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Utilization Of Kahoot Game-Based Learning Media for Vocational School 6 Bengkulu City Islamy, Muhammad Fajry; Asnawati, Asnawati; Siska, Jumiati
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 3 (2024): Indonesian Journal of E-learning and Multimedia (October 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i3.285

Abstract

The purpose of this study was to determine how Kahoot is used as a learning medium at SMK N 6 Kota Bengkulu in Vocational Subjects. The research method used is qualitative. The subjects of the study were Class XI TKJ. Data collection techniques used were observation, interviews, questionnaires, and documentation. Based on the data obtained from the results of the study, both obtained from the results of observations, interviews, filling out student response questionnaires, and documentation with class 80, % of students think that Kahoot game-based learning media is useful for students, and students who were interviewed also know about Kahoot and think that the Kahoot application is a fun application to use in the learning process. Utilization of Kahoot game-based learning media, especially in Vocational subjects at SMK Negeri 6, Bengkulu City. For students, using Kahoot media is more fun than having to write questions and answers in a notebook.
The Effects of a Theoretically-Grounded Gamified E-Learning Module on Motivation and Learning Outcomes in an Educational Technology Course: A Mixed-Methods Study Siska, Jumiati; Kristiawan, Muhammad; Yulianti, Liza
PPSDP International Journal of Education Vol. 4 No. 2 (2025): PPSDP International Journal of Education (Special Issue)
Publisher : Perkumpulan Program Studi Doktor Pendidikan (PPSDP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59175/pijed.v4i2.662

Abstract

This study investigates the integration of gamification into the theoretical design of e-learning within educational technology courses, with the primary objective of enhancing student motivation and learning outcomes. Employing a mixed-methods approach, the research gathered quantitative data through pre- and post-intervention assessments. This was complemented by qualitative feedback from participants engaging with a specially designed gamified e-learning module. Results demonstrate a significant increase in learner engagement and improved academic performance when compared to traditional e-learning formats. A key novelty of this study lies in its emphasis on the theoretical framework of e-learning design, specifically highlighting gamification elements tailored to the content of educational technology. The findings suggest that incorporating gamified strategies can effectively address motivational challenges and foster deeper understanding in virtual learning environments. This research offers evidence-based design guidelines for educators and instructional designers, facilitating the implementation of gamification in theoretical course contexts and ultimately contributing to the development of more effective and engaging digital education.