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Proposal Rmj 3
Proposal Rmj 3
PROPOSAL
By:
Ratih Miftahul Jannah
205200051
Alhamdulillahi Robbil ‘alamin, 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 suggestions, guidance, assistance, and advice to the
completion of this thesis. Therefore I would like to acknowledge the:
1.
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LIST OF CONTENT
ACKNOWLEDGEMENT………….……………………………………………….i
CHAPTER I
A. Research Background………………………………………………..………..1
B. Problem statement……………………………………………………….……3
C. Significance of the Study……………………………………….……………..4
D. Scope of the Study………………………………………………….…………4
E. Term of study………………………………………………………………….5
CHAPTER II
A. The Concept of Interactive Kahoot Games……………….…………….……..6
1. Definition of Kahoot Games Assessment…………………………….……6
2. Definition of Assessment…………………………………………………..7
3. Purposes of Kahoot games………………………………………..………..7
4. Strategies of Kahoot! Game………………………………………………..9
5. Steps learning Kahoot! game……………………………………………....10
6. Step to use Kahoot on reading………………………………………..…....11
B. The concept of Reading …………………………………………………….....11
1. Definition of Reading……………………………………………………..11
C. Reading skill in English foreign language...……………...
…………………………………………………..…..12
D. Conceptual Framework……………………………………………...………....12
CHAPTER III
A. Research Setting……………………………………………………………….13
B. Research Design……………………………………………………………….13
C. Location and Time of the Research …………………………………………...13
D. Population……………………………………………………………………...14
E. Sample………………………………………………………………………….14
F. Validity and Reliability…………………………………………………………15
G. Technique of Data Collection…… …………………………………………….15
H. Technique of Data Analysis.……… …………………………………………...17
BIBLIOGRAPHY…………………………………………………………………….19
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CHAPTER I
INTRODUCTION
A. Research Background
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2
E. Term of study
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2. Definition of Assessment
Assessment, as defined by the American Educational Research
Association, American Psychological Association, and National Council on
Measurement in Education (2014), is a systematic process of collecting and
interpreting evidence on student learning. This process involves evaluating an
individual's or a group's knowledge, skills, abilities, and other characteristics to
make informed decisions about teaching and learning. There are various types of
assessments that can be used to measure different aspects of learning, such as
formative assessments, summative assessments, and performance assessments.
Formative assessments are used to monitor student progress and provide ongoing
feedback to improve learning, while summative assessments evaluate student
achievement at the end of a learning period. Performance assessments require
students to demonstrate their knowledge and skills through tasks or projects.
Indicators of assessment effectiveness include validity, reliability, fairness, and
practicality. Validity ensures that the assessment measures what it intends to
measure, while reliability ensures consistent results. Fairness ensures that the
assessment is unbiased and free from discrimination, and practicality assesses the
feasibility and cost-effectiveness of the assessment process (Suskie, 2018). These
indicators help ensure that assessments accurately measure student learning
outcomes and provide valuable feedback for educational improvement.
3. Purposes of Kahoot games
Wang (2015, p. 218) defined Kahoot is known as a game-based student
response system that changes the classroom atmosphere to become more fun and
engaging like a game show temporarily. Meanwhile, the concept of Kahoot is
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combining an SRS, the infrastructure had by the school, the students' digital
devices, social networking, and Gaming to become one platform of learning
(Wang & Tahir, 2020, p. 2). By using Kahoot! It is hoped that the teaching and
learning process will have an impact on student learning achievement,
motivation, attitudes, and perceptions.
In this respect, Kahoot! Games can be used for creating interesting
quizzes, discussions, and surveys in teaching reading comprehension
achievement. So, teachers can use this game for learning enjoyable and easy to
understand.
Kahoot offers four main types of activities that educators can create and
use to engage students in learning:
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.
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.
These different activity types provide educators with versatile options
for creating interactive and engaging learning experiences for their students.
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Whereas, Games (2020) Here are some strategies for using Kahoot
effectively:
2. Create Engaging Questions: Make sure to create questions that are challenging
but not too difficult for students. Include a mix of multiple-choice, true/false, and
open-ended questions to keep students engaged.
3. Use Timer Wisely: Kahoot has a timer for each question, so make sure to give
students enough time to answer but keep the pace of the game moving. This can
add an element of excitement and competition to the game.
4. Provide Feedback: After each question, provide feedback on the correct answer
and explain why it is correct. This helps reinforce learning and provides valuable
information to students.
6. Review Results: After the game, review the results with students to identify
areas of strength and weakness. Use this information to guide future instruction
and provide targeted support to students who may need additional help.
7. Gamify Learning: Use Kahoot as a tool to gamify learning and make it more
engaging for students. Incorporate rewards, badges, and leaderboards to motivate
students and create a sense of competition.
By incorporating these strategies into your use of Kahoot, you can create an
engaging and effective learning experience for your students.
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.
2. Create a Quiz: Once logged in, you can create your 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.
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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.
You can also search for pre-made Kahoot quizzes related to reading on the platform
and use them in your classroom.
B. Reading for junior high school
1. Definition of Reading
Reading is the process of interpreting and comprehending written or printed
language. It involves the ability to decode and understand the meaning of words,
sentences, and texts. Reading can encompass a wide range of materials, including
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books, articles, websites, and other written media. It is a fundamental skill that is
essential for acquiring knowledge, learning new information, and participating in
various forms of communication.
