Penggunaan aplikasi Kahoot dalam metode pembelajaran berbasis game terhadap motivasi belajar siswa

  • Halimatus Sakdiyah Program Studi Tadris Matematika, Universitas Islam Negeri Maulana Malik Ibrahim Malang
Keywords: kahoot; motivation; learning media

Abstract

This study aims to analyze the use of Kahoot as a learning evaluation medium. Teachers use technology as a learning tool to make teaching easier and provide great motivation for students. This research method uses library research (Library Research). Where in the journal everything discusses the advantages and is obtained when students do learning with Game Based Learning in the form of the kahoot application. Based on the results of the study it can be concluded that the use of the kahoot application is called innovative, practical.

Downloads

Download data is not yet available.

References

Baetina, N. (2021). Pengembangan media pembelajaran berbasis Kahoot pada materi ruang lingkup biologi SMA/MA x. Bio educatio : The Journal of Science and Biology Education, 6(1). https://doi.org/10.31949/be.v6i1.2650

Firdiansyah, Y., & Pamungkas, H. P. (2021). Analisis persepsi mahasiswa terhadap penggunaan Kahoot sebagai media evaluasi pembelajaran pada mata kuliah teori ekonomi moneter. JEKPEND: Jurnal Ekonomi dan Pendidikan, 4(1), 1. https://doi.org/10.26858/jekpend.v4i1.15549

Irwan, I., Luthfi, Z. F., & Waldi, A. (2019). Efektifitas penggunaan Kahoot! untuk meningkatkan hasil belajar siswa. Pedagogia : Jurnal Pendidikan, 8(1), 95–104. https://doi.org/10.21070/pedagogia.v8i1.1866

Nurdiansyah, N. M., Arief, A., Agustin, F. R., Hudriyah, H., Muassomah, M., & Mustofa, S. (2021). Education reconstruction: A collaboration of quiz team and kahoot methods in learning arabic. Komposisi: Jurnal Pendidikan Bahasa, Sastra, dan Seni, 22(2), 93. https://doi.org/10.24036/komposisi.v22i2.111436

Yuniawatika, Y., & Manggala, I. S. A. (2022). Peningkatan keterampilan ICT melalui pelatihan pembuatan kuis online. Dinamisia: Jurnal Pengabdian Kepada Masyarakat, 6 (2), 327-336. https://doi.org/10.31849/dinamisia.v6i2.8382

PlumX Metrics

Published
2024-02-29
How to Cite
Sakdiyah, H. (2024). Penggunaan aplikasi Kahoot dalam metode pembelajaran berbasis game terhadap motivasi belajar siswa. Maliki Interdisciplinary Journal, 2(2), 89-93. Retrieved from http://urj.uin-malang.ac.id/index.php/mij/article/view/5050
Section
Articles