USING KAHOOT! AS A MEDIA IN ENGLISH TEACHING: STUDENTS’ PERCEPTION
Abstract
Abstract: The Kahoot! game is an interactive evaluation tool that can be used to implement quizzes in the form of pretests, posttests, material strengthening, remedial, and daily tests. The primary objective of this research is to find out the students’ perception in using Kahoot! as an instructional platform in a modern environment. This study used a qualitative method and the subjects of this research were 20 students of X grade in Medan. The data for this study obtained from several sources, such as questionnaire, interview and observation. The result of the study showed the students’ perception of using Kahoot! was positive as the student felt fun and interested to focus on the lesson. Moreover, Kahoot! increased the students' interest and motivation in learning, making it easier for them to understand the material provided by the teacher. Kahoot! is a game-based learning platform that can be used in the classroom to create a fun quiz atmosphere and support the learning process.
Keywords: Kahoot, Learning, Media, Perception.Full Text:
PDFReferences
REFRENCES
Anggraeni, A., Rachmijati, C. & Apriliyanti, D.A.. 2020. “Penerapan Media Kuis Interaktif Kahoot Untuk Meningkatkan Speaking Skill Siswa Di Desa Subang.” Abdimas Siliwangi 03 (01): 351–60.
Arsyad, A. 2010. Media Pembelajaran. Jakarta: PT Grafindo Persada.
Bunyamin, Aceng Cucu, Dewi Rika Juita, & Noer Syalsiah. 2020. “Penggunaan Kahoot Sebagai Media Pembelajaran Berbasis Permainan Sebagai Bentuk Variasi Pembelajaran.” Guna Humas 3 (1): 43–50.
Creswell, J. W. (2012). Educational Research: Planning, conducting, and evaluating Quantitative and Qualitative research (4th ed.). Pearson Education, Inc.
Daulay, S. H., & Damanik, E. S. D. (2022). Using WhatsApp to Increase Students’ Ability in English: Teacher’s Creativity. JET (Journal of English Teaching) Adi Buana, 7(01), 35-44.
Daulay, S. H., & Salsabilla, A. (2022). Menelusuri Problema Pembelajaran Daring Pada Masa Pandemi. In PROSIDING SEMINAR NASIONAL PROGRAM PASCASARJANA UNIVERSITAS PGRI PALEMBANG.
Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & education, 63, 380-392.
Harding, D. J., & Seefeldt, K. S. (2013). Mixed methods and causal analysis. In Handbook of causal analysis for social research (pp. 91-110). Springer, Dordrecht.
Johns, K. (2015). Engaging and assessing students with technology: A review of Kahoot! Delta Kappa Gamma Bulletin, 81(4), 89.
Mohajan, H. K. (2018). Qualitative research methodology in social sciences and related subjects. Journal of Economic Development, Environment and People, 7(1), 23-48.
Noermanzah, H. F. Development of Competency-Based Poetry Learning Materials for Class X High Schools.
Sagala, A.U., Hutagaol, D.D.S., Haloho, K.A., Aini, N., & Pangaribuan, T.R. 2021. “Penggunaan Aplikasi Kahoot Sebagai Media Belajar Sambil Bermain Dalam Pembelajaran Bahasa Indonesia.” Prosiding Prosiding Seminar Nasional PBSI-IV Tahun 2021.
Sera, L. & Wheeler, E. (2017). Game on: The gamification of the pharmacy classroom. Curr Pharm Teach Learn, 9(1), 155–159.
Tanjung, A. P., & Daulay, S. H. (2022). Quizlet and Vocabulary Mastery: Students’ Perception. In English Language and Literature International Conference (ELLiC) Proceedings (Vol. 5, pp. 267-276).
Refbacks
- There are currently no refbacks.
ISSN: 2598-0653