EFL Students’ Achievement in Reading Comprehension through Gamification Kahoot

Authors

  • Putri Lisa Anggraini English Language Education Study Program, Universitas Teknologi Yogyakarta
  • Sayit Abdul Karim English Language Education Study Program, Universitas Teknologi Yogyakarta
  • Yohanes Radjaban English Language Education Study Program, Universitas Teknologi Yogyakarta

Keywords:

Achievement, gamification Kahoot, perceptions, reading comprehension, recount text

Abstract

This study attempts to examine EFL students’ achievement in reading comprehension of recount text
through gamification Kahoot, a technological-based learning platform, as well as to explore their
perceptions of using gamification Kahoot as an assessment tool in the reading test. The data were
obtained from both tests and questionnaires, and the assessment criteria used as proposed by Kartika
(2001), and uses descriptive analysis. Meanwhile, the students’ perceptions are based on the indicator
theory of perceptions proposed by Hamka (2002). 36 students (21 females, and 15 male students) in
the tenth grade of the State Vocational High School 1 Godean in the academic year 2022/2023
participated as the respondents. The findings revealed that the highest score on the test was 100 and
the lowest score was 53. Meanwhile, the average or mean of the student's score is 74 with a total score
of 2664. Furthermore, the achievement of students in reading comprehension of recount text using
gamification Kahoot is in the "Good" category (74). Meanwhile, the students’ perceptions showed
that gamification Kahoot as an assessment tool can motivate students, and create fun classroom
conditions.

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Published

2025-08-15

How to Cite

Putri Lisa Anggraini, Sayit Abdul Karim, & Yohanes Radjaban. (2025). EFL Students’ Achievement in Reading Comprehension through Gamification Kahoot . Surakarta English and Literature Journal, 6(2), 289–300. Retrieved from https://ejurnal.unsa.ac.id/index.php/selju/article/view/38

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