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ONLINE GAME QUIZ “KAHOOT” IN TEACHING ENGLISH FOR STUDENTS OF SMP MUHAMMADIYAH YOGYAKARTA Oktaria, Annafi Annanda; Rohmayadevi, Laksmita; Murwantono, Didik
PROJECT (Professional Journal of English Education) Vol 4, No 2 (2021): VOLUME 4 NUMBER 2, MARCH 2021
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/project.v4i2.p290-296

Abstract

Gamification is gaining momentum together with technology-infused training as an advancement to inspire and engage students in their learning process. The correlation between game play and increased motivation and interaction is shown by strong evidence. More and more games of learning appear, offering a promise to help learning a language. This research was designed in descriptive qualitative research; data was collected by short questions to be answered on the application of Kahoot online application in English classrooms. The aim in this research to analyze motivation of the students and to enrich the dynamics of the lessons introducing Kahoot in the English classroom in order to achieve improve the tasks related to vocabulary, aimed at defining vocabulary. The research design was qualitative research concerning phenomenological studies with a sample of 30 students of Junior High School of SMP Muhammadiyah Yogyakarta. It used an open-ended questionnaire to collect the data of the students' perceptions. Data analysis of the questionnaires was analyzed qualitatively by interview. With the media Kahoot can improve student learning achievement as evidence that the results of learning English experience a significant increase in value. It is very helpful for students in addition to understanding English subject matter.Keywords:  education, kahoot, learning, motivation, smartphone
Students' Perceptions of Using Google Classroom During Pandemic Oktaria, Annafi Annanda; Rohmayadevi, Laksmita; Diniatulhaq, Rifdah; Farukh, Ammara
Buletin Edukasi Indonesia Vol. 3 No. 02 (2024): Buletin Edukasi Indonesia
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/bei.v3i02.482

Abstract

Technology has impacted most sectors, including the education field. Nowadays, many schools have incorporated technology by utilizing Information and Communication Technologies (ICT) into learning. Using platforms such as Google Classroom is one of the ways to fit the best classroom practices. This study reveals the student’s perception of using Google Classroom during the covid-19 pandemic. The method used in this research is descriptive qualitative through online questionnaires and deep interview sessions with students from SMP Muhammadiyah Yogyakarta. Twenty-eight students have been joining Google Classroom in English learning for at least one term during the COVID-19 pandemic. Findings showed that several factors influence the students' online learning process during a COVID-19 pandemic: usefulness, ease of use, ease of learning, and satisfaction. In general, Google Classroom is valuable and effective in improving students' skills, abilities, discipline, and independent learning through teaching materials.