{"title":"Kahoot应用程序在提高学生的创造力方面的应用","authors":"Reni Melawati","doi":"10.21043/jp.v16i1.13319","DOIUrl":null,"url":null,"abstract":"The main purpose of this study is to find out the benefits of Kahoot learning media in increasing student creativity. This is because the world has entered the 4.0 era by having various types of technological advances. In this case, library research will be carried out, the literature review is obtained through literature review and documentation data. This study is not only in the form of theoretical concepts but also criticizes the study of existing theories to strengthen this literature review. Kahoot is considered a good medium to be used in supporting learning activities at both the school and college levels. Kahoot can increase the creativity of each student by providing an opportunity to process their own use both in terms of questions, answers or methods provided by the kahoot itself. The implementation of the kahoot application itself provides positive reciprocity for lecturers and especially for students. In its implementation, students easily learn from this application, especially in the development of questions that can later be used by students if they become an educator.","PeriodicalId":31665,"journal":{"name":"Jurnal Penelitian","volume":"38 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Penggunaan Aplikasi Kahoot dalam Meningkatkan Kreatifitas Mahasiswa\",\"authors\":\"Reni Melawati\",\"doi\":\"10.21043/jp.v16i1.13319\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The main purpose of this study is to find out the benefits of Kahoot learning media in increasing student creativity. This is because the world has entered the 4.0 era by having various types of technological advances. In this case, library research will be carried out, the literature review is obtained through literature review and documentation data. This study is not only in the form of theoretical concepts but also criticizes the study of existing theories to strengthen this literature review. Kahoot is considered a good medium to be used in supporting learning activities at both the school and college levels. Kahoot can increase the creativity of each student by providing an opportunity to process their own use both in terms of questions, answers or methods provided by the kahoot itself. The implementation of the kahoot application itself provides positive reciprocity for lecturers and especially for students. In its implementation, students easily learn from this application, especially in the development of questions that can later be used by students if they become an educator.\",\"PeriodicalId\":31665,\"journal\":{\"name\":\"Jurnal Penelitian\",\"volume\":\"38 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal Penelitian\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21043/jp.v16i1.13319\",\"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 Penelitian","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21043/jp.v16i1.13319","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Penggunaan Aplikasi Kahoot dalam Meningkatkan Kreatifitas Mahasiswa
The main purpose of this study is to find out the benefits of Kahoot learning media in increasing student creativity. This is because the world has entered the 4.0 era by having various types of technological advances. In this case, library research will be carried out, the literature review is obtained through literature review and documentation data. This study is not only in the form of theoretical concepts but also criticizes the study of existing theories to strengthen this literature review. Kahoot is considered a good medium to be used in supporting learning activities at both the school and college levels. Kahoot can increase the creativity of each student by providing an opportunity to process their own use both in terms of questions, answers or methods provided by the kahoot itself. The implementation of the kahoot application itself provides positive reciprocity for lecturers and especially for students. In its implementation, students easily learn from this application, especially in the development of questions that can later be used by students if they become an educator.