ONLINE GAME QUIZ “KAHOOT” IN TEACHING ENGLISH FOR STUDENTS OF SMP MUHAMMADIYAH YOGYAKARTA
نویسندگان
چکیده
Gamification is gaining momentum together with technology-infused training as an advancement to inspire and engage students in their learning process. The correlation between game play increased motivation interaction shown by strong evidence. More more games of appear, offering a promise help language. This research was designed descriptive qualitative research; data collected short questions be answered on the application Kahoot online English classrooms. aim this analyze enrich dynamics lessons introducing classroom order achieve improve tasks related vocabulary, aimed at defining vocabulary. design concerning phenomenological studies sample 30 Junior High School SMP Muhammadiyah Yogyakarta. It used open-ended questionnaire collect students' perceptions. Data analysis questionnaires analyzed qualitatively interview. With media can student achievement evidence that results experience significant increase value. very helpful for addition understanding subject matter.Keywords: education, kahoot, learning, motivation, smartphone
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ژورنال
عنوان ژورنال: Project (Professional Journal of English Education)
سال: 2021
ISSN: ['2614-6258', '2614-6320']
DOI: https://doi.org/10.22460/project.v4i2.p290-296