MUH. RIZAL MATTAWANG (2023) DAMPAK POSTIF PENGGUNAAN GAMIFIKASI KAHOOT DALAM PEMBELAJARAN SISWA SEKOLAH MENENGAH ATAS. Karya Ilmiah thesis, Universitas Terbuka.
Full text not available from this repository.Abstract
The use of technology in learning is becoming increasingly widespread and varied. One of the technological innovations in the field of education is the use of gamification. Kahoot is a gamification application that is popularly used at all levels of education from elementary to university. This study aims to determine the positive impact of using Kahoot in high school student learning. The method used is literature review by collecting and analyzing fifteen articles from domestically accredited journals published in the period January 2018 to.d. April 2023. After being analyzed, it was found that Kahoot had several positive impacts on high school student learning, namely: improving student learning outcomes, arousing student motivation, improving/facilitating student mastery of subject matter, and attracting student interest in learning.
Item Type: | Thesis (Karya Ilmiah) |
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Additional Information: | 20231 |
Uncontrolled Keywords: | Kahoot, Gamifikasi, Pembelajaran |
Subjects: | Program Studi > 163 Teknologi Pendidikan - S1 |
Divisions: | Fakultas > Fakultas Keguruan dan Ilmu Pendidikan (FKIP) |
Depositing User: | Karil Repository |
Date Deposited: | 11 Dec 2023 09:02 |
Last Modified: | 11 Dec 2023 09:02 |
URI: | http://student-repository.ut.ac.id/id/eprint/1125 |