Implementasi Manajemen Pembelajaran Daring Berbantuan Platform Kahoot Terhadap Kepuasan Mahasiswa
Sari
Online learning has become a model for mainstream learning interactions during the Covid-19 pandemic. Online distance learning is an effective way to tackle learning that allows teachers and students to interact in virtual classrooms that can be accessed anywhere and anytime. One of the learning alternatives that are popularly used today is virtual classes using the Kahoot platform. Learning using the Kahoot platform is very well used to increase student interest in learning. By using the Kahoot platform in online collaborative learning, it is possible to avoid learning alone, each member who is involved in collaborative online can utilize one another's resources and skills, this means that it makes it easier to get information from each member in it, evaluate ideas, monitor the work of one each other.
Keywords: Online Learning, Kahoot, Student Satisfaction
Teks Lengkap:
PDFReferensi
Brooks, R., Brooks, S., & Goldstein, S. (2012). The Power of Mindsets; Nurturing Student Engagement, Motivation, and Resilience in Students. In Handbook of Research on Student Engagement (pp. 541562).
Correia, M. & Santos, R. 2017. Game based learning: the use of kahoot in teacher education. International Symposium on Komputer in Education (SIIE)
Dwiyogo, D.W. 2018. Pembelajaran Berbasis Blended Learning. Depok: Rajawali Press.
Fraenkel & Wallen. (2012). How to Design and Evaluate research in education. New York: Mc Graw Hill.
Gibson, P. F., & Smith, S. (2018). Digital Literacies: Preparing Pupils and Students For Their Information Journey in The Twenty-First Century. Information and Learning Science, 119(12), 733742.
Grimley, M., Green, R., Nilsen, T., David, T., & Tomes, R. (2011). Using Computer Games For Instruction: The Student Experience. Active Learning in Higner Education, 12(1), 4556.
Sugiyono. (2014). Metode Penelitian Kombinasi (Mixed Methods). Bandung. Alfabeta
Solso, R. L., Maclin, O. H., & Maclin, M. K. (2008). Psikologi Kognitif. Jakarta: Erlangga.
Ventura, M., Shute, V., & Zhao, W. (2013). The Relationship Between Video Game Use and a Performance-Based Measure of Persistence. Computers and Education, 60(1), 5258.
Wang, A. I., & Lieberoth, A. (2016). The Effect of Points and Audio on Concentration, Engagement, Enjoyment, Learning, Motivation and Classroom dynamics Using Kahoot! In Proceedings from the 10th European Conference on Games Based Learning, 738. UK: Academic Conferences International Limited.
Payuyasa, I.N. and Primayana, K.H., 2020. Meningkatkan Mutu Pendidikan Karakter Melalui Film Sokola Rimba. Jurnal Penjaminan Mutu, 6(2), pp.189-200.
Gunawan, I.G.D., Suda, I.K. and Primayana, K.H., 2020. Webinar Sebagai Sumber Belajar di Tengah Pandemi COVID-19. Purwadita: Jurnal Agama Dan Budaya, 4(2), pp.127-132.
Primayana, K.H., Dewi, P.Y.A. and Gunawan, I.G.D., 2020. Pengaruh project based outdoor learning activity menggunakan media audiovisual terhadap perilaku belajar anak di paud. Pratama widya: jurnal pendidikan anak usia dini, 5(2), pp.135-146.
Sastrawan, K.B. and Primayana, K.H., 2020. Urgensi Pendidikan Humanisme Dalam Bingkai A Whole Person. Haridracarya: Jurnal Pendidikan Agama Hindu, 1(1), pp.1-11.
Pomalato, S.W.D., La Ili, B.A.N., Fadhilaturrahmi, A.T.H. and Primayana, K.H., 2020. Student Error Analysis in Solving Mathematical Problems. Universal Journal of Educational Research, 8(11), pp.5183-5187.
DOI: https://doi.org/10.55115/edukasi.v2i1.1392
Refbacks
- Saat ini tidak ada refbacks.
##submission.copyrightStatement##
##submission.license.cc.by-sa4.footer##
Edukasi: Jurnal Pendidikan Dasar
ISSN 2722-5224 (Online) 2721-3935 (Printed)
Published by Sekolah Tinggi Agama Hindu Negeri Mpu Kuturan Singaraja
W : http://jurnal.stahnmpukuturan.ac.id/index.php/edukasi
E : anggadewiyulia