Student’s voices on Kahoot at tertitary level in East Kalimantan

D. Nur
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Abstract

The learning experience that motivates students can be created where competence is quantitatively assessed using gamification technology. A survey of students' opinions of gamification was conducted to determine the best practices of its use, the environmental conditions necessary for its success, and the manner in which the application should proceed. The effects of gamification on math achievement were examined using quantitative methods. The Kahoot application was found to be the preferred method of gamification in this study. These 80 English students took part in the experiment and studied at the Department. The findings revealed that adding gamification to the course increased the overall interest of students and boosted the aspirations of students to succeed in the course. This method also has a strong impact on the motivation of students. What this study found was that Kahoot can be used to successfully gamify lessons. In my research, the gamification method led to greater engagement by students.
东加里曼丹大学学生对Kahoot的声音
通过使用游戏化技术对能力进行定量评估,可以创造激励学生的学习体验。对学生对游戏化的看法进行了调查,以确定其使用的最佳实践,其成功所需的环境条件,以及应用程序应该进行的方式。采用定量方法考察了游戏化对数学成绩的影响。本研究发现Kahoot应用程序是游戏化的首选方法。这80名英国学生参加了实验并在该系学习。研究结果显示,在课程中加入游戏化可以提高学生的整体兴趣,并提高学生在课程中取得成功的愿望。这种方法对学生的学习动机也有很大的影响。这项研究发现,Kahoot可以成功地将课程游戏化。在我的研究中,游戏化方法提高了学生的参与度。
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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