Kahoot! as innovation gamification for examination

Efrilla Niza, Aura Salsabilah Ardian

Abstract


Kahoot! is a learning innovation with a gamification method in the form of a platform. This study used a literature review method that is carried out on various research results that discuss the implementation of learning using web-based media. The data analysis process consists of reading the literature review, summarizing, analyzing, and synthesizing it. The results of this study indicate that in carrying out the learning process, educators need to follow technological developments. By using Kahoot! As a medium for conducting exams or tests, students will get a new and fun experience while doing their exams. This is supported by the visual appearance of the website that uses funny and interesting animations. In addition, in its use, There is no charge and the application is quite easy to use. However, the downside of using Kahoot! as a learning media, both educators and students need a good internet network and adequate devices. Kahoot! can be used as an alternative media in learning because of the advantages it offers, but it should also be noted that in its use, Kahoot! Requires a good internet connection and adequate devices.


Keywords


Gamification; kahoot!; learning evaluation; quiz

References


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DOI: https://doi.org/10.17509/curricula.v1i1.47862

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Curricula: Journal of Curriculum Development

Published by Curriculum Development Study Program

Faculty of Educational Sciences - Universitas Pendidikan Indonesia

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Creative Commons License
Curricula: Journal of Curriculum Development is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.