQ¶V G 0.594
Nama Belakang Penulis - Judul dalam 3 Kata... 41
to innovate new vocabularies is more successful in vocabulary learning. The result has proven
because it is easier to remember. that the hypothesis of this study was rejected.
Furthermore, the integration of Kahoot in Hence, there is no significant effect toward
the teaching and learning process contributes to Kahoot implementation on young learners'
students' vocabulary mastery because Kahoot vocabulary. By using Kahoot in the classroom,
has interactive features and helps the student the fourth-grade student could master English
become attractive and focus on the material. This vocabulary. Furthermore, by providing the
statement is also in line with the research of vocabulary material through the exciting feature
Rajendran and Shah (2020), Kahoot on its own of Kahoot in the classroom, young learners were
provides learners with highly interactive more encouraging and exciting to learn
opportunities to communicate with their peers in vocabulary. Hence, their ability to master
the next classroom. Through the interactive English vocabulary was improved significantly.
opportunities, Kahoot gave a positive impact on Although there was a similar study on the
VWXGHQWV¶ YRFDEXODU\ PDVWHU\ Siregar and effect of Kahoot on vocabulary mastery for
Angela (2019), claimed Kahoot had a positive Young English learners, this study was recently
impact on young learners' vocabulary mastery. conducted by the researcher. Despite this, the
In addition, Sartini (2020), stated that the researcher does not yet know the responses or
vocabularies were significantly influenced the opinions of young learners on this application.
Kahoot quiz. Moreover, the students had a For further study, the researcher suggests
positive attitude toward using Kahoot in conducting a study regarding young learners'
vocabulary learning; in this case, they were fun responses toward Kahoot implementation in
and more challenging in the learning process. In vocabulary learning. Essentially, this research is
line with this, Dellos (2015) also discovered that not perfect yet, and a similar study should be
Kahoot enhances learning by providing a fun and conducted to investigate students' responses to
competitive environment. Kahoot implementation.
Nevertheless, Kahoot's impact on fourth
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