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<title><![CDATA[The Effectiveness of Learning English Vocabulary Using Kahoot Game for Class XI Bahasa Students SMAN 5 Kupang]]></title>
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<namePart>Marselina Bergita Ngene</namePart>
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<namePart>ELISNA HUAN</namePart>
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<namePart>Yunita R. Bani Billi</namePart>
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<name type="Personal Name">
<namePart>Josua Bire</namePart>
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<name type="Personal Name">
<namePart>Elisna Huan</namePart>
<role><roleTerm type="text">Penguji 1</roleTerm></role>
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<name type="Personal Name">
<namePart>Yunita R. Bani Billi</namePart>
<role><roleTerm type="text">Ketua Penguji</roleTerm></role>
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<place><placeTerm type="text"><![CDATA[Kupang]]></placeTerm></place>
<publisher><![CDATA[UPT Perpustakaan Undana]]></publisher>
<dateIssued><![CDATA[2022]]></dateIssued>
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<edition><![CDATA[Published]]></edition>
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<languageTerm type="code"><![CDATA[en]]></languageTerm>
<languageTerm type="text"><![CDATA[English]]></languageTerm>
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<note>The research objective was to determine whether or not the Kahoot game is effective for teaching and learning vocabulary for class XI Bahasa students of SMAN 5 Kupang and the challenges students find in applying the Kahoot game in learning English vocabulary. The research applied quantitative procedure and used quasi-experimental as the research design. The research sample was 36 students of class XI Bahasa, divided into two groups; one as the experimental group and one as the control group. They were given two tests and a non-test: Pre-test and Post-test, and a close-ended questionnaire. The experimental group used the Kahoot game. Then they used their mobile phone to access the material on the Kahoot game, and when they finished the Post-test, they filled the questionnaire. The data was then analyzed using SPSS 16 and descriptive statistical analysis. The result of the research found that the value of t0 (2.382) > tt (2.037) and the importance of significance level of p significance (2-tailed) is (0.023) < (0.05), which means that the use of the Kahoot game is effective. The research also found some challenges in using the Kahoot game: the internet connections, the availability of tools to access the Kahoot game and Zoom Meetings, and it is hard to use the Kahoot game through Zoom meetings.</note>
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