Cendikia Pendidikan
Vol. 12 No. 2 (2025): Sindoro Cendikia Pendidikan

MEDIA PEMBELAJARAN “ KAHOOT ” BBERBASIS APLIKASI GAME UNTUK PEMBELAJARAN

Isrowiyah, Isrowiyah (Unknown)



Article Info

Publish Date
16 Jan 2025

Abstract

Kahoot is an innovative platform that has revolutionized learning methods in the digital era by presenting a game-based learning concept. Introduced in 2012, Kahoot allows educators to create interactive quizzes that can be accessed by students using devices such as smartphones or computers. With an attractive and easy-to-use interface, Kahoot encourages collaboration and increases student participation in the learning process. Research shows that using Kahoot not only increases learning motivation, but also creates a more dynamic classroom atmosphere, so that students are more actively involved in learning activities. Additionally, Kahoot serves as an effective evaluation tool, allowing teachers to conduct formative assessments directly. Features such as quiz data collection and instant feedback provide teachers with valuable information about student understanding. During the COVID-19 pandemic, Kahoot became a practical distance learning solution, helping students stay connected and motivated even though they were not learning face-to-face. With its easy access and interactive nature, Kahoot has the potential to become one of the main learning tools in the Industrial Revolution 4.0 era, supporting the development of students' digital skills for the future.

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Journal Info

Abbrev

sindorocendikiapendidikan

Publisher

Subject

Arts Humanities Education Languange, Linguistic, Communication & Media Mathematics

Description

Sindoro: Cendikia Pendidikan. Jurnal ini terbit tiap bulan dalam setahun. Jurnal ini termasuk jurnal open acces yang memungkinkan penulis dari berbagai lintas dapat elaborasi untuk menulis di jurnal ini. Jurnal ini merupakan buah pemikiran dari terhadap bidang Ilmu khususnya Pendidikan. Jurnal ini ...