Cendikia : Media Jurnal Ilmiah Pendidikan
Vol 13 No 2 (2022): November: Education Science

The Effect of Using Kahoot! Game in Teaching English to Improve Students’ Reading Comprehension

Galina Sitinjak (Department of English Education)
Nenni Triana Sinaga (Department of English Education)
Sahlan Tampubolon (Department of English Education)



Article Info

Publish Date
30 Nov 2022

Abstract

This article is based on the author's initial observations through interviews with students of English Education Study Program, HKBP Nommensen Medan. Researchers found several problems in achieving student reading comprehension, especially in third-semester students. This research method is descriptive qualitative, which aims to collect and describe information related to answers from respondents given to students through questionnaires and interviews. The subjects in this study were students in the third semester of English education at the University of HKBP Nommensen Medan. The sample in this study was 31 students. The results of this study indicate that 89% of students agree with Kahoot! Games are learning media that are easy to access and easy to use when learning English to improve students' reading comprehension, and 70% agree that Kahoot! Games are useful for students because they can help students explore English reading material delivered by lecturers.

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Journal Info

Abbrev

Cendikia

Publisher

Subject

Education Languange, Linguistic, Communication & Media Mathematics Other

Description

Cendikia : Media Jurnal Ilmiah Pendidikan is a high-quality open-access peer-reviewed research journal that is published by the Institute of Computer Science. Cendikia : Media Jurnal Ilmiah Pendidikan is providing a platform that welcomes and acknowledges high quality empirical original research ...