Students’ Perception on Utilizing Kahoot! As A Game-Based Student Response System for EFL Students

Kurniawan, Aditya Bima and Dr. Frida Unsiah, S.Pd., M.Pd (2024) Students’ Perception on Utilizing Kahoot! As A Game-Based Student Response System for EFL Students. Sarjana thesis, Universitas Brawijaya.

Abstract

Pemanfaatan perangkat seluler telah meningkatkan proses pembelajaran EFL secara signifikan. Untuk mencapai hal ini, sistem respons siswa (SRS) sering digunakan di ruang kelas besar untuk mengumpulkan respons siswa secara langsung melalui jaringan nirkabel dan memfasilitasi pengelolaan dan pemantauan keterlibatan dan pemahaman siswa. Tujuan dari penelitian ini adalah untuk menyelidiki persepsi siswa EFL sekolah menengah pertama mengenai pemanfaatan Kahoot! sebagai Sistem Respon Siswa (SRS) Berbasis Game. Enam puluh tujuh siswa SMA mengikuti pelajaran bahasa Inggris dengan didampingi Kahoot, Sistem Respon Siswa berbasis game online. Para peneliti melakukan wawancara untuk mengetahui persepsi siswa tentang harapan, keuntungan, dan kerugian menggunakan Kahoot!. Selanjutnya dilakukan observasi kelas untuk mendapatkan informasi yang lebih komprehensif. Hasil penelitian menunjukkan bahwa peserta merasakan manfaat dari penggunaan Kahoot, seperti materi lebih mudah dipahami, aktivitas lebih menarik untuk dilakukan, dan motivasi siswa meningkat. Namun, kurangnya dukungan perangkat, konektivitas internet yang tidak stabil, dan gangguan fokus menjadi tantangan besar. Tersirat bahwa Kahoot! direkomendasikan sebagai gamifikasi untuk mengajar siswa EFL

English Abstract

The utilization of mobile devices has significantly enhanced the EFL learning process. To accomplish so, student response systems (SRS) are often utilized in large classroom to gather students’ responses immediately through wireless networking and facilitate the management and monitoring of learner engagement and comprehension. The objective of the current study is to investigate the perceptions of junior school EFL students regarding the utilization of Kahoot! as a Game-Based Student Response System (SRS). Sixty seven high school students attended an English lesson accompanied by Kahoot, an online game-based Student Response System. The researchers conducted interviews to investigate students' perceptions of the expectation, advantages, and disadvantages of utilizing Kahoot!. Furthermore, classroom observations were conducted to get more comprehensive information. The result showed that the participants experienced advantages of utilizing Kahoot, such as the materials are easier to understand, the activities are engaging to do, and the students’ motivation get increased. However, lack of device support, unstable internet connectivity, and focus distraction have become major challenges. It is implied that Kahoot! is recommended as a gamification to teach EFL students.

Item Type: Thesis (Sarjana)
Identification Number: 0524120037
Uncontrolled Keywords: Kahoot, SRS, EFL, gamifikasi.Kahoot, SRS, EFL, gamification.
Divisions: Fakultas Ilmu Budaya > Pendidikan Bahasa Inggris
Depositing User: soegeng sugeng
Date Deposited: 29 May 2024 07:53
Last Modified: 29 May 2024 07:53
URI: http://repository.ub.ac.id/id/eprint/219699
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