STUDENTS’ EXPERIENCE IN USING KAHOOT TO LEARNING READING NARRATIVE TEXT

Authors

  • M. Rangga Adjie Pangestu Universitas Islam Majapahit
  • Wiwik Mardiana Universitas Islam Majapahit
  • Rini Lindawati Universitas Islam Majapahit

Keywords:

Kahoot!, Gamification, Narrative Text, Learning Media

Abstract

This research uses a qualitative research case study because the focus of this study is the student’s experience in using Kahoot. The case study approach is typically tied to numerous types of reliable data, including interviews, observations, and documents. Case studies are simply defined as an in-depth, detailed investigation process into a specific, and particular event that occurs. The researcher collected data at one of the Islamic High Schools in Mojokerto and conducted observations and interviews with ten student’s grade 10. Based on the results of the study, it was found that students experience of using Kahoot! Games tend to be positive, students find learning fun, increase focus and caution, eliminate boredom, and motivate students to read the entire text. Researcher findings also suggest that the use of educational games in the classroom is likely to minimize distractions, thereby improving the quality of teaching and learning beyond what is provided in conventional classrooms. This research is expected to help all teachers and future researchers to improve the teaching methods used in the classroom especially using gamification to improve student learning experiences.

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Published

2023-08-27