USING KAHOOT! ON STUDENTS' ENGLISH LEARNING INTEREST AT SMP MUHAMMADIYAH 1 PEKANBARU
Abstract
This study aims to examine the effect of using Kahoot! as a learning medium on students’ interest in learning English at SMP Muhammadiyah 1 Pekanbaru. Employing a pre-experimental research design, students’ learning interest was measured through pre-test and post-test questionnaires, which included indicators such as attention, willingness, needs, enjoyment, quality of teaching materials and teacher attitude, as well as participation. The pre-test results indicated that students’ interest in learning English was in the “Moderate” category, with an average score of 55.47, suggesting that prior to the intervention, students did not exhibit a high level of interest in learning English. After implementing Kahoot! in the learning process, the post-test results showed a significant improvement, with an average score of 82.77, categorized as “High–Very High.” The interactive and game-based features of Kahoot! proved effective in enhancing students’ motivation and participation. A paired samples t-test also revealed a significant difference between pre-test and post-test scores (Sig. 0.000 < 0.05), indicating that the use of Kahoot! positively influences students’ interest in learning English. Overall, these findings suggest that Kahoot! is an effective and engaging learning medium for creating a more enjoyable and motivating learning environment for seventh-grade students.
Fields of Study & Subjects
English Language Learning and Teaching
Educational Games and Gamification
Technology-Enhanced Education Studies
Publication details
- Journal / source
- Analisis Harga Pokok Produksi Rumah Pada (UIN Syarif Hidayatullah Jakarta)
- Publication date
- 1 January 2026
- Language
- ID
- Document type
- Thesis