Exploring the Use of Kahoot a Game-Based Learning Tools in Vocabulary to Senior High School Students: A Systematic Review

Penulis

  • Ana Maemanah Universitas Negeri Semarang
  • Khelin Layla Shofiana Universitas Negeri Semarang

DOI:

https://doi.org/10.31004/jpion.v4i2.419

Kata Kunci:

Kahoot, vocabulary learning, game-based learning, senior high school, EFL

Abstrak

Penelitian ini mengkaji efektivitas Kahoot sebagai alat pembelajaran berbasis permainan untuk pengajaran kosakata di kalangan siswa sekolah menengah atas. Dengan melakukan tinjauan sistematis terhadap 16 studi empiris yang diterbitkan antara tahun 2019 dan 2025, penelitian ini mengidentifikasi bagaimana Kahoot meningkatkan hasil pembelajaran kosakata. Hasil penelitian menunjukkan bahwa Kahoot secara signifikan meningkatkan pencapaian kosakata dengan meningkatkan keterlibatan, motivasi, dan retensi siswa. Fitur-fitur utama seperti interaktivitas visual-audio, umpan balik real-time, dan unsur kompetitif berkontribusi pada efektivitasnya. Siswa menyatakan preferensi yang kuat terhadap Kahoot dibandingkan metode tradisional karena sifatnya yang menyenangkan dan interaktif. Meskipun manfaat jangka pendek menonjol, tinjauan ini menyarankan perlunya studi lebih lanjut tentang retensi kosakata jangka panjang dan efektivitas komparatif dengan platform lain. Hasil studi ini memberikan rekomendasi praktis bagi guru untuk mengintegrasikan Kahoot secara bermakna dalam pengajaran kosakata dan menyoroti potensinya sebagai alat bantu di kelas bahasa Inggris sebagai bahasa asing (EFL).

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Diterbitkan

2025-06-24

Cara Mengutip

Maemanah, A., & Shofiana , K. L. (2025). Exploring the Use of Kahoot a Game-Based Learning Tools in Vocabulary to Senior High School Students: A Systematic Review. Jurnal Penelitian Ilmu Pendidikan Indonesia, 4(2), 893–901. https://doi.org/10.31004/jpion.v4i2.419

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