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Proposal Ratih Miftahul Jannah First 1
Proposal Ratih Miftahul Jannah First 1
THESIS
By:
Ratih Miftahul Jannah
205200051
Alhamdulillahi Robbil A’lamin, the writer expresses her sincere gratitude to the
almighty God, Allah S.W.T, who has given guidance, mercy and good health, so that I could
finish writing this thesis. Salam and Shalawat are addressed to the final, chosen, religious
messenger, the prophet Muhammad S.A.W.
I would like to express my deepest gratitude to my parents, my father Mr.
Alardi, my mother Mrs. Minarni for their prayer, financial, motivation and
sacrifice for success.
The researcher realized that in carrying out the research and writing this thesis, many
people have contributed their valuable suggestion, guidance, assistance, and advice for the
completion of this thesis. Therefore I would like to acknowledgment them:
1.
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LIST OF CONTENT
CHAPTER I
A. Research Background………………………………………………..………..1
B. Problem statement……………………………………………………….……3
C. Significance of the Study……………………………………….……………..3
D. Scope of the Study………………………………………………….…………4
E. Term of study………………………………………………………………….4
CHAPTER II
A. The concept of Kahoot Games Assessment…………………………….……..6
1. Definition of Kahoot Games Assessment…………………………….……7
2. Purposes of Kahoot games………………………………………..………..7
3. Strategies of Kahoot! Game………………………………………………..8
4. Steps learning Kahoot! game……………………………………………....9
B. The concept of Reading ……………………………………………………....10
1. Definition of Reading…………………………………………………….10
C. Reading Related to the junior high school English curriculum……………...
……………………………………………………...11
D. Conceptual Framework……………………………………………...………...12
CHAPTER III
A. Research Design……………………………………………………………….14
B. Location and Time of the Research …………………………………………...14
C. Population……………………………………………………………………...14
D. Technique of Data Collection………………………………………………….15
E. Data Analysis Techniques……………………………………………………...16
F. Data Validity Checking Techniques …………………………………………...17
BIBLIOGRAPHY…………………………………………………………………….19
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CHAPTER I
INTRODUCTION
A. Research Background
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2
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1.Quiz
This type of activity is a game-based assessment that allows educators to
create multiple-choice questions to test students' knowledge and understanding
of a topic.
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2. Survey
Educators can use this type of activity to gather feedback from students
or to gauge their opinions on a particular subject. Surveys can include
open-ended questions, polls, and rating scales.
3. Jumble
In this activity, educators can create questions with multiple answers
that students need to arrange in the correct order. It's a fun way to test
students' understanding of sequences or processes.
4. Discussion
This feature allows educators to facilitate open-ended discussions with
students. They can pose questions or prompts for students to respond to,
and the class can discuss and vote on the most relevant or interesting
responses.
Kahoot games can be used in various ways to engage and motivate students.
Here are some strategies for using Kahoot effectively in an educational setting:
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2. Review: Create Kahoot quizzes to review material covered in class. This can be
especially effective before exams or to reinforce key concepts.
1. Sign Up: Create a Kahoot account by visiting the Kahoot website and signing up
with your email address. You can also sign in using your Google or Microsoft
account.
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2. Create a Quiz: Once logged in, you can create your own quiz by clicking on the
"Create" button and selecting "Quiz" from the options. Enter the quiz title, questions,
and answer options. You can also add images or videos to make the quiz more
engaging.
4. Customize Settings: Adjust the settings for your quiz, such as time limits for
answering questions, point values, and whether or not students can see the correct
answers after each question.
5. Launch the Game: Once your quiz is ready, you can launch it for your students to
play. Share the game PIN with your students, and they can join the game using their
own devices, such as smartphones, tablets, or computers.
6. Play the Game: Start the game and display the questions and answer choices on a
screen. Students will select their answers on their devices, and points will be awarded
based on correct and timely responses.
7. Review Results: After the game is completed, you can review the results to see how
each student performed. This can help you identify areas where students may need
additional support.
8. Discuss and Reflect: Use the Kahoot game results as a basis for discussion and
reflection with your students. This can help reinforce key concepts and address any
misconceptions.
producing spoken text and written text which are expressed in four
expression).