Reading is a process of understanding meaning that involves our senses. so
readers have interactions with the text they read and get messages and methods used
to communicate with others.
Briefly, the writer would like to say that reading is an activity to understand
the printed language and interpret the information to the reader's understanding
appropriately.
C. Reading skill in English foreign language
Reading is a fundamental skill in English as a Foreign Language (EFL)
education, providing learners with the ability to comprehend and interact with written
texts in English. Developing strong reading skills is crucial as it enhances vocabulary,
improves grammar understanding, and fosters overall language proficiency. Effective
reading strategies, such as skimming for the main idea, scanning for specific
information, and inferring meaning from context, are essential for navigating various
types of texts, from academic articles to everyday reading materials. Additionally,
reading extensively exposes learners to different linguistic structures and cultural
contexts, enriching their learning experience and broadening their perspectives. By
cultivating robust reading skills, EFL learners can achieve greater academic success
and gain confidence in their language abilities.
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 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 is less noticed by the teacher. Problems the
students in learning to read because of the lack of student mastery of the vocabulary,
lack of students ability to capture the main idea in a paragraph, the main idea, the
explanatory idea, even the strategies, techniques, and learning media reading
comprehension implemented by the teachers. To overcome these problems is a
necessary need for efforts to give a change students' reading comprehension ability.
CHAPTER III
RESEARCH METHODOLOGY
A. Research setting
Note:
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questionnaire quickly and widely via a link distributed to the research subject VIII
SMPN 42 Muara ketalo. This research begins in july-august 2024.
D. Population
Population will also 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, a
population is all members of a group of people, organizations, or groups that are
clearly defined. population is the total data that is the center of a person's attention
within a predetermined scope and time. Population 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 students, the population was taken from
children aged 14-15 years at SMPN 42 Muara ketalo, Tebo ilir sub-district, Tebo
district, totaling 56 people.
Class Population
VIII A 28
VIII B 28
E. Sample
The researcher decided the experimental and control class based on the
researchers’ discussion with English teacher for the sample class in SMPN 42 Muara
Ketalo. The researcher used Cluster sampling as sampling technique. Cluster
sampling specified object to be researched.
monitoring time-on-task metrics can provide valuable insights into the effectiveness
of using Kahoot games for assessing reading skills. This approach aligns with
research on gamification in education and underscores the importance of leveraging
technology to enhance student learning outcomes in reading (Yilridim, 2017).
1. Pre-test
2. Treatment
After giving the pre-test to students, the next step is to provide treatment.
The treatment is to teach reading skills using the kahoot game for 6 (six) meetings
after the pre-test and before the post-test. In this teaching, there are three
materials that will be use, including my future, Celebrating Independence Day,
and Kindness Begins with me. The experimental group was only given treatment,
while the control group was taught using a different method.
3. Post-test
The post-test is given at the last meeting. This test was carried out to evaluate
students’ reading skills in English after being manipulated with the kahoot game
after the researher carried out teaching activities. The form quastions in the post-
test is th same as the pre-test, which also consists of questions. The difference is
that the pre-test is given before treatment and the post-test given after treatment.
Researcher aim to find the effectiveness of using the kahoot game in reading skill.
The results of the post-test are then compared with the pre-test. In this case,
Researcher know the extend to which the use of the kahoot game has increased to
teach reading skill.
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b. Homogeneity Test
The Homogeneity Test is a variance test and is used to find out whether
the two sample groups have the same variance or not. The Homogeneity Test
is used to find out whether the variants and several populations are the same or
not. This test is usually carried out as a prerequisite in independent analysis.
The Homogeneity Test is used as a reference material to determine statistical
test decisions (Hamdi, et al., 2014). In this research, researchers used
statistical calculation tests using SPSS. The homogeneity test calculation using
SPSS software is the Levene statistical test. The way to interpret the Levene
test is that if the Levene statistical value is > 0.05 then the data is normally
distributed and it can be said that the data variations are homogeneous.
Conversely, if the value is <0.05 then the data is not normally distributed.
c. T-test
Once the reading skill scores are collected, a t-test could be used to
compare the mean scores of the two groups. Specifically, an independent
samples t-test would be appropriate for comparing the mean reading skill
scores of two independent groups.
1. Independent sample t test
Paired t-test is a hypothesis testing method where the data used is not
independent (paired). The characteristic most often found in paired cases is
that one individual (research object) receives 2 different treatments. Even
though they used the same individuals, the researchers still obtained 2 types
of sample data, namely first treatment data and second treatment data.
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BIBLIOGRAPHY
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Alharthi, S. (2020) ‘Assessing Kahoot’s Impact on EFL Students’ Learning Outcomes’,
TESOL International Journal, 15(5), pp. 31–57.
Altawalbeh, K. and Irwanto, I. (2023) ‘Game-Based Learning: The Impact of Kahoot on a
Higher Education Online Classroom’, Journal of Educational Technology and
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Benhadj, Y., Messaoudi, M. El and Nfissi, A. (2019) ‘Investigating the Impact of Kahoot! on
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for Elementary Students: A Literature Study’, Journal of Excellence in English
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