Kahoot as an Assessment Tools: Students' Perception of Game-based Learning Platform

Pub Date : 2021-11-30 DOI:10.30870/jppi.v7i2.8304
N. Iman, M. Ramli, N. Saridewi
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引用次数: 3

Abstract

This study aims to determine students' perception of game-based learning platform as a learning evaluation medium. The approach used in this research is descriptive quantitative, and qualitative—the instrument used in the form of a questionnaire containing 22 questions and interviews. The research was conducted in two analytical chemistry classes at a public university in Indonesia. Researchers used Kahoot every two weeks over four months as a tool for formative assessment. Three students from each class were interviewed to explore their experiences and perceptions of Kahoot. Questionnaire data were processed using descriptive statistics, while data from interviews were analyzed using thematic analysis. The findings show that chemistry education students' perception of game-based learning platform as a learning evaluation medium is quite good. Students also perceived that Kahoot provided a challenge in learning. Kahoot is also a fun and exciting assessment medium for students. In addition, students feel that their learning motivation has increased in preparing the material to be tested, so direct feedback from Kahoot is very effective in correcting mistakes.
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Kahoot作为评估工具:学生对游戏学习平台的认知
本研究旨在确定学生对游戏学习平台作为学习评价媒介的认知。在本研究中使用的方法是描述性定量和定性的-工具使用的问卷形式包含22个问题和访谈。这项研究是在印度尼西亚一所公立大学的两个分析化学课堂上进行的。研究人员在四个月内每两周使用Kahoot作为形成性评估的工具。每个班的三名学生接受了采访,以探讨他们对Kahoot的经历和看法。问卷数据采用描述性统计,访谈数据采用专题分析。研究结果表明,化学教育学生对游戏学习平台作为学习评价媒介的认知程度较好。学生们还认为,Kahoot为学习提供了挑战。对于学生来说,Kahoot也是一种有趣而令人兴奋的评估媒介。此外,学生们觉得在准备考试材料的过程中,他们的学习动机增加了,所以Kahoot的直接反馈对纠正错误非常有效。
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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