Kahoot游戏学习媒体的发展需求分析

Enyea Winanda Hardianti
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引用次数: 0

摘要

在学习中使用技术,利用信息技术的进步是为了使学习活动更有效,其中之一就是使用Kahoot媒体。本研究旨在分析基于Kahoot游戏的学习媒体的发展,以提高学生的学习动机和学习成果。研究数据来自Bengkulu Selatan SMPN 2的信息学教师和七年级学生。使用的数据分析技术是定性和定量顺序的。使用的数据收集技术是问卷调查和笔试。所采用的开发模式为4D,包括定义、设计、开发、传播4个主要阶段。本研究的问卷调查对象为Bengkulu Selatan SMPN 2的32名学生和2名信息学教师。分发的数据以材料内容可行性的形式,经材料专家验证83%“有效”,评价专家81%“有效”。此外,测试结果显示,学生的平均前测得分为45.2分,后测得分为87.2分,其中价值增加了42%。最后,对学生使用Kahoot的反应的评估获得了93%的“非常好”的百分比。因此可以得出结论,Kahoot游戏媒体可以提高学生的学习动机和学习成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analysis of the Needs for Development of Kahoot Game-Based Learning Media
The use of technology in learning by using IT advances is intended to make learning activities more effective, one of which is the use of Kahoot media. This study aims to analyze the development of Kahoot game-based learning media so that it can increase student motivation and learning outcomes. The research data was taken from informatics teachers and class VII students at SMPN 2 Bengkulu Selatan. The data analysis technique used is qualitative and quantitative sequentially. Data collection techniques used are questionnaires and written tests. The development model used is 4D, consisting of 4 main stages, namely define, design, development, and disseminate. In this study, the questionnaire respondents consisted of 32 students and 2 Informatics teachers at SMPN 2 Bengkulu Selatan. The data distributed is in the form of the feasibility of the content of the material which is validated by material experts 83% "valid", evaluation experts 81% "valid". Furthermore, the test results obtained an average pretest score of 45.2 students and a student posttest of 87.2 where there was an increase in value of 42%. Finally, the assessment of student responses to the use of Kahoot obtained a percentage of 93% "very good". So it can be concluded that the Kahoot game media can increase student motivation and learning outcomes.
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