The Impact of Kahoot Application on Students’ EFL Learning Achievement

Authors

  • Ruslan Hasyim Universitas Muhammadiyah Sorong
  • Andi Munawir Universitas Muhammadiyah Sorong
  • Yuliana A Universitas Muhammadiyah Sorong
  • Fatma Fatma Universitas Bosowa Makassar
  • Sulviana Sulviana Universitas Islam Makassar
  • Nasrullah A Universitas Muhammadiyah Pare-Pare
  • Eva Lestari Sultan Sekolah Tinggi Ilmu Kesehatan Datu Kamanre Luwu

Keywords:

EFL Students, Game-based Learning, Impact, Kahoot, Achievement

Abstract

This study aims to determine the impact of the game-based learning application Kahoot on the academic performance of students at Junior High School in Sorong during their English as a Foreign Language (EFL) classes. This research employs a quantitative, pre-experimental, one-group research design. The population for this study consists of students with Class VIII K, totalling 30 students as the sample. The study utilizes pre-tests and post-tests as research instruments. Data collection techniques include administering pre-tests and gathering post-test results. Data analysis was conducted using SPSS. The results obtained from the SPSS tests demonstrate that the T-test indicates the acceptance of H1 and the rejection of H0. The analysis shows a significant improvement, with the average score increasing from 54.67 to 80.5, reflecting an improvement of 28.66%. The study included descriptive statistics, normality tests (with results of 0.189 and 0.120, indicating normal distribution), homogeneity tests, and T-tests. The T-test confirmed the acceptance of hypothesis H1, with a significance value greater than 0.05, indicating a statistically significant impact of game-based learning interventions on students' academic performance. Thus, the findings of this study suggest that the use of game-based learning applications positively affects academic students’ performance.

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Published

2026-01-31

How to Cite

Hasyim, R., Munawir, A. ., A, Y. ., Fatma, F., Sulviana, S., A, N. ., & Sultan, E. L. . (2026). The Impact of Kahoot Application on Students’ EFL Learning Achievement. Corolla International Conference, 4(1), 313–324. Retrieved from https://www.yayasancec.or.id/cfc2.yayasancec.or.id/index.php/intc/article/view/109

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Articles