Kahoot: Is It Efective for Online Learning in Indonesia?

  • Loviga Denny Pratama Universitas Islam Zainul Hasan Genggong
  • Evi Faizah Universitas Islam Zainul Hasan Genggong
  • Minggar Putra Dea Ramadhan Politeknik Negeri Malang
Keywords: platform Kahoot, online learning, instructional media

Abstract

Kahoot, as technology integration in education, is quite populer presently in instructional Media. However, not many studies have used it to facilitate online learning. This work attempt to describe a Platform Kahoot yang to be able to facilitate an online learning. Two hundred and fourty two students (M = 12.8; SD = 0,4 year) and 32 mathematics teachers (M = 34; SD = 0,4) from Indonesian school were randomly allocated to participated in this action research. A total of 2 types of questionnaires were used in this study, namely teacher questionnaires and student questionnaires. The results of the study show that the majority of students and teachers have a positive perception of using Kahoot media (in the questionnaire phase). In addition, through the Kahoot media in online learning, the achievement of students' cognitive aspects (in the test phase) also obtained positive results. So the overall results show that the Kahoot media is effective in accompanying students to learn online.

References

Aisyah, N., Chotimah, U., & Meryansumayeka. (2019). Developing e-learning content based on character values in mathematics teaching and learning. Journal of Physics: Conference Series, 1166(1). https://doi.org/10.1088/1742-6596/1166/1/012016

Akhter, N., & Akhter, N. (2018). Learning in Mathematics : Difficulties and Perceptions of Students. Journal of Educational Research, 21(1), 147–163. https://www.researchgate.net/publication/328772457_Learning_in_Mathematics_Difficulties_and_Perceptions_of_Students

Aljojo, N. (2018). The design and implementation of a mathematics game-base learning application for primary students. International Journal of Interactive Mobile Technologies, 12(3), 142–152. https://doi.org/10.3991/ijim.v12i3.8739

Asikhia, I. S., Vora, A., Chandra, R., & Myint, M. T. (2017). 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). https://doi.org/10.1016/j.jaac.2017.09.121

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

Cahyani, Y., & Sowanto, S. (2021). Pengaruh Model Pembelajaran Talking Stick Tehadap Hasil Belajar Matematis Siswa SMA. SUPERMAT (Jurnal Pendidikan Matematika), 5(1). https://doi.org/10.33627/sm.v5i1.554

Chaamwe, N., & Shumba, L. (2016). Spreadsheets: A Tool for e-Learning — A Case of Matrices in Microsoft Excel. International Journal of Information and Education Technology, 6(7), 570–575. https://doi.org/10.7763/ijiet.2016.v6.753

Herlina, S., & Istikomah, E. (2019). PENGEMBANGAN BUKU AJAR STATISTIKA PENDIDIKAN I (DESKRIPTIF) UNTUK MAHASISWA PENDIDIKAN AGAMA ISLAM UNIVERSITAS ISLAM RIAU. SUPERMAT (JURNAL PENDIDIKAN MATEMATIKA), 3(2). https://doi.org/10.33627/sm.v3i2.282

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. Technology, Pedagogy and Education, 29(2). https://doi.org/10.1080/1475939X.2020.1737568

Lestari, W., & Jailani. (2018). Enhancing an Ability Mathematical Reasoning through Metacognitive Strategies. Journal of Physics: Conference Series, 1097(1). https://doi.org/10.1088/1742-6596/1097/1/012117

Lestari, W., Pratama, L. D., & Hidayatillah, W. (2020). Persepsi Guru dan Siswa Tentang Penggunaan Media Edutainment di Tengah Pandemi Covid-19. Jurnal Pendidikan Matematika RAFA, 6(2), 109-122.

Zin, H. M., & Zain, N. Z. M. (2010). The effects of edutainment towards students’ achievements. In Regional Conference on Knowledge Integration in ICT (Vol. 129, p. 2865).

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

Mayes, R., Natividad, G., & Spector, J. (2015). Challenges for Educational Technologists in the 21st Century. Education Sciences, 5(3), 221–237. https://doi.org/10.3390/educsci5030221

Mohammad, H., Fayyoumi, A., & Al-Shathry, O. (2015). Do we have to prohibit the use of mobile phones in classrooms? International Journal of Interactive Mobile Technologies, 9(2), 54–57. https://doi.org/10.3991/ijim.v9i2.4394

Ngado, K. (2020). OPTIMALISASI MOTIVASI DAN PRESTASI BELAJAR SISWA MENGGUNAKAN MOODLE BERBANTUAN COMPUTER ALGEBRA SYSTEM (CAS). AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(1). https://doi.org/10.24127/ajpm.v9i1.2657

Göksün, D. O., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers & Education, 135, 15-29.

Pratama, L. D., & Lestari, W. (2020). Pengaruh Pelatihan Terhadap Kompetensi Pedagogik. Jurnal Cendekia: Jurnal Pendidikan Matematika, 04(01), 278–285.

Pratama, Loviga Denny, & Setyaningrum, W. (2018a). Game-Based Learning: The effects on student cognitive and affective aspects. Journal of Physics: Conference Series, 1097(1). https://doi.org/10.1088/1742-6596/1097/1/012123

Pratama, Loviga Denny, & Setyaningrum, W. (2018b). GBL in Math Problem Solving: Is it Effective? International Journal of Interactive Mobile Technologies (IJIM), 12(6), 101. https://doi.org/10.3991/ijim.v12i6.8658

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).

Tóth, Á., Lógó, P., & Lógó, E. (2019). The effect of the kahoot quiz on the student’s results in the exam. Periodica Polytechnica Social and Management Sciences, 27(2). https://doi.org/10.3311/PPso.12464

Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers and Education, 149. 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. 16th International Conference on Cognition and Exploratory Learning in Digital Age, CELDA 2019. https://doi.org/10.33965/celda2019_201911l018

Published
2022-06-19
How to Cite
Pratama, L., Faizah, E., & Ramadhan, M. (2022). Kahoot: Is It Efective for Online Learning in Indonesia?. Supermat : Jurnal Pendidikan Matematika, 6(1), 35-49. https://doi.org/10.33627/sm.v6i1.719