Pemanfaatan Kahoot sebagai quiz game interaktif bagi pendidik di Kabupaten Gowa

Arifah Novia Arifin(1*), Yusminah Hala(2),

(1) Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Makassar
(2) Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Makassar
(*) Corresponding Author



Abstract


The application of E-learning uses the TPACK (Technology Pendagogical And Content Knowledge) framework as a reference for the use of technology in learning that shows the relationship between the three basic knowledge that must be mastered by the teacher, namely technological knowledge, pedagogy, and content is still low. One of them is game-based learning which has the potential to become an effective learning tool that stimulates visual and verbal components that have not been widely used by teachers in schools. One online game that appears on the learning platform used in educational institutions is Kahoot. Kahoot is an online application where quizzes can be developed and presented in "game" format. From the results of a survey conducted by the community service implementation team some time before, it was found that the target conditions of service participants in terms of digital media literacy were still low. The purpose of this pkm activity is to improve literacy skills in the use of Kahoot digital media among educators that lead to improving the quality of the PBM process in order to realize learning that leads to 21st century learning. In the implementation of this training activity, the results obtained are: 1) PKM activities participated by Gowa Al Fityan School Middle School teachers have the ability to use Kahoot Flatform and Google Form as online-based evaluation tools. 2) Assessment in the implementation of the Community Partnership Program activities obtained an average overall score of 4.86 (with good criteria).


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