ENHANCING STUDENTS' READING COMPREHENSION THROUGH KAHOOT!

  • Tri Rohani English Education, STKIP Muhammadiyah Pagar Alam
  • Bunga Sapira English Education, STKIP Muhammadiyah Pagar Alam
  • Ise Fitrilia English Education, STKIP Muhammadiyah Pagar Alam
Keywords: Kahoot!, Experimental Design, Reading Comprehension, Narative Text, Game-Based Digital Tools.

Abstract

This study aimed to examine the effectiveness of Kahoot!, a game-based interactive learning platform, in enhancing the reading comprehension skills of eighth-grade students at SMP 1 Muara Pinang. The research was motivated by the students’ low reading comprehension scores, particularly in aspects such as identifying main ideas, supporting details, vocabulary, specific information, and making inferences. A quasi-experimental design was employed, involving 56 students selected from a total population of 207 using purposive sampling based on similar levels of English proficiency. Both groups were given pre-tests and post-tests consisting of multiple-choice questions based on narrative texts. The results showed a significant improvement in the experimental group’s mean score, which increased from 46.43 to 78.93, while the control group’s mean score rose more modestly from 47.49 to 62.68. In terms of reading comprehension aspects, the most noticeable improvement occurred in the main idea aspect, followed by supporting detail, understanding, specific information, determining inference, and the smallest improvement was found in vocabulary. This indicates that Kahoot! was particularly effective in helping students identify main ideas in narrative texts. A paired sample t-test revealed a statistically significant improvement within the experimental group (t = 0.000 ; p < 0.05). Furthermore, an independent sample t- test showed a significant difference between the two groups, with a t-obtained value of 6.985 and a significance value of 0.000. The t-table value at a 0.05 significance level with 54 degrees of freedom was 2.004. In conclusion, Kahoot! Significantly improved students' reading comprehension and support the integration of game-based digital tools into English language learning environments.

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Published
2025-12-23