{"title":"Kahoot媒体作为学生互动学习媒体的使用","authors":"Mercy Hermawati, Ade Kurnia Solihin","doi":"10.30998/jurnalpkm.v6i2.10477","DOIUrl":null,"url":null,"abstract":"The use of technology is very helpful as a tool and means to support the learning process and is an innovation in integrating technology and information in learning activities. One of the innovations that really helps with the use of one of the technology-based learning media in the field of education is kahoot media, which is a game-based application. However, here where partners are, there is still a lack of educators or teachers for knowing, using and utilizing technology as a learning medium. The purpose of this activity is to provide training on the use of kahoot media as an innovative interactive learning medium for students to create an active learning process so that educators or teachers can support the learning process by having the skills to innovate in making learning media. The implementation method for this activity is carried out in three stages, namely the preparation, implementation and evaluation stages. The result of this activity is that educators or teachers have skills for using digital-based learning media, namely kahoot media, in learning to evaluate or assess learning based on kahoot games. So that the teacher succeeds in creating an enthusiastic and interactive learning atmosphere and the teacher can carry out assessments or measure the ability of students to understand the subjects given by the teacher","PeriodicalId":224312,"journal":{"name":"Jurnal PkM (Pengabdian kepada Masyarakat)","volume":"92 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Pemanfaatan Media Kahoot sebagai Media Pembelajaran Interaktif Siswa\",\"authors\":\"Mercy Hermawati, Ade Kurnia Solihin\",\"doi\":\"10.30998/jurnalpkm.v6i2.10477\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The use of technology is very helpful as a tool and means to support the learning process and is an innovation in integrating technology and information in learning activities. One of the innovations that really helps with the use of one of the technology-based learning media in the field of education is kahoot media, which is a game-based application. However, here where partners are, there is still a lack of educators or teachers for knowing, using and utilizing technology as a learning medium. The purpose of this activity is to provide training on the use of kahoot media as an innovative interactive learning medium for students to create an active learning process so that educators or teachers can support the learning process by having the skills to innovate in making learning media. The implementation method for this activity is carried out in three stages, namely the preparation, implementation and evaluation stages. The result of this activity is that educators or teachers have skills for using digital-based learning media, namely kahoot media, in learning to evaluate or assess learning based on kahoot games. So that the teacher succeeds in creating an enthusiastic and interactive learning atmosphere and the teacher can carry out assessments or measure the ability of students to understand the subjects given by the teacher\",\"PeriodicalId\":224312,\"journal\":{\"name\":\"Jurnal PkM (Pengabdian kepada Masyarakat)\",\"volume\":\"92 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-07-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal PkM (Pengabdian kepada Masyarakat)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.30998/jurnalpkm.v6i2.10477\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal PkM (Pengabdian kepada Masyarakat)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30998/jurnalpkm.v6i2.10477","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Pemanfaatan Media Kahoot sebagai Media Pembelajaran Interaktif Siswa
The use of technology is very helpful as a tool and means to support the learning process and is an innovation in integrating technology and information in learning activities. One of the innovations that really helps with the use of one of the technology-based learning media in the field of education is kahoot media, which is a game-based application. However, here where partners are, there is still a lack of educators or teachers for knowing, using and utilizing technology as a learning medium. The purpose of this activity is to provide training on the use of kahoot media as an innovative interactive learning medium for students to create an active learning process so that educators or teachers can support the learning process by having the skills to innovate in making learning media. The implementation method for this activity is carried out in three stages, namely the preparation, implementation and evaluation stages. The result of this activity is that educators or teachers have skills for using digital-based learning media, namely kahoot media, in learning to evaluate or assess learning based on kahoot games. So that the teacher succeeds in creating an enthusiastic and interactive learning atmosphere and the teacher can carry out assessments or measure the ability of students to understand the subjects given by the teacher