D. Conceptual Framework
Reading is a critical skill for each individual. By reading, someone will figure
out a lot of information from anywhere in the world. Good readers are readers who do
not just read it, but to understand and capture the information submitted by the author
in reading faces. Thus, reading in this sense will relate to reading comprehension.
Reading comprehension of students less notice by the teacher. Problem the students in
learning to read because of the lack of student mastery the vocabulary, lack of
students ability in capturing the main idea a paragraph, main idea, the explanatory
idea, even the strategies, techniques, and learning media reading comprehension
implemented by the teachers. To overcome these problems, is necessary need for
efforts to improve students reading comprehension ability.
The conceptual framework shows that the researcher was apply Kahoot! game
in teaching reading comprehension which is described as the following diagram:
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The figure above is the concept of the researcher where the researcher was
employed Kahoot! game assessment method in teaching reading comprehension.
Kahoot! game method is used in order to improve the students’ reading ability in
learning reading comprehension. In the end of each cycle, the researcher was conduct
evaluation to know the understanding of the students about the material.
CHAPTER III
RESEARCH METHODOLOGY
In research, a method is needed to solve the problems that exist in research. Research
is an activity carried out systematically to process and conclude data using certain methods to
find answers to the problems encountered. With the implementation of research that can run
systematically, the method used must be in accordance with the object under study and in
accordance with the research objectives to be achieved. In this chapter, covers all matters
relating to research methods, namely Types of Research, Research Design, Location and
Time of the Research, Population and Sample of the Research, Research Variable and
Paradigm, Instrument of the Research, Data Analysis Technique, and Data Collection
Technique.
A. Research Design
C. Population
Population will also be able to be interpreted as the entire number of subjects
that will be studied by a researcher. Then another opinion says that by definition the
population is all variables related to the research topic. According to researcher
Furchan, population is all members of a group of people, organizations, or groups that
are clearly defined. According to researcher Margono, population is the total data that
is the center of a person's attention within a predetermined scope and time. Population
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is related to data, if a human provides data, then the size or population will be the
same as the number of humans (Syafnidawaty, 2020).
This research will go to the class VIII student, the population was taken from
children aged 14-15 years at SMPN 42 Muara ketalo, Tebo ilir sub-district, Tebo
district, totaling 20 people.
D. Technique of Data Collection
Techniques and Methods Data collection is one component important in
writing a written work and report, without methods and techniques, it will be difficult
to find actual and complete information in a written work. So the method use can
show where the purpose of the report that will be prepared, practically the data need is
already available easily and systematically. As for collection methods and techniques
The data that the author applies in this research are as follows:
1. Observation
and saw the activities carried out there, and even find out
can conclude the matters that form the main problem formulation in
this thesis.
2. Interview
In this research, researcher use the interview method in-depth
interview, namely an activity carried out for Get information directly by
asking questions to sources (informants or key informants) to obtain in-
depth information. The communication that occurs is intensive and
details. The goal is to obtain detailed information and understand
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1. A
2. B
3. C
2. Inferential analysis
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2. Diligence in observation
Diligence in observation is the researcher's effort to deepen and detail
the findings after the data has been analyzed. Researchers using this technique
carry out careful and detailed observations on an ongoing basis on prominent
factors. Then examine it in detail to one point so that at the initial stage of
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examination it appears that one of the factors being studied has been
understood in the usual way.
3. Triangulation
Triangulation plural inspection technique that uses something from
outside the data for checking purposes or as a comparison to that data. Data is
collected through various sources so that the results of interviews,
observations and documentation can be fully analyzed. Researcher do
examination by comparing one data collection method with another method.
Among other things, comparing interview data with observation or
documentation, or by comparing interview results of informants with different
informants, this is done so that the data receive can be trust.
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BIBLIOGRAPHY
Aisyah, Jullia. 2017. “Students’ Reading Anxiety in English Foreign Language Classroom.”
Journal of English and Education 5 (1): 56–63.
http://ejournal.upi.edu/index.php/L-E/article/view/9903.
