Rahim, Refka
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Utilization of Quizlet as an Interactive Quiz to Improve Student Learning Achievement Rahim, Refka
World Psychology Vol. 2 No. 3 (2023)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/wp.v2i3.516

Abstract

Along with the many advances in technology in the world of education, especially in website-based learning. Student learning achievement can be improved by using the Quizlet application. Quizlet is a platform used to make learning evaluations using the internet network. The purpose of this research is to determine the benefits of the Quizlet application as an interactive quiz to improve student learning achievement. This research uses quantitative methods using surveys and in-depth interviews, the survey was conducted online. The results of this research explain that the Quizlet platform can be used to create online-based interactive quizzes and can improve student achievement. The conclusion of this research explains that in using the applicationQuizlet really helps educators and students in the teaching and learning process, especially in implementing quizzes in learning. The limitation of this research is that the researcher only uses the Quizlet platform as an interactive quiz and the researcher hopes that future researchers can carry out the same research but with a more interesting Quiz application or can be used offline.
PEMANFAATAN PLATFORM KAHOOT SEBAGAI MEDIA GAME YANG INTERAKTIF PADA MATA PELAJARAN AQIDAH AKHLAK Demina, Demina; Salma, Novita; Emryan, Noor Aisyah; Rahim, Refka
MIDA : Jurnal Pendidikan Dasar Islam Vol 7 No 1 (2024): January 2024
Publisher : Universitas Islam Darul 'Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/mida.v7i1.5661

Abstract

Kahoot is an online-based application that can be used in the learning process. The use of the Kahoot platform as an interactive gaming media can be applied to moral aqidah subjects. Usually teachers explain learning material using the lecture method which tends to make learning monotonous and boring. In line with that, the aim of this research is that the Kahoot platform can provide interactive explanations and understanding in learning moral aqidah. By utilizing the game features on the Kahoot platform, it is hoped that learning aqidah and morals will become an interesting and enjoyable lesson. This research uses quantitative methods by distributing questionnaires online via WhatsApp. The results of this research are that students are able to use the game features on the Kahoot platform effectively and make the Kahoot platform an interactive game media on the subject of moral aqidah. The conclusion of this research can be explained that the Kahoot platform can optimize learning of moral aqidah in a fun way and can achieve the expected learning objectives. Due to the limitations of this research, the researcher only discussed the game features on the Kahoot platform. The researcher also hopes that future researchers can optimize all the features on the Kahoot platform in the subjects of aqidah, morals and other subjects.