Penggunaan aplikasi Kahoot!

Sebagai peningkat motivasi belajar English Grammar di kelas B Tadris Bahasa Inggris angkatan 2023 Universitas Islam Negeri Maulana Malik Ibrahim Malang

  • Rofi'atul Mauliddina Program Studi Pendidikan Tadris Bahasa Inggris, Universitas Islam Negeri Maulana Malik Ibrahim Malang
Keywords: Kahoot; motivation; English grammar; student

Abstract

This article discusses the implementation of Kahoot applications as an enhancer of English grammar learning motivation. Using the method of qualitative approach, the study involved 29 students of class B Tadris English Force 2023 Islamic State University Maulana Malik Ibrahim Malang as a source of information. The purpose of this research is to find out whether the application of kahoot can improve the learning motivation of students, in particular students of the class B English force Tatris 2023 at the Islamic University of the State Maulano Malik Abraham Malang. Kahoot! is a platform. Game-based learning that makes it easy to create, share, and play learning games or quizzes in minutes. Kahoot can be used to explore students' understanding of topics in learning and to validate their understanding. It's a game-based platform that allows students to participate through interactive quizzes. The technique to find out the data used in this research is through a Google Form created by the researchers against the research participants and an interview with one of the students concerned. The results of the study showed that almost all respondents who filled out Google forms admitted that the Kahoot application can improve student learning motivation in learning English grammar.

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References

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Published
2024-06-30
How to Cite
Mauliddina, R. (2024). Penggunaan aplikasi Kahoot!. Maliki Interdisciplinary Journal, 2(6), 145-153. Retrieved from https://urj.uin-malang.ac.id/index.php/mij/article/view/8537
Section
Articles