Chiang, Hui Hua. 2020. “Kahoot! In an Efl Reading Class.” Journal of Language Teaching
and Research 11 (1): 33–44. https://doi.org/10.17507/jltr.1101.05.
Hasanah Lutfi, Nur. 2022. “The Effect of Kahoot! Software on Students’ Vocabulary Mastery
for Elementary Students: A Literature Study.” Journal of Excellence in English
Language Education 1 (3).
Lisniyanti, Khofifah, Dody Wahyudi Purnama, and Mimin Aminah. 2023. “Improving
Students’ Reading Comprehension by Using Kahoot!” Biormatika : Jurnal Ilmiah
Fakultas Keguruan Dan Ilmu Pendidikan 9 (1): 68–72.
https://doi.org/10.35569/biormatika.v9i1.1211.
Marsa, Shella Septina, Hastuti Retno Kuspiyah, and Eka Agustina. 2021. “The Effect of
Kahoot! Game in Teaching Reading Comprehension Achievement.” JET (Journal of
English Teaching) 7 (2): 133–49. https://doi.org/10.33541/jet.v7i2.2738.
Md Sahak, Adibah Aishah, Abdul Wafi Abdul Rahman, Mohd Raden Farhan Helmy Raden
Ismail, Mohd Akmal Rohiat, Nur Diyana Mohd Yazid, Siti Nurshafiqa Aminudin, and
Siti Hajar Zakariah. 2021. “Students’ Acceptance towards Kahoot Application in
Mastering Culinary Terminology.” Jurnal Pendidikan Teknologi Dan Kejuruan 27 (1):
1–6. https://doi.org/10.21831/jptk.v27i1.38391.
Munawaroh. 2017. “The Influence of Teaching Methods and Learning Environment to the
Student’s Learning Achievement of Craft and Entrepreneurship Subjects at Vocational
High School.” International Journal of Environmental & Science Education 12 (4):
665–78.
Aisyah, Jullia. 2017. “Students’ Reading Anxiety in English Foreign Language Classroom.”
Journal of English and Education 5 (1): 56–63.
http://ejournal.upi.edu/index.php/L-E/article/view/9903.
Chiang, Hui Hua. 2020. “Kahoot! In an Efl Reading Class.” Journal of Language Teaching
and Research 11 (1): 33–44. https://doi.org/10.17507/jltr.1101.05.
Hasanah Lutfi, Nur. 2022. “The Effect of Kahoot! Software on Students’ Vocabulary Mastery
for Elementary Students: A Literature Study.” Journal of Excellence in English
Language Education 1 (3).
Lisniyanti, Khofifah, Dody Wahyudi Purnama, and Mimin Aminah. 2023. “Improving
Students’ Reading Comprehension by Using Kahoot!” Biormatika : Jurnal Ilmiah
Fakultas Keguruan Dan Ilmu Pendidikan 9 (1): 68–72.
https://doi.org/10.35569/biormatika.v9i1.1211.
Marsa, Shella Septina, Hastuti Retno Kuspiyah, and Eka Agustina. 2021. “The Effect of
Kahoot! Game in Teaching Reading Comprehension Achievement.” JET (Journal of
English Teaching) 7 (2): 133–49. https://doi.org/10.33541/jet.v7i2.2738.
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Md Sahak, Adibah Aishah, Abdul Wafi Abdul Rahman, Mohd Raden Farhan Helmy Raden
Ismail, Mohd Akmal Rohiat, Nur Diyana Mohd Yazid, Siti Nurshafiqa Aminudin, and
Siti Hajar Zakariah. 2021. “Students’ Acceptance towards Kahoot Application in
Mastering Culinary Terminology.” Jurnal Pendidikan Teknologi Dan Kejuruan 27 (1):
1–6. https://doi.org/10.21831/jptk.v27i1.38391.
Munawaroh. 2017. “The Influence of Teaching Methods and Learning Environment to the
Student’s Learning Achievement of Craft and Entrepreneurship Subjects at Vocational
High School.” International Journal of Environmental & Science Education 12 (4):
665–78.