JPAK: Jurnal Pendidikan Agama Katolik
Vol 21 No 2 (2021): Oktober 2021

IMPLEMENTASI APLIKASI KAHOOT SEBAGAI MEDIA PEMBELAJARAN BERBASIS GAME DALAM PELAJARAN PENDIDIKAN AGAMA KATOLIK

Natalis Sukma Permana (STKIP Widya Yuwana)



Article Info

Publish Date
04 Oct 2021

Abstract

In the world of education, learning media has a very important role. The position of learning media as a tool or means of conveying messages from teachers to students. In learning activities, the media has the function of attention, cognitive function, afective function and compensatory function. One of the media learning that can be used is the Kahoot application. Media learning in the form of visuals has the benefit of being able to attract students' attention and motivate students to learn. Kahoot is a game-based visual media that is easily accessed and used by teachers and students. Game-based learning media is favored by the digital generation. Kahoot can be used as a teaching medium for Catholic religion education. In its utilization, it can be used for brainstorming, pretest-posttest, to find out understanding regarding the presented subject matter.

Copyrights © 2021






Journal Info

Abbrev

jpak

Publisher

Subject

Religion Humanities Education Social Sciences

Description

Journal of Catholic Religion Education (JPAK) is a scientific communication media intended to accommodate the results of research, study results, or scientific studies related to Catholic Religious Education as a form of contribution to STKIP Widya Yuwana for the development of Catholic Religious ...