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IMPROVING STUDENTS ENGLISH GRAMMAR BY USING KAHOOT GAME AT THE 8TH GRADE OF SMP NURUL MUSTOFA PEGANTENAN PAMEKASAN
ABSTRACT
Ahmad Nuris Salam, 2019, Improving Students’ English Grammar by Using Kahoot Game at the 8th Grade of SMP Nurul Mustofa Pegantenan Pamekasan. Thesis, English Teaching Learning Program (TBI), Tarbiyah Department, State Islamic Institute (IAIN) Of Madura. Advisor: SitiAzizah, M.Pd.
Key Word: English Grammar, Kahoot Game.
Grammar is an important element in second learning. It is a set of rules on how the language produced or arranged. To make interest of the students in English study, the teacher needs some media, especially in English grammar learning to students. One of the media is kahoot game as application by online. This game can be used in English Grammar learning program.
There is one problem in this study. It is how kahoot game application improves students' English grammar at the eighth grade of SMP Nurul Mustofa Pegantenan Pamekasan. While objective of the study; this study tries to investigate how Kahoot Game Application can improve students' English grammar at the eighth grade of SMP Nurul Mustofa Pegantenan Pamekasan.
This research used Classroom Action Research (CAR). Respondents of this research are all of students at the eighth grade of SMP Nurul Mustofa Pegantenan Pamekasan 2018/2019 that consist of 8 students. The obtained data from observation, test and documentation. The obtained data analyzed by using two ways to analyzing data, namely: individual score and classical score.
The result of this study showed that the use kahoot game application for English grammar learning program to students of the eighth grade of SMP Nurul Mustofa Pegantenan Pamekasan. This case has prove from result of cycle one and cycle two, there was some significant improvement.In the first cycle, the total score result was 500, the classical score was 37,5 % of 8 students and the mean was 62,5, and the total of reliability test was 0,743 which is reliable pass “r” table (0,666). Kriteria Ketentuan Minimal(KKM) in cycle one are 3 students which pass the minimum mastery criterion (KKM) and 5 students whose still under mastery criterion. It means that there is some students’ score improvement but it is still needed more improvement because it could not achieve the criterion of success classroom action that is 85% from the class percentages. In the second cycle, the teaching learning process in this cycle was better than the previous one. The researcher found that majority of students was enjoyed the activity in accordance with the total score result was 650, the classical score was 87,5 % of 8 students and the mean was 81,25, and the total of reliability test was 0,737 which is reliable pass “r” table (0,666). Kriteria Ketentuan Minimal (KKM) in cycle II are 7 students which pass the minimum mastery criterion (KKM) and 1 student whose still under mastery criterion. It means that there is some students’ score improvement. So, cycle II was a success to improvement because it could achieve the criterion of success classroom action that is 85% from the class percentages.
Based on the result above, the researcher concludes that kahoot game can be used as media application online in English grammar. This can make the students’ English grammar to investigate and interest to study it.
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