IJOEM: Indonesian Journal of Elearning and Multimedia
Vol. 2 No. 2 (2023): IJOEM: Indonesian Journal of E-learning and Multimedia (May 2023)

Analysis of the Needs for Development of Kahoot Game-Based Learning Media

Enyea Winanda Hardianti (University of Bengkulu)



Article Info

Publish Date
31 May 2023

Abstract

The use of technology in learning by using IT advances is intended to make learning activities more effective, one of which is the use of Kahoot media. This study aims to analyze the development of Kahoot game-based learning media so that it can increase student motivation and learning outcomes. The research data was taken from informatics teachers and class VII students at SMPN 2 Bengkulu Selatan. The data analysis technique used is qualitative and quantitative sequentially. Data collection techniques used are questionnaires and written tests. The development model used is 4D, consisting of 4 main stages, namely define, design, development, and disseminate. In this study, the questionnaire respondents consisted of 32 students and 2 Informatics teachers at SMPN 2 Bengkulu Selatan. The data distributed is in the form of the feasibility of the content of the material which is validated by material experts 83% "valid", evaluation experts 81% "valid". Furthermore, the test results obtained an average pretest score of 45.2 students and a student posttest of 87.2 where there was an increase in value of 42%. Finally, the assessment of student responses to the use of Kahoot obtained a percentage of 93% "very good". So it can be concluded that the Kahoot game media can increase student motivation and learning outcomes.

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Journal Info

Abbrev

ijoem

Publisher

Subject

Computer Science & IT Education Languange, Linguistic, Communication & Media Social Sciences Other

Description

Indonesian Journal of E-learning and Multimedia with ISSN: 2830-2885 is a journal managed by CV Media Inti Teknologi and APMI Publisher. Publish articles on : 1. E-learning 2. Technology in Education 3. Multimedia 4. Instructional Media 5. Blended Learning 6. Content-Based Multimedia Retrievals 7. ...