PEMANFAATAN DIGITAL GAME BASE LEARNING DENGAN MEDIA APLIKASI KAHOOT.IT UNTUK PENINGKATAN INTERAKSI PEMBELAJARAN

Vivi vinika elita Putri
Muhamad Abdul roziq Asrori


DOI: https://doi.org/10.29100/insp.v16i2.1430

Abstract


After the issuance of Minister of Education and Culture Regulation No. 23 of 2017 concerning School Day is a problem for students and teachers in the process of learning interaction, especially those with learning hours at the end of the day of learning. Generally students are exhausted and lack enthusiasm to follow the series of learning in class. In these crucial hours the teacher is required to be creative in order to manage the learning class well and effectively. The use of the digital game approach by utilizing the kahoot.it application is used to see the progress of learning interactions as they arise. This research uses a qualitative approach to the type of case study. Data were collected by means of observation and interviews with research informants who have been determined to accommodate the heterogeneous of the research subjects. Data analysis was performed by interactive data analysis, while triangulation and extension of observation were used to obtain valid data. The results showed that the use of kahoot.it as a game-based innovative learning media was able to arouse the enthusiasm of learning and increase student achievement. The kahoot.it application that can display competitive evaluation of learning designs student achievement and prestige in learning interactions


Article Metrics :

References


Creswell, J. 2012. Qualitative Inquiry and Research Design: Choosing Among Five Approaches - John W. Creswell - Google Books. SAGE publications

Dewi, KC. 2018. Pengembangan alat evaluasi menggunakan Aplikasi Kahoot pada pembelajaran Matematika Kelas X. Diundah dari http://repository.radenintan.ac.id/ 4286/1/Skripsi Cahya Kurnia.pdf

Fauzan, Rikza. 2019. Pemanfaatan Gamification Kahoot.It Sebagai Enrichment Kemampuan Berfikir Historis Mahasiswa Pada Mata Kuliah Sejarah Kolonialisme Indonesia. Prosiding Seminar Nasional Pendidikan FKIP Universitas Sultan Ageng Tirtayasa Vol. 2, No.1, 2019, hal. 254-262 p-ISSN 2620-9047, e-ISSN 2620-9071

Graesser, A. C. 2017. Reflections on serious games. In P. Wouters & H. Van Osstendorp (Eds.). Instructional techniques to facilitate learning and motivation of serious games. Swtizerlad: Springer. Pp. 199-212

Hidayat. Rahmat. 2018. Game-Based Learning: Academic Games sebagai Metode Penunjang Pembelajaran Kewirausahaan. Jurnal Buletin Psikologi. Vol. 26, No. 2, 71 85. DOI: 10.22146/buletinpsikologi.30988. ISSN 2528-5858

Ifenthaler, D., Eseryel, D., & Ge, X. 2012. Assessment for game-based learning. In D. Ifenthaler, D. Eseryel, & X. Ge (eds). Assessment in game-based learning. New York: Springer. PP. 1-8

John W Hanson. dan Cole S. Brembeck. Tanpa tahun. Education and the Development of Nations, New York: Holt : Rinehart and Winston

Kahoot library. 2017. The Kahoot! Guide to creating & playing learning games.

Kunandar. 2013. Penilaian Autentik (Penilaian Hasil Belajar Peserta Didik berdasarkan Kurikulum 2013). Raja Grafindo Persada. Jakarta

McGonigal, J. 2011. Reality is broken: Why games make us better and how they can change the world. New York, NY: The Penguin Press

Official Website Kahoot!. 2017. kahoot.com/company/. Retrieved from https://kahoot.com/company/

Peraturan Menteri Pendidikan dan Kebudayaan No 23 tahun 2017 tentang Hari Sekolah

Putri, Aprilia Riyana & Muzakki, Muhammad Alie. 2019. Implemetasi Kahoot Sebagai Media Pembelajaran Berbasis Digital Game Based Learning Dalam Mengahadapi Era Revolusi Industri 4.0. Prosiding Seminar Nasional. Program Studi Pendidikan Guru Sekolah Dasar Universitas Muria Kudus. Dengan tema Penguatan Muatan Lokal Bahasa Daerah sebagai Pondasi Pendidikan Karakter Generasi Milenial. Kudus, 20 Maret 2019. ISBN: 978-602-1180-99-0

Romero, M. 2012. Learner engagement in the use of individual and collaborative serious games. In C. Wankel & P. Blessinger (Eds.), Increasing student engagement and retention sing immersive interfaces: virtual worlds, gaming, and simulation (pp. 15-34). Bingley, UK: Emerald Group

Schrader, P. G., & McCreery, M. 2012. Are all games the same?. In D. Ifenthaler, D. Eseryel, & X. Ge (eds). Assessment in game-based learning. New York: Springer. Pp. 11-28

Undang-Undang No 20 tahun 2003 tentang Sistem Pendidikan Nasional