Rahmawati, Diyan (2025) Kahoot! as a gamified learning platform for vocabulary learning activity at SMK Wachid Hasyim 2 Surabaya. ['eprint_fieldopt_thesis_type_undergraduate' not defined] thesis, UIN Sunan Ampel Surabaya.
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Abstract
This study investigates the use of Kahoot! as a method for teaching vocabulary in a tenth-grade English class, with an emphasis on recount narratives and simple past tense. Observations on April 20 and 24, 2025, revealed that Kahoot! efficiently engaged students, making vocabulary learning fun and competitive. Students accessed the platform, answered questions under a certain time limit, and then discussed their replies. A questionnaire examined students' interest in utilizing Kahoot! for vocabulary acquisition, and the top 10 responders were chosen based on the quality of their replies. The results showed that Kahoot! considerably raised students' situational interest and motivation, with many indicating a wish to keep using it. The findings are consistent with constructivist learning theories, emphasizing the significance of active participation and emotional engagement. Overall, Kahoot! proven to be a valuable tool for increasing students' interest and enthusiasm to learn English vocabulary.
| Item Type: | Thesis (['eprint_fieldopt_thesis_type_undergraduate' not defined]) |
|---|---|
| Uncontrolled Keywords: | Kahoot!!; gamified learning; vocabulary learning; students interest |
| Subjects: | Pendidikan > Media Pendidikan > Bahasa Inggris |
| Divisions: | Fakultas Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris |
| Depositing User: | Diyan Rahmawati |
| Date Deposited: | 28 Oct 2025 03:01 |
| Last Modified: | 28 Oct 2025 03:01 |
| URI: | http://digilib.uinsby.ac.id/id/eprint/84970 |
