Pemanfaatan Platform Kahoot Sebagai Media Pembelajaran Interaktif

Rafnis Rafnis
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引用次数: 8

Abstract

Conducive and enjoyable learning in the industrial revolution 4.0 makes a change in learning styles in the learning process. Teachers are required to follow an interactive digital learning process. Fun and non-boring learning is one of the challenges for instructors and Learning Technology Developers to innovate in learning. Interactive learning innovation in this study is to use Kahoot as an interactive learning media based on game based learning that emphasizes the active participation learning styles of all students. One of the Kahoot Platforms used was the use of online quizzes, where students immediately reflected their answers online and Kahoot recorded all the activities of students that could become assessment resume materials for teachers. This study aims to find out how the Kahoot application is feasible in the learning process by understanding students' responses to this application. This study uses a Qualitative method by using Kahoot in the learning of 22 students who take the Business Feasibility System course in the Faculty of Economics Study Program, Campus II Payakumbuh Andalas University. This study obtained a final percentage of 85% with Very Interesting criteria. It was concluded that the use of the Kahoot platform used was very suitable to be used in creating interactive and fun learning.Keywords: Industrial Revolution 4.0, Kahoot, Qualitative
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Kahoot平台作为一种互动学习媒介的利用
工业革命4.0中的有益和愉快的学习使学习过程中的学习方式发生了变化。教师需要遵循交互式数字学习过程。有趣而不无聊的学习是教师和学习技术开发人员在学习创新方面面临的挑战之一。本研究的互动学习创新是利用Kahoot作为基于游戏学习的互动学习媒体,强调全体学生积极参与的学习方式。Kahoot使用的平台之一是使用在线测验,学生立即在网上反映他们的答案,Kahoot记录了学生的所有活动,这些活动可以成为教师评估简历的材料。本研究旨在通过了解学生对Kahoot应用程序的反应,了解Kahoot应用程序在学习过程中的可行性。本研究采用质性研究方法,运用Kahoot对22名就读于Payakumbuh Andalas大学第二校区经济学院商业可行性系统课程的学生进行学习。该研究以非常有趣的标准获得了85%的最终百分比。最后得出结论,使用Kahoot平台非常适合用于创造互动和有趣的学习。关键词:工业革命4.0,Kahoot,定性
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