Developing Kahoot: A Game-Based Technology as Media to Teach English Grammar in Senior High School

Authors

  • Veronika Heni
  • Sudarsono Sudarsono
  • Regina Regina Universitas Tanjungpura

DOI:

https://doi.org/10.26418/jefle.v2i2.51578

Abstract

The objective of this study was to develop Kahoot: a game-based technology as media to teach English grammar. Design and Development Research by Branch was the methodology of this study. The respondents of this research were two classes of Year-11 students of SMAN 1 Pontianak. This research was done in three phases of ADDIE approach, which is ADD where the Implement, Evaluation phases were skipped. In the analyzing phase, the researcher observed the students, the teacher, and the school conditions. In the designing phase, the researcher observed the textbook used and the curriculum applied in the school in order to generate a significant product. In the developing phase, the researcher used Kahoot! to develop learning media for the students by combining multimedia such as layouts, pictures, and sounds. Based on the evaluation results from the expert, Kahoot! was feasible and recommended to use for the students"™ grammar learning integrated with technology. The students can use technology accessed through their gadgets for learning English grammar with Kahoot!


Keywords: Kahoot!, English Grammar, Classroom Technology

References

Anandha, Anggraheni, D., & Yogatama, A. (2021). Utilizing Kahoot ! in Vocabulary Teaching for. ELLiC Proceedings, 4, 213–219.

Becker, K. (2001). Teaching with games: the Minesweeper and Asteroids experience. Journal of Computing Sciences in Colleges, 17(2), 23–33. https://doi.org/10.11575/PRISM/30356

Betteridge, D., Buckby, M., & Wright, A. (2006). Games for Language Learning (Third Edit). Cambridge University Press.

Branch, R. M. (2009). Approach, Instructional Design: The ADDIE. In Department of Educational Psychology and Instructional Technology University of Georgia (Vol. 53, Issue 9).

Cam, L., & Tran, T. min T. (2017). An Evaluation of using Games in Teaching English Grammar for First Year English-Majored Students at Dong Nai Technology University. Ternational Journal of Learning, Teaching and Educational Research, Vol. 16(No. 7), 55–71.

Ciaramella, K. E. (2017). The effects of Kahoot! on vocabulary acquisition and retention of students with learning disabilities and other health impairments. Theses and Dissertations, Glassboro, New Jersey: Rowan University, 1–45. https://rdw.rowan.edu/etd/2426

Dellos, R. (2015). Kahoot! A digital game resource for learning. Journal of Instructional Technology, Vol. 12(No. 4), 49–51.

Miller, K., Bach, J., & Improvement, N. (2001). Software Evaluation Rubric. 2001.

Reddi, U. V, & Mishra, S. (2003). Educational Multimedia A Handbook for Teacher-Developers (Issue March). Commonwealth Educational Media Centre for Asia.

Salvati, S. (2016). Use of Digital Technologies in Education. (Issue 264) [Linnaeus University]. https://doi.org/10.1787/9789264265097-5-en

Setyowati, L. (2006). Instructional media in the teaching of English for Adult Learners. Journals of Research Gate, Vol. 1(No. 1), 58–67.

Tomlinson, B. (2010). Principles and Procedures of Materials Development for Language Learning 3 Proposals for Principled Approaches to the Development of ELT Materials. CELGA-ILTEC, 1995.

Williams, P. J. (2012). Technology Eduation for Teachers. In Sense Publsher (Vol. 0, Issue 9781461477136). https://doi.org/10.1007/978-1-4614-7714- 3_18

Yu, H. (2021). Improving Chinese Language Learning through Collaborative Kahoot Mode. 4(1), 59–68.

Downloads

Published

2024-03-05