Interactive game “Kahoot!” as the media of students’ vocabulary assessment

This research aims to investigate students’ perspectives on using the interactive game “Kahoot!” as the media of vocabulary test at one of the public senior high schools in Yogyakarta Indonesia. It was qualitative research with five voluntarily participating students as the participants. An in-depth...

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Main Authors: Hadijah Hadijah, Bambang Widi Pratolo, Rondiyah Rondiyah
Format: Article
Language:English
Published: Institut Agama Islam Negeri (IAIN) Palangka Raya 2020-03-01
Series:Journal on English as a Foreign Language
Subjects:
Online Access:http://e-journal.iain-palangkaraya.ac.id/index.php/jefl/article/view/1670
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spelling doaj-438981e7652647038314ce888a58f60b2020-11-25T03:31:06ZengInstitut Agama Islam Negeri (IAIN) Palangka RayaJournal on English as a Foreign Language2088-16572502-66152020-03-011018710510.23971/jefl.v10i1.1670798Interactive game “Kahoot!” as the media of students’ vocabulary assessmentHadijah Hadijah0Bambang Widi Pratolo1Rondiyah Rondiyah2Magister Program of English Education, Universitas Ahmad Dahlan, YogyakartaMagister Program of English Education, Universitas Ahmad Dahlan, YogyakartaMagister Program of English Education, Universitas Ahmad Dahlan, YogyakartaThis research aims to investigate students’ perspectives on using the interactive game “Kahoot!” as the media of vocabulary test at one of the public senior high schools in Yogyakarta Indonesia. It was qualitative research with five voluntarily participating students as the participants. An in-depth semi-structured interview was applied as the data collection technique. The theme-based analysis was used in this study. The finding shows that first, Kahoot! is more practical for a vocabulary test. Second, the game can attract the students’ attention to the test. Third, it helps the students to be more active in the classroom and the last, the game makes the students more enthusiastic in doing the test. However, this research also found some negative sides of using Kahoot!; first, the students become less confident with their score, especially when they get lower scores than other students because the scores were displayed on the leader board in Kahoot! application; second, some students had a lack of knowledge in using the application; and the last, the time was limited. This study implies that the use of Kahoot! in the EFL classroom can be an alternative for teachers to teach vocabulary and provide fun learning activities for the students.http://e-journal.iain-palangkaraya.ac.id/index.php/jefl/article/view/1670interactive gamekahoot! applicationmediavocabularyvocabulary assessment
collection DOAJ
language English
format Article
sources DOAJ
author Hadijah Hadijah
Bambang Widi Pratolo
Rondiyah Rondiyah
spellingShingle Hadijah Hadijah
Bambang Widi Pratolo
Rondiyah Rondiyah
Interactive game “Kahoot!” as the media of students’ vocabulary assessment
Journal on English as a Foreign Language
interactive game
kahoot! application
media
vocabulary
vocabulary assessment
author_facet Hadijah Hadijah
Bambang Widi Pratolo
Rondiyah Rondiyah
author_sort Hadijah Hadijah
title Interactive game “Kahoot!” as the media of students’ vocabulary assessment
title_short Interactive game “Kahoot!” as the media of students’ vocabulary assessment
title_full Interactive game “Kahoot!” as the media of students’ vocabulary assessment
title_fullStr Interactive game “Kahoot!” as the media of students’ vocabulary assessment
title_full_unstemmed Interactive game “Kahoot!” as the media of students’ vocabulary assessment
title_sort interactive game “kahoot!” as the media of students’ vocabulary assessment
publisher Institut Agama Islam Negeri (IAIN) Palangka Raya
series Journal on English as a Foreign Language
issn 2088-1657
2502-6615
publishDate 2020-03-01
description This research aims to investigate students’ perspectives on using the interactive game “Kahoot!” as the media of vocabulary test at one of the public senior high schools in Yogyakarta Indonesia. It was qualitative research with five voluntarily participating students as the participants. An in-depth semi-structured interview was applied as the data collection technique. The theme-based analysis was used in this study. The finding shows that first, Kahoot! is more practical for a vocabulary test. Second, the game can attract the students’ attention to the test. Third, it helps the students to be more active in the classroom and the last, the game makes the students more enthusiastic in doing the test. However, this research also found some negative sides of using Kahoot!; first, the students become less confident with their score, especially when they get lower scores than other students because the scores were displayed on the leader board in Kahoot! application; second, some students had a lack of knowledge in using the application; and the last, the time was limited. This study implies that the use of Kahoot! in the EFL classroom can be an alternative for teachers to teach vocabulary and provide fun learning activities for the students.
topic interactive game
kahoot! application
media
vocabulary
vocabulary assessment
url http://e-journal.iain-palangkaraya.ac.id/index.php/jefl/article/view/1670
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AT bambangwidipratolo interactivegamekahootasthemediaofstudentsvocabularyassessment
AT rondiyahrondiyah interactivegamekahootasthemediaofstudentsvocabularyassessment
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