KAHOOT sebagai media pembelajaran berbasis digital game based learning
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Date
2020-09
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Publisher
PPMKP
Abstract
The purpose of this research is to study how teachers' perceptions use Kahoot! in teaching activities or
Education and Training (Diklat) in terms of the effectiveness of learning activities, interests in learning activities
and in terms of motivation in learning activities. The research method used in this research is quantitative
descriptive. The type of respondent selection is using purposive sampling, that is, teachers who have used
Kahoot! in learning activities. The number of respondents was 30 people. Methods of data collection using a
questionnaire with closed questions. Based on the results of this study are based on table 3.3 Table SPS
Processed Frequency Result can be seen that mean from X1.1 to X3.4 according to the above 4, except for the
requirements X1.2 (Kahoot!improve the success of learning) the number of mean is 3.90. Thus based on data
meaning this and data on the results of respondents for each agreement (starting from table 3.4 to table 3.15)
can be drawn a red thread using Kahoot! can provide a positive perception in terms of learning effectiveness,
interest in learning activities and motivation in learning activities.
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Keywords
Media Pembelajaran, KAHOOT, Digital, Digital Game Based Learning, Media