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

Abstract viewed : 2850 | PDF downloaded : 735

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
--

Full Text:

PDF ***

References

Asikhia, I. S., Vora, A., Chandra, R., & Myint, M. T. (2017). 2.41 Kahoot! A colorful musical tool to enhance engagement for an effective prite review program. Journal of the American Academy of Child & Adolescent Psychiatry, 56(10), S191. https://doi.org/10.1016/j.jaac.2017.09.121

Baszuk, P. A., & Heath, M. L. (2020). Using Kahoot ! to increase exam scores and engagement. Journal of Education for Business, 0(0), 1–5. https://doi.org/10.1080/08832323.2019.1707752

Bawa, P. (2019). Using Kahoot to Inspire. Journal of Educational Technology Systems, 47(3), 373–390. https://doi.org/10.1177/0047239518804173

Chen, C. H., & Yeh, H. C. (2019). Effects of integrating a questioning strategy with game-based learning on students’ language learning performances in flipped classrooms. Technology, Pedagogy and Education, 28(3), 347–361. https://doi.org/10.1080/1475939X.2019.1618901

Chicca, J., & Shellenbarger, T. (2018). Connecting with Generation Z : Approaches in Nursing Education 1 , 2. Teaching and Learning in Nursing, 13(3), 180–184. https://doi.org/10.1016/j.teln.2018.03.008

Eka Mustikawati, F. (2019). Fungsi Aplikasi Kahoot sebagai Media Pembelajaran Bahasa Indonesia. Seminar Nasional Pendidikan Bahasa Dan Sastra, 0(0), 2019. Retrieved from https://semcon.unib.ac.id/index.php/semiba/Semiba/schedConf/presentations

Elsherbiny, M. M. K., & Raya, R. H. (2020). Game-based learning through mobile phone apps: effectively enhancing learning for social work students. Social Work Education, 00(00), 1–18. https://doi.org/10.1080/02615479.2020.1737665

Fauzan, R. (2019). Pemanfaatan Gamification Kahoot.it Sebagai Enrichment Kemampuan Berfikir Historis Mahasiswa pada Mata Kuliah Sejarah Kolonialisme Indonesia. Prosiding Seminar Nasional Pendidikan FKIP UNTIRTA, 2(1), 257. Retrieved from http://jurnal.untirta.ac.id/index.php/psnp/article/view/5764

Hall, A. B., Trespalacios, J., & Hall, A. B. (2019). Personalized Professional Learning and Teacher Self-Efficacy for Integrating Technology in K–12 Classrooms. Journal of Digital Learning in Teacher Education, 35(4), 223–237. https://doi.org/10.1080/21532974.2019.1647579

Ho, J. (2019). Gamifying the flipped classroom: how to motivate Chinese ESL learners? Innovation in Language Learning and Teaching, 0(0), 1–15. https://doi.org/10.1080/17501229.2019.1614185

Holbrey, C. E. (2020). Kahoot ! Using a game-based approach to blended learning to support effective learning environments and student engagement in traditional lecture theatres engagement in traditional lecture theatres. Technology, Pedagogy and Education, 00(00), 1–12. https://doi.org/10.1080/1475939X.2020.1737568

Huang, B., Hew, K. F., & Lo, C. K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27(8), 1106–1126. https://doi.org/10.1080/10494820.2018.1495653

Liu, Y. H., & Yu, F. Y. (2019). Supporting active learning and formative evaluation via teaching-by-questioning in classrooms: design, development, and preliminary evaluation of an online learning system. Interactive Learning Environments, 27(5–6), 841–855. https://doi.org/10.1080/10494820.2018.1489858

Mayer, R. E. (2020). Where is the learning in mobile technologies for learning? Contemporary Educational Psychology, 60(December 2019), 101824. https://doi.org/10.1016/j.cedpsych.2019.101824

Nugraha, H. (2018). Meningkatkan pemahaman Matematika Siswa SMP Negeri 1 Pagaden Kelas VIII dengan Gamification Kahoot. UJMES (Uninus Journal of Mathematics Education and Science), 3(1), 148–154.

Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers and Education, 135(October 2018), 15–29. https://doi.org/10.1016/j.compedu.2019.02.015

Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices. Management Teaching Review, 2(2), 151–158. https://doi.org/10.1177/2379298116689783

Putri, N. S. (2019). Kahoot Apps in English Language Teaching (ELT) Context: An alternative Learning Strategy ARTICLE HISTORY. ELSYA: Journal of English Language Studies, 1(1), 11–15. Retrieved from http://ojs.journal.unilak.ac.id/index.php/elsya

Ramdani, Z., Hary Prakoso, B., Amrullah, S., Felisima Tae, L., & Indra Irawan, F. (2018). Pengujian Level Kreativitas Pada Siswa Berdasarkan Skala Kekuatan dan Kebajikan Karakter dan Tes Kreativitas Verbal. Jurnal Ilmu Perilaku, 2(2), 107–117. https://doi.org/10.25077/jip.2.2.107-117.2018

Ramdani, Z., Prahastuti, N. F., & Prakoso, B. H. (2019). Exploration of attitude and knowledge about turnitin usage and paraphrasing technique in academic context. Indonesian Journal of Educational Assessment, 2(2), 13–19. Retrieved from http://ijeajournal.kemdikbud.go.id

Ramdani, Z., Widyastuti, T., & Ferdian, F. R. (2018). Penerapan analisis teori klasik, model Rasch, dan computer based test Moodle: Sebuah pilot studi. Indonesian Journal of Educational Assessment (Vol. 2). https://doi.org/10.26499/ijea.v1i2.9

Rila, A., Estrapala, S., & Bruhn, A. L. (2019). Using Technology to Increase Opportunities to Respond. Beyond Behavior, 28(1), 36–45. https://doi.org/10.1177/1074295619835207

Siegle, D. (2015). Technology: Learning Can Be Fun and Games. Gifted Child Today, 38(3), 192–197. https://doi.org/10.1177/1076217515583744

Tae, L. F., Ramdani, Z., & Shidiq, G. A. (2019). Analisis tematik faktor-faktor yang mempengaruhi keberhasilan siswa dalam pembelajaran sains. Indonesian Journal of Educational Assesment, 2(1), 79. https://doi.org/10.26499/ijea.v2i1.18

Tvenge, N., Martinsen, K., Sudha, S., & Keshav, V. (2016). Combining learning factories and ICT- based situated learning. Procedia CIRP, 54, 101–106. https://doi.org/10.1016/j.procir.2016.03.031

Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers and Education, 149, 103818. https://doi.org/10.1016/j.compedu.2020.103818

Warsihna, J., Ramdani, Z., & Prakoso, B. H. (2019). Using Kahoot to improve students’ achievement and critical thinking in undergraduate of psychology students. In IADIS International Conference Cognition and Exploratory Learning in Digital Age 2019 (pp. 144–150).

Refbacks

  • There are currently no refbacks.


Copyright (c) 2020 Jaka Warsihna, Zulmi Ramdani

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.


 

Kwangsan Indexed By

Sinta 2 (S2) Google Scholar ISJD Neliti Indonesia One SearchCrossref base-searchGarda Rujukan DigitalPKP IndexRoad # # # # # citefactor # # # # # # Zotero

Kwangsan: Jurnal Teknologi Pendidikan diterbitkan oleh Balai Besar Guru Penggerak (BBGP) Prov. Jawa Timur.
Kementerian Pendidikan dan Kebudayaan

Alamat Redaksi:
Jl. Mangkurejo, Ds. Kwangsan, Sedati - Sidoarjo.
Telp 0318911373 Fax. 0318911392
Email: jurnal.kwangsan@kemdikbud.go.id & jurnalkwangsan@dikbud.belajar.id

 

web statistics View My Stats