Rumiri Rotua Aruan, Rumiri Rotua
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Journal : TELL - US JOURNAL

The Effectiveness of Using The Blindfold Game to Improve Students' Vocabulary Mastery at SMPN 2 Logas Tanah Darat Mariyanti, Mariyanti; Eliwarti, Eliwarti; Aruan, Rumiri Rotua
TELL - US JOURNAL Vol 10, No 1 (2024): March 2024
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/tus.2024.v1i1.7970

Abstract

This pre-experimental research aims to evaluate the efficiency of Blindfold Games in raising SMPN 2 Logas Tanah Darat students' vocabulary mastery. Specifically, the research answers the research questions about how effective is Blindfold Game to improving students’ vocabulary mastery. This study used a one-group pretest-posttest methodology. 30 students from grades 7 were chosen for the sample using cluster random sampling. According to the result, the average the pre-test was 63, while the average for the post-test was 80. For more details, a Paired T-test was conducted on students' pre-test and post-test scores. The results indicate that the Blindfold Game is helps raise students' vocabulary mastery at SMPN 2 Logas Tanah Darat because the Sig. (2 Tailed) the value following the Paired Sample T-test is 0.000, which is smaller than 0.05. 
THE EFFECT OF USING KAHOOT APPLICATION TO IMPROVE THE VOCABULARY ABILITY OF SEVENTH GRADE STUDENTS OF SMP NEGERI MADANI PEKANBARU Safitri, Ii Nanda; Prawati, Atni; Aruan, Rumiri Rotua
TELL - US JOURNAL Vol 11, No 2 (2025): New Applications and Perspectives in Teaching English as a Foreign Language (EF
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/tus.2025.v11i2.9431

Abstract

The integration of technology in education has encouraged the use of various digital applications to enhance learning effectiveness, one of which is the Kahoot application. Although technology is increasingly used in classrooms, its effectiveness in improving students’ vocabulary remains underexplored. This research aims to determine whether the use of the Kahoot application has a significant effect on students’ vocabulary ability. A quantitative approach was applied using a quasi-experimental design. The sample consisted of 52 seventh-grade students of SMP Negeri Madani Pekanbaru, divided into an experimental class using the Kahoot application for vocabulary learning and a control class taught using conventional methods. Data were collected through pre-tests and post-tests to assess vocabulary performance before and after the treatment, which was administered four times. The analysis revealed a significant difference between the experimental and control classes after the treatments. The results showed that the post-test score of the experimental class (77.03) was higher than that of the control class (57.51). Furthermore, the findings indicated a significance level of α = 0.05 with p = 0.001 (p < α), which means that the alternative hypothesis (Ha) is accepted and the null hypothesis (Ho) is rejected. This result is supported by an effect size of 0.95, indicating that the use of the Kahoot application had a moderate effect on students’ vocabulary ability.