Proposal ELT by Nafisah
Proposal ELT by Nafisah
Proposal ELT by Nafisah
COMPREHENSION
Preceptor Lecturer:
Research Proposal
Arranged by:
NAFISAH
(1710631060120)
6D
2020
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PREFACE
First of all, the researcher would like to give a really great thankful to Allah
Almighty for giving me His grace and gifts so that I can the design of research proposal
to fulfill the task of Computer Application in ELT course. Blessing and salutation may
also upon the most honorable prophet, Muhammad SAW, who had brought us from the
darkness to brightness and taught us to learn more and more about knowledge in this
life.
In addition, I would like to thank our lecturer Iwan Ridwan, S. Pd., M. Pd. who
have guided and taught Computer Application in ELT course as well as those who have
Karawang. However, I also apologize for any shortcomings in writing this proposal.
improvement. Hopefully, this proposal will be useful not only for the researcher but also
Nafisah
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TABLE OF CONTENT
PREFACE ...................................................................................................................... i
CHAPTER I NTRODUCTION
A. Kahoot!
............................................................................................................... 13-15
B. Vocabulary
D. Hyphothesis ....................................................................................................... 19
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CHAPTER III RESEARCH METHODOLOGY
REFERENCE .............................................................................................................. 26
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CHAPTER I
INTRODUCTION
A. Background of Study
English is the primary language of several countries but widely used and
studied around the world. In Indonesia, English has become one of the core subjects
still consider English as a foreign language so that they still find several obstacles
learning English, there are 4 skills must be learned by the students. Those skills
are Reading, Speaking, Writing, and Listening. In addition to those 4 skills, students
are also required to master sub skills such as Grammar and Vocabulary. Wilkins in
Ismail, Zaid, Mohamed, & Rouyan (2017) stated: “without grammar very little can be
provides much of the basis for how well learners speak, listen, write, and read
line with the opinion, Solikhah (2015) stated the limitations of mastering
vocabulary will cause students to have difficulty in expressing ideas and intentions
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However, in reality, learning of vocabulary in EFL classroom still needed
improvement since most of the students were less interested in gaining the lessons.
Regarding to the issue, any sort of strategies used to attain the aim of vocabulary
mastery should be provided properly by all teachers. The teachers need to apply a
certain strategy with creative and fun methods to improve the students’ engagement
and motivate them to be active in joining the lesson. This is in accordance to Harmer
(2008) who stated that teaching vocabulary as the major part in this process is the art
of the language teacher themselves. In other words, it means that teachers should be
the last few decades as an innovation to increase student motivation. Therefore, one
fun way to learn English is through game-based learning. Games have many
advantages for both teachers and the students. It supports the students who are
involved in the games to have fun learning of the target language without noticing
that they are learning the target language, and furthermore it is a pleasure for the
method for millenial students because students nowadays would get used to stick
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part of teaching in view of enhancing students’ engagement and motivation.
Regarding to this, one of application that facilitate the students to learn the material
effective method for millenial students because students nowadays would get used to
stick with gadgets everytime including for learning English vocabulary. This is in
motivation. Regarding to this, one of application that facilitate the students to learn
smartphones, tablets, laptops and other devices easily. Teachers can use it for
Kahoot in our classrooms to make our learning more interesting and enjoyable.
and games. In researchers’ opinion, the use of Kahoot is also suitable to be integrated
with learning in the current curriculum of Senior high School (The 2013 Revised
Curriculum). Besides, Kahoot! in learning can also help teachers to gather informal
feedback from students, assess students' understanding of learning, and make polls
about matters relating to learning that occur in class. In terms of creativity, Kahoot
allows students to not only answer questions but also make their questions.
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Eventually, over the last few years, Kahoot! has been used as a game method
in learning by educators. Dellos (2015) reports that the students felt very enthusiastic
in learning by using Kahoot! since they were first introduced to the game. Learners
can easily use this application to learn both mentally and independently.
Furthermore, Rofiyarti and Sari (2017) report that Kahoot can be used as an
Kahoot is multiplayer so that children can collaborate and compete through games.
Gheza (2016) also reports that students gave positive responses to the use of Kahoot
researcher was interested in examining more deeply the phenomenon through a study
B. Research Question
Based on the background that has been stated in the previous section, then
questions:
vocabulary?
