Reinforcement Learning Evaluation by Digital Platfrom ‘Kahoot!’: Students' Thought

Main Author: Mannong, Andi Bulkis Maghfirah
Format: Article info Journal
Terbitan: Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar , 2020
Online Access: http://journal.unublitar.ac.id/jdr/index.php/jdr/article/view/118
Daftar Isi:
  • In 21st century learning, technology has a essential role in education. The integration of technology, one of which used as a learning media, is believed can improve the effectiveness of learning. This study aims to determine the students' perceptions of the reinforcement assessment in learning English through the Kahoot!. Descriptive qualitative was used in this study where the data was collected from the students who responded  the questionnaire that related to the effectiveness of Kahoot!. In analyzing the data, Likert Scale used to find the students’ perception toward Kahoot! and it  analyzed by using descriptive statistics to reveal the tendency of the students’ perception whether they had a negative or positive perception toward Kahoot!. Based on the data, it showed that Kahoot is effectively used to determine the level of student understanding of the material that has been previously studied through quiz on Kahoot!. Key Words: Reinforcement, Learning Evaluation, Game-Based Learning, Digital Platform, Kahoot