How Online Learning Evaluation (Kahoot) Affecting Students’ Achievement and Motivation (Case Study on it Students)

Ratu Dea Mada, Anharudin Anharudin

Abstract


It is undeniable that the development of technology in the present impacts on various aspects, especially in the field of learning technology. In learning, lecturers are required to implement innovations in the field of technology. One of the implementations of education technology is the implementation of evaluation by using Kahoot. Kahoot is a game-based learning platform. By implementing this learning evaluation, we expect students' achievement and motivation in learning to improve. The research method of this research is simple qualitative descriptive using a questionnaire that were distributed to the first semester Informatics Engineering students as the object of this research. From the questionnaire the results showed that 82.2% of students stated that Kahoot was able to increase their learning motivation. Other results is the increasing  of students’ scores in this evaluations and the obstacle found in implementing this evaluation is the umstable connections or internet networks.


Keywords


Kahoot; Motivation; Students’ achievement;

Full Text:

PDF

References


Arsyad, A. (2013). Media Pembelajaran. Jakarta. Raja Grafindo Persada.

Bandung, M. (2017). Makalah disajikan dalam the Asian Conference on Education 2017. Official ConferenceProceedings.

Barus, Gloria, I., R dan Tatie, S. (2018). Penggunaan Media Kahoot Dalam Pembelajaran Struktur Bahasa Inggris Studi Kasus Mahasiswa Sekolah Vokasi Institut Pertanian Bogor. Seminar Nasional Teknologi dan Terapan Berbasis Kearifan Lokal (SNT2BKL) ISSBN: 978-602-71928-1-2

Ewa, P., Z. (2016) Kahoot It or Not? Can Games Be Motivating in Learning Grammar? Teaching English with Technology, v16 n3 p17-36 2016 (http: //eric.ed.gov/?id+EJ1135685, accessed on 29 Oktober 2018).

Kusumastuti, F. (2018), Perbedaan Respon Siswa Terhadap Penggunaan Kuis Klasik dan Kuis Kahoot. Program Studi Pendidikan Matematika. Universitas Sanata Dharma:Jogjakarta

Graham, Krista, LOEX Quarterly – Volume 42, (online), (http://commons.emich.edu/loexquarterly/vol42/iss3/, accessed on 3 November 2018).

Hakim, T. (2008). Belajar Secara Efektif. Jakarta: Pustaka Pembangunan Swadaya Nusantara.

Hermida, J. (2009). The importance of Teaching Academic Reading Skills in first-year university courses. SSRN Electronic Journal 3. (online), (http://www.researchgate.net/ accessed on 12 Nopember 2018).

Kahoot! (http://getkahoot.com/) diakses 30 Oktober 2018. Kahoot! (http://kahoot.com) accessed on 31 Oktober 2018.

Koesnandar, A. (2006). Pengembangan Software pembelajaran multimedia interaktif. Teknodik No. 18/X.

Licorish, A.S. et al. (2017). Students’ perception of kahoot!’s influence on teaching and learning. (https://doi.org/10.1177/2379298116689783)

Nasution. (1982). Teknologi Pendidikan.Bandung: Bumi Aksara.

Pemanfaatan Media Kahoot Pada Proses – USD Repository repository.usd.ac.id/31078/2/141414034_full.pdf (accessed on 2 Nopember 2018).

Priyitno, E. (1989). Motivasi Dalam Belajar. Jakarta: P2LPTK

Praherdhiono, H. (2018). Pembelajaran Berbasis WEB: Sebagai Pendekatan Media Pembelajaran Dalam Paradigma Konstuktivisme. Teknologi Pendidikan, Universitas Negeri Malang, (Online), (www.academia.edu/34226313/MEDIA_PEMBELAJARAN_BERBASIS_WEB, accessed on 4 Nopember 2018).

Richard, J & Renandya, W. (2002). A Methodology in Language Teaching. United Kingdom: Cambridge UniversityPress.

Rofiyarti, F. (2017). TIK untuk AUD: Penggunaan Platform Kahoot. PEDAGOGI. (Online), (journal.um- surabaya.ac.id/index.php/Pedagogi/article/.../895 accessed on 30 Oktober 2018).

Sardiman, A,M. (1990). Interaksi dan Motivasi Belajar Mengajar. Jakarta: Rajawali. [Online]. Tersedia:https://kahoot.com/what-is-kahoot/ (accessed on 19 September 2018)

Susanto, Y. (2018). Using Kahoot to Increase Students’ Motivation in Learning Japanese. Proceeding International Conference of Japanese Language Education (ICoJLE)

The 2014 NMC Horizon Reports (http://www.nmc.org/nmc-horizon/) accessed on 1 November 2018.

Using Online Computer Games in the ELT Classroom: A Case Study. Available from: https://www.researchgate.net/publication/320928742_Using_Online_Computer_Games_in_the_ELT_Classro om_A_Case_Study, accessed on 7 November 2018).

What is Kahoot!|How to play Kahoot! https://kahoot.com/what-is-kahoot/

Wijayanti, Hapsari, S dkk. (2013). Pemanfaatan multimedia dalam pembelajaran Bahasa Indonesia di perguruan tinggi. Laporan Penelitian.




DOI: https://doi.org/10.29103/ijevs.v1i5.1494

Article Metrics

 Abstract Views : 2706 times
 PDF Downloaded : 757 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2019 Ratu Dea Mada, Anharudin Anharudin