THE EFFECT OF FUN-BASED LEARNING USING KAHOOT ON STUDENTS' VOCABULARY MASTERY AT SMP NEGERI 3 BARANTI
Keywords:
Fun-Based Learning; Kahoot; Vocabulary Mastery; Quasi-Experimental Research; Game-Based LearningAbstract
This study examined the effect of Fun-Based Learning using Kahoot on students' vocabulary mastery at SMP Negeri 3 Baranti. The study employed a quantitative approach with a quasi-experimental non-equivalent control group design. The population consisted of 41 ninth-grade students, with 19 students in the experimental class (IX.1) and 22 students in the control class (IX.2). The experimental group received vocabulary instruction through Fun-Based Learning integrated with Kahoot, while the control group received conventional teaching methods. Data were collected through pre-tests and post-tests and analyzed using descriptive statistics, an independent samples t-test, assumption tests, and Analysis of Covariance (ANCOVA). The experimental class improved from a mean of 46.42 to 70.84, while the control class increased from 31.55 to 41.27. ANCOVA revealed a significant effect of class on post-test scores after controlling for pre-test scores, F(1, 38) = 51.105, p < .001, with a partial eta squared of .574. The estimated marginal means were 62.966 for the experimental class and 48.075 for the control class. The pairwise comparison showed a mean difference of 14.891 points (p < .001). Thus, Fun-Based Learning using Kahoot had a statistically significant effect on students' vocabulary mastery.
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