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C. Purpose of Research
In accordance with the research question, the purpose of this study are as
follows:
2. To find out the students' respond to the use of Kahoot! in learning English
vocabulary.
D. Scope of Research
3.1 (Asking and giving information related to identity) in the tenth grade students of
SMAN 1 Karawang.
E. Significance of Research
pedagogical. It also would give significance to the teacher, students, and the
1. Teacher
for English teachers especially for pre-service teachers and inservice teachers
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vocabulary using Kahoot! to students which can motivate their understanding
of English vocabulary. So, this study would give an idea and the way to
develop various teaching media which can be used in the classroom so that the
2. Student
vocabulary. For the English teachers, this study can be a point of view about the
vocabulary.
3. Reader
about the common problems faced by the teacher in using game as teaching
media such as what the most they used and the reasons why they use it. It is
not only in using the theory but also in direct practice. Therefore, it would
give the knowledge about the situation in the teaching and learning process of
F. Clarification of Terms
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1. Kahoot!
software that has the potential to prepare multiple choice quizzes, online
(2017) added that Kahoot! is able to encourage broader and active student
Kahoot! can be accessed easily through a web browser or the Kahoot! apps.
2. Vocabulary
Neuman & Dwyer (2009: 385) cited vocabulary as “words we must know
express the meaning of the speaker. In short, as English learners we must convey
(2009) which stated that guessing vocabulary from context is the most frequent
way of discovering new word meanings. Finally, Hornby (2005) stated that
Quasi experimental designs are partly but not fully true experimental
designs. They control some but not all of the sources of internal validity (Saleh,
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2012). According to Cresswell (2014), “in quasi experiments, the researcher
used control and experimental groups but did not randomly assign participants to
group (e.g. they may be intact groups available to the researcher)”. Quasi
experimental research might look very much like true experimental research
Dictionary, 2011).
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CHAPTER II
LITERATURE REVIEW
A. Kahoot!
1. Definition
of digital learning media which is very user friendly for both educators and
2013.
class in real time. It also can be defined as the response system of the student. It is
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Multiple-choice questions are projected on the screen. Multiple choice questions
may be formulated in debate format using the Kahoot application, and can be
played with all students (Bicen, 2018). Students will answer the questions with
and assess the students, and for the students to join without need to
register but just sign in on the web address to access the platform, play
learn (Wang, 2015). Even though it is a simple free multimedia online media
for both teachers and students, the character is limited up to 95 for questions and
60 for answers. This quiz maker media containing various media such as
pictures or videos which can be limited for its time to answer the questions
c. After the teacher has got access to her account, choose which section to be
f. Click ‘Player vs Player 1:1 Devices’ then from teacher’s device will display
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g. Each students should access kahoot. Then enter the game PIN.
i. From teacher’s device, student’s name who has registered their PIN will be
l. Each questions will have time span for about 15 seconds to discuss the
correct option.
m. Each group will answer the question by clicking the correct options (A, B,
n. After each students has submitted their option, the quiz will submit the
answers and display the chart which one has answer the question fastest and
correct.
o. At the end of the quiz, it will display the result which students have the
also widely known as gamification, refers to the use of pedagogical systems that
are developed with gaming designs but implemented within non-game contexts,
including education (Deterding et al. In Lin, Ganapathy, & Kaur, 2018). A game
based feedback tools like experience points, progress bars, badges, and
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more consistent feedback, both immediate and delayed, than does the traditional
transforming the classroom into a game show as shown on TV, where the
teacher plays the role of a game show host and the students are the competitors.
In case of the purpose, Flores (2016) stated that the main objective of
and leaderboards.
fostered wider and active student participation, and yet provided students with
Kahoot! provides students with a fun and interactive way to learn classroom
a. Present a new topic by assessing what students already know about the topic
points to emphasize.
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Because Kahoot! focuses on fast paced questions, it can assist students
also saves valuable class time that can be used for student discussion.
and entertaining manner. Because each game can be played more than
Taiwanese students, all taught by the same teacher and divided into two groups:
a control group and an experimental group It was later shown that using a
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gamified technology to teach science topics improved the learning performance
Another study that supports the use of this method was reported by Yip
(2006). Their study focusing on 100 students, who used web-based vocabulary
Another study is written by Wang (2015), who did the study on 126
university students by using two cases which were about (1) applying the
Kahoot! once after 45 minutes lecture and (2) applying the instructional media at
the end of each and every lecture for the whole semester. It was later found that
57% of the 126 students who participated in the study said that they would
continue playing Kahoot! after every lecture and 75% of the students felt that
they learnt something from playing the use of the app. Similarly, Damara (2016)
Interpretation class that Kahoot! was also beneficial for ice breaker because it
was so interactive and able to increase the students to learn materials deeper
in Movie Interpretation subject. In addition, the design and template of the app
The latest research conducted by Bicen (2018) found that the interest and
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Teaching increased the interest of the students in the class, as well as their
ambitions to succeed. In addition, this method was also found to have a positive
indicated that the Kahoot! application can be used effectively for gamification
method.
According to the studies above, the studies have indicated that Kahoot!
can be a good method to teach any English subject matters. Especially, the last
two studies have shown that Kahoot! can be used in the area of teaching and
B. Vocabulary
1. Definition
language. According to Lehr, Osborn, & Hiebert (2004), vocabulary refers to the
types of words students must know to read texts that increasingly demand
understanding. This is in line with Neuman & Dwyer (2009: 385) who cite
convey vocabulary. Students use the words they read to understand the words
they will eventually print. Vocabulary must be more than just identifying or
labeling words. However, it is more in the form of conveying the meaning of the
words we say and to help students construct the meaning of the words and ideas
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By understanding words and their relationship to concepts and facts,
students will gradually develop their skills which will help them to understand
the meaning of vocabulary. Words that are deemed appropriate are words that
can be understood by students and are coherent with their level of proficiency
needs to convey meaning and can be understood so that students can attach
Alqahtani (2015) also highlighted that vocabulary is the total number of words
needed to communicate ideas and express the meaning of the speaker. In short,
as English learners we must convey meaning through the words we read. This is
with an inadequate vocabulary size will not perform well in every aspect of the
language itself (Susanto, 2017). Therefore, one way of all English language
learning. Well-chosen and well-designed games are very valuable because they
provide breaks for students and at the same time allow students to practice
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language skills. Huyen (2003) identified the advantages of using games to learn
a. Games add relaxation and fun, so the learners retain words more easily.
motivated.
benefits for conceptual development, but only to the extent that it facilitates
a toolbox that can help facilitate mastery of the material, but only if used
because they are boring but the game is fun and students are taking a break
vocabulary using games can have beneficial benefits because we not only learn
C. Framework of Thinking
In the present study, the framework of thinking is carried from the idea that
2014). It is a key to communicate with others so that mastering English vocabulary may
help the students to build up their ideas easily. Hal ini sesuai dengan apa yang
dinyatakan oleh Linse (2016:121) bahwa “vocabulary is the collection of words that an
individual knows”. It can be defined that vocabulary is list of words or phrases that can
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be used to describe everything in communication, so we can communicate with other
Without vocabulary, people cannot express their ideas or feelings. Ones who master
enough vocabulary will face fewer difficulties than those who have less vocabulary.
students in order to help them in developing the four integrated skills in English such
as Listening, Reading, Speaking, and Writing. However, there are several problems
faced by teachers in teaching vocabulary. One of the problems is that the lack of
because teachers' teaching techniques are still fairly traditional so students tend to
feel bored and stressed when studying in class. Therefore, teaching vocabulary
should be given in appropriate and interesting ways. The use of media could help the
teacher deliver material in the classroom. Selective media properly will be useful to
build students' interest and motivation in the learning process. One of the media that
improve students’ motivation in learning English vocabulary items so that it also can
fostered wider and active student participation, and yet provided students with the
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Kahoot! can be an alternative solution to have a class engagement become more fun
After discussing the positive reference in regard to the use of Kahoot! above,
the writer expects to have same good results, but in a different area of research
subject, which may later result in different findings. The writer is then concerned to
comprehension of the tenth grade student in SMAN 1 Karawang who are taught
without using Kahoot! as games based application and those are taught using Kahoot!.
D. Hypothesis
This study has two hypotheses. The two hypotheses are null hypothesis (Ho)
1. Null Hypothesis
Karawang.
2. Alternative Hypothesis
accepted which means that the difference is significant. However, if T-test score is
smaller than T-table, the alternative hypothesis (Ha) is rejected and the null
hypothesis (Ho) is accepted which means that the difference is not significant.
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CHAPTER III
RESEARCH METHODOLOGY
A. Research Design
after using Kahoot! as the strategy in optimizing the vocabulary skill. The
researcher uses quasi experimental design because this design is more generally
used appropriate with school schedules and logistical problems (Cohen, Manion,
controlled over most sources of invalidity and it is usually stronger than the pre
experimental design so that the validity of conclusions can be drawn from the
where the researcher is able to control the treatment but is not able to randomly
outcome, hence the data take from pre test and post test in order to know whether
research design, there are two kinds of classes used as experimental group and
controlled group. The experimental class were observed and given treatment by
using Kahoot! and the controlled class were observed without using Kahoot!.
B. Participant
school which located in Jl. Jenderal Ahmad Yani No. 22, Nagasari, Kec. Karawang
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Barat, Kab. Karawang, Jawa Barat. Furthermore, the participant of the study were
the tenth grade students who were selected through the purposive sampling
technique. The researcher chooses two classes as the subject of the study by
introducing yourself that is still low even is still very far from the minimum
As the study was conducted in the first grade students of SMAN 1 Karawang,
the range of the subject populations were about nine classes of X MIA, X IIS, and X
BAHASA. From the population, the students in the X MIA 1 and X MIA 3 classes
were intentionally selected as the sample of the study since it was the two classes
from nine classes that have the lower score of pre-tests conducted by the school in
tenth grade. Thus, purposive sampling technique were applied in determining the
samples. Furthermore, class X MIA 1 was taken as controlled group and X MIA 3
D. Instrumentation
gathering data. The following are the detailed research instrument used by the
researcher.
1. Test
Test is draft of question or drill used for to know the skill, intelligence
and ability of individual of group (Arikunto, 1997 : 18). In this case, there are
two tests which are used by the researcher, pre-test and post-test. The test was
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used by the researcher to determine the students’ improvement on vocabulary
especially on the topic of introducing yourself. The pre-test was given before
the post-test was given after doing the treatment or after teaching by
Kahoot!. Before instrument was used to collect the data, the researcher, firstly,
the result will be used to make sure that the measuring instrument has such
2. Questionnaire
responses after they have been taught vocabulary using Kahoot! application.
This questionnaire was given to the students at the end of the study. The
E. Research Procedure
The data for this study is obtain from the student scores of vocabulary pre
test and post test as well as questionnare. The following are the detailed research
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1. Giving pre-test
Pre test is conducted at the first time before the researcher apply the
2. Giving treatment
class. Experimental class were given treatment by using Kahoot! and controlled
3. Giving post-test
experimental and controlled class. By giving the post-test, the researcher know
result of pre-test and post test will be scored by the researcher and classroom
teachers. It’s done in order to have the value is given can be valid.
4. Giving Questionnaire
responses toward the use of Kahoot in teaching and learning vocabulary. It was
given at the end of learning after the students did their post-test.
5. Data Analysis
After conducting pre and post test, the next step is analyzing the data. In
conducting a research, it is necessary to analyze the data in order to interpret the data
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obtained from the study. The data analysis is carried out in order to answer the
research problem with the data obtained through pre and post test. In line with this,
the resercher analyzes the data by using independent sample t-test. Since the samples
are small and the groups are independent, the independent samples t-test is carried
The researcher used SPSS 21 versions to ease calculation the data. The
Notes:
controlled class are calculated by using p-value. P-value is error value obtained from
a. If p-value > error of degree (α) 0.05, the null hypothesis (Ho) is accepted and
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b. If p-value < error of degree (α) 0.05, the null hypothesis (Ho) is rejected and
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REFERENCE
Wang, A. I., & Tahir, R. (2020). The effect of using kahoot! for learning–A literature
Mansur. M., & Fadhilawati. D. (2019). Applying Kahoot to Improve the Senior High
Society,164-173. doi:10.29408/veles.v3i2.1591.g933
Putri, Adinda Riezky. (2019). The Effectiveness of Using Kahoot Game to Improve
Final Project. English Department. Faculty of Languages and Arts. Semarang State
University
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