SIGNIFIKANSI KAHOOT!: INTERAKSI MANUSIA DAN MESIN DALAM PROSES PEMBELAJARAN

DOI: https://doi.org/10.31800/jtp.kw.v8n2.p154--167

Jaka Warsihna(1*), Zulmi Ramdani(2)
(1) FKIP Universitas Terbuka
(2) Fakultas Psikologi, UIN Sunan Gunung Djati Bandung
(*) Corresponding Author


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Abstract


Abstract The use of technology in the learning process is a new step that is considered capable of becoming an alternative and innovative media to improve the quality of learning. Kahoot!is a game-based learning media created to make it easier for teachers to carry out evaluations and increase student motivation in participating in learning activities. This study aims to explore the psychological processes and conditions that might occur with the interaction between students and Kahoot!as gamification in the learning process. A total of 44 student respondents involved in this study was selected using the purposive sampling technique. The results of the study showed that the majority of respondents assumed that Kahoot! is an important and interesting media used in the learning process. In addition, the interaction between respondents and Kahoot!itself is determined by other factors, including internet connection, psychological state, and mastering subject and knowledge. The results of that interaction psychologically produce various kinds of emotions, both positive and negative. Thus, Kahoot!including learning media with interactive game features that can be used effectively in the learning process.

 

Abstrak

Penggunaan teknologi dalam proses pembelajaran adalah langkah baru yang dianggap mampu menjadi media alternatif dan inovatif untuk meningkatkan kualitas dari pembelajaran tersebut. Kahoot!adalah media pembelajaran berbasis game yang dibuat untuk mempermudah guru di dalam melaksanakan evaluasi dan meningkatkan motivasi siswa dalam mengikuti kegiatan pembelajaran. Studi ini bertujuan untuk melakukan eksplorasi mengenai proses dan kondisi psikologis yang mungkin terjadi dengan adanya interaksi antara siswa dengan Kahoot!sebagai gamifikasi dalam proses pembelajaran. Sebanyak 44 responden mahasiswa terlibat dalam studi ini yang dipilih dengan menggunakan purposive sampling technique. Hasil studi menunjukkan bahwa mayoritas responden mengganggap bahwa Kahoot!merupakan media yang penting dan menarik digunakan dalam proses pembelajaran. Selain itu, interaksi antara responden dan Kahoot!itu sendiri ditentukan oleh faktor-faktor lainnya meliputi internet connection, psychological state, dan mastering subject and knowledge. Hasil interaksi itu secara psikologis menghasilkan berbagai macam emosi baik yang bersifat positif ataupun negative. Dengan demikian, Kahoot!termasuk ke dalam media pembelajaran dengan fiture game interaktif yang bisa digunakan dengan efektif dalam proses pembelajaran.


Keywords


Gamification; Human and Machine Interaction; Kahoot!; Learning Process; Gamifikasi, Interaksi Manusia dan Mesin; Kahoot!; Proses Pembelajaran

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