IMPROVING STUDENTS’ ENGAGEMENT THROUGH KAHOOT PLATFORM AT 10th GRADE OF SMAN 1 BOYAN TANJUNG : A PRE-EXPERIMENTAL STUDY

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dc.contributor.advisor Segu, Segu
dc.contributor.advisor Shobikah, Nanik
dc.contributor.advisor AR, Nurmy
dc.contributor.advisor Anggara, Oki
dc.contributor.author Nurfitri, Lini
dc.date.accessioned 2026-01-30T00:35:21Z
dc.date.available 2026-01-30T00:35:21Z
dc.date.issued 2025-12-22
dc.identifier.citation APA en_US
dc.identifier.uri https://digilib.iainptk.ac.id/xmlui/handle/123456789/8334
dc.description.abstract Lini Nurfitri, Nim: 12117047. Improving Students’ Engagement through Kahoot Platform at 10th Grade of SMAN 1 Boyan Tanjung A Pre-Experimental Study. Teacher Training and Tarbiyah Faculty (FTIK), English Study Program (TBI), Pontianak State Islamic Institute (IAIN), 2025. Student engagement is a crucial factor in the success of English language learning. However, in practice, the engagement of tenth-grade students at SMAN 1 Boyan Tanjung was still at a moderate level, as indicated by low participation, limited attention, and lack of motivation during English lessons conducted through conventional teaching methods. Therefore, an innovative learning approach is needed to enhance students’ engagement, one of which is the use of a game-based learning platform such as Kahoot. This research aimed to investigate the effect of the Kahoot platform on students’ engagement in English learning at SMAN 1 Boyan Tanjung. This research employed a quantitative approach using a one-group initial questionnaire and final questionnaire design. The participants of this research were 30 tenth-grade students. The data were collected through observation, documentation, and a student engagement questionnaire covering behavioral, emotional, and cognitive engagement. The questionnaire was administered before and after the implementation of the Kahoot platform.The results revealed a significant improvement in students’ engagement after the use of Kahoot. The total engagement score increased from 1,631 in the initial questionnaire to 2,208 in the final questionnaire, with the mean score rising from 54.37 (moderate category) to 73.60 (high category). This improvement was further supported by the Normalized Gain (N-Gain) score of 0.417, which falls into the medium category. In addition, all engagement indicators showed an increase of more than 24%. Based on these findings, it can be concluded that the Kahoot platform significantly improves students’ engagement in English learning by creating an interactive, competitive, and enjoyable learning environment. en_US
dc.language.iso en en_US
dc.publisher IAIN PONTIANAK en_US
dc.subject Kahoot platform en_US
dc.subject Students' Engagement en_US
dc.subject game base Learning en_US
dc.subject English learning en_US
dc.title IMPROVING STUDENTS’ ENGAGEMENT THROUGH KAHOOT PLATFORM AT 10th GRADE OF SMAN 1 BOYAN TANJUNG : A PRE-EXPERIMENTAL STUDY en_US
dc.type Skripsi en_US


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