M. F. Ahmad, N. Zakaria, W. A. Wan Hassan, S. S. Razali, N. N. Abd Mutalib, N. Bokhari
{"title":"教育游戏平台Kahoot!教与学过程:新规范的个案研究","authors":"M. F. Ahmad, N. Zakaria, W. A. Wan Hassan, S. S. Razali, N. N. Abd Mutalib, N. Bokhari","doi":"10.1109/ICSPC53359.2021.9689146","DOIUrl":null,"url":null,"abstract":"In the world of education especially on Technical and Vocational Education and Training (TVET), a learning media is required to increase students' understanding and absorption of the subject matter being studied, as well as to attract greater student attention so that learning can run more smoothly. One option is to implement the educational game Kahoot!, which is one of the online-based interactive quiz learning media. The purpose of this study is to identify the perceptions of technical students on the use of educational games Kahoot! in the Teaching and Learning (T&L) process. The objective of this study is (i) perception of technical students about the educational game; (ii) perspective of technical students about the effectiveness of educational game Kahoot! and (iii) perspective of technical students about the environment of educational game Kahoot!. This study used a quantitative approach by using online questionnaire as instrument (google form). A total of 50 technical students from various backgrounds of study was selected a purposeful sample. The results of the analysis obtained show that the mean value is at a high level (educational game = 3.84; effectiveness = 3.77 and environment = 4.05). This method was also found to have a positive impact on student motivation. In conclusion, educational game has an effect on students, making them more ambitious and driven in their studies.","PeriodicalId":331220,"journal":{"name":"2021 IEEE 9th Conference on Systems, Process and Control (ICSPC 2021)","volume":"64 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Educational Game Platform Kahoot! in Teaching and Learning Process: A Case Study of New Norms\",\"authors\":\"M. F. Ahmad, N. Zakaria, W. A. Wan Hassan, S. S. Razali, N. N. Abd Mutalib, N. Bokhari\",\"doi\":\"10.1109/ICSPC53359.2021.9689146\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In the world of education especially on Technical and Vocational Education and Training (TVET), a learning media is required to increase students' understanding and absorption of the subject matter being studied, as well as to attract greater student attention so that learning can run more smoothly. One option is to implement the educational game Kahoot!, which is one of the online-based interactive quiz learning media. The purpose of this study is to identify the perceptions of technical students on the use of educational games Kahoot! in the Teaching and Learning (T&L) process. The objective of this study is (i) perception of technical students about the educational game; (ii) perspective of technical students about the effectiveness of educational game Kahoot! and (iii) perspective of technical students about the environment of educational game Kahoot!. This study used a quantitative approach by using online questionnaire as instrument (google form). A total of 50 technical students from various backgrounds of study was selected a purposeful sample. The results of the analysis obtained show that the mean value is at a high level (educational game = 3.84; effectiveness = 3.77 and environment = 4.05). This method was also found to have a positive impact on student motivation. In conclusion, educational game has an effect on students, making them more ambitious and driven in their studies.\",\"PeriodicalId\":331220,\"journal\":{\"name\":\"2021 IEEE 9th Conference on Systems, Process and Control (ICSPC 2021)\",\"volume\":\"64 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-12-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 IEEE 9th Conference on Systems, Process and Control (ICSPC 2021)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICSPC53359.2021.9689146\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE 9th Conference on Systems, Process and Control (ICSPC 2021)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSPC53359.2021.9689146","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Educational Game Platform Kahoot! in Teaching and Learning Process: A Case Study of New Norms
In the world of education especially on Technical and Vocational Education and Training (TVET), a learning media is required to increase students' understanding and absorption of the subject matter being studied, as well as to attract greater student attention so that learning can run more smoothly. One option is to implement the educational game Kahoot!, which is one of the online-based interactive quiz learning media. The purpose of this study is to identify the perceptions of technical students on the use of educational games Kahoot! in the Teaching and Learning (T&L) process. The objective of this study is (i) perception of technical students about the educational game; (ii) perspective of technical students about the effectiveness of educational game Kahoot! and (iii) perspective of technical students about the environment of educational game Kahoot!. This study used a quantitative approach by using online questionnaire as instrument (google form). A total of 50 technical students from various backgrounds of study was selected a purposeful sample. The results of the analysis obtained show that the mean value is at a high level (educational game = 3.84; effectiveness = 3.77 and environment = 4.05). This method was also found to have a positive impact on student motivation. In conclusion, educational game has an effect on students, making them more ambitious and driven in their studies.