Kahoot! As a collaborative gamified mathematics learning platform for Indonesian junior school students

W. N. Yanuarto, Eka Setyaningsih, Kiki Nur Umiatun
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引用次数: 1

Abstract

The difficulty that teachers in Indonesia face is delivering engaging lectures to raise the level of academic accomplishment among their students. Incorporating elements of the game into the educational process is one way this can be accomplished. A platform such as Kahoot! gamification may be applied to the learning process in an effective and engaging manner. The purpose of this research is to evaluate Kahoot as a learning approach that is both helpful and enjoyable for students in Indonesia, particularly during the Covid-19 pandemic. The analysis of quantitative data was involved in this investigation. The enlisted participants were 242 students. The findings of this research can be applied to the question of whether or not Kahoot! should be utilized as a teaching strategy that incorporates gamification elements to raise students' academic accomplishment. Also, one of the potential solutions to the post-pandemic would be incorporating parts of gaming into the instructional process.
Kahoot !为印尼初中生打造的协同游戏化数学学习平台
印尼教师面临的困难是如何进行有吸引力的讲座,以提高学生的学术成就水平。将游戏元素融入教育过程是实现这一目标的一种方法。像Kahoot!游戏化可以以一种有效和吸引人的方式应用于学习过程。本研究的目的是评估Kahoot作为一种对印度尼西亚学生既有益又愉快的学习方法,特别是在Covid-19大流行期间。本调查涉及定量数据分析。被招募的参与者是242名学生。这项研究的发现可以应用于Kahoot!应作为一种融入游戏化元素的教学策略,以提高学生的学业素养。此外,后流行病的一个潜在解决方案是将部分游戏融入教学过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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