Penggunaan kahoot game based learning terhadap motivasi dan hasil belajar Bahasa Inggris di SMP Negeri 30 Pekanbaru
The research was conducted due to the importance of students’ changing in motivation and learning result. Some factors related to low motivation and learning result are the differences of students’ background and their intelligence Students’ passiveness and reluctant to ask questions as well as the way of teacher teaches by using speech in the class. To overcome those problems, the researcher applied kahoot game based learning which is learning strategy to create the exciting atmosphere of the class and involves all the students’ active participation. The purpose of the research is to improve the grade VIII 6 students who are still low, it can be proved frommthe learning result of English daily test that there were 19 students or 54% included to unachievable score (80). Kahoot game based learning is used to evaluate all the previous lessons by using internet connection and students’ smartphone. The research was conducted in September 2019 for one month. It consisted of six meetings or 80 minutes for each meeting. The quantitative descriptive used in this research by using kahoot game based learning for grade VIII 6 within 35 students. The instrument is the observation by an observer to analyze the using of kahoot and students’ learning result in each meeting. From those activities, it could be seen clearly that many students really enjoy and enthusiast by using kahoot game based learning, which the motivation and students’ learning result shown the significant improvement in cycle 1 and in cycle 2. Kahoot is as learning aid focused on digital game based learning can be optimized toward students’ intelligent, motivation improvement, learners’ independence as well as to facilitate the evaluation process and maximum learning result.