Innovative: Journal Of Social Science Research
Vol. 5 No. 2 (2025): Innovative: Journal Of Social Science Research

The Implementation of Game-based Learning Using Kahoot Application in Teaching Vocabulary at the Tenth-grade Students of SMKN 1 BONE

Perakawardani, Lastry (Unknown)
Taslim, Taslim (Unknown)
Muhdar, Fahriadi (Unknown)



Article Info

Publish Date
07 Mar 2025

Abstract

This research aimed to determine whether the implementation of game-based learning using the 'Kahoot!' application significantly impacts the English vocabulary acquisition of students at SMKN 1 Bone. The research employed a pre-experimental method with a one-group pre-test and post-test design, focusing on assessing whether there is an improvement in students' vocabulary after applying game-based learning with the 'Kahoot!' application. The instrument used was a vocabulary test administered as both a pre-test and post-test. The study's findings indicate an improvement among the tenth-grade students, as evidenced by the average pre-test score of 48.5, which increased to 86.8 in the post-test—that is, it increased by 38.3%. Observations also confirmed that implementing game-based learning using the 'Kahoot!' application can enhance students' vocabulary. Thus, it can be concluded that implementing game-based learning using the 'Kahoot!' application effectively improves students' vocabulary in Class X MPLB 3 at SMKN 1 Bone.

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Journal Info

Abbrev

Innovative

Publisher

Subject

Humanities Computer Science & IT Law, Crime, Criminology & Criminal Justice Public Health Other

Description

Innovative: Journal Of Social Science Research is a journal managed by Universitas Pahlawan Tuanku Tambusai which bridges researchers to publish research results in all scientific fields (multidiscipline). This includes the fields of education, health, law, economics, IT (Informatics Engineering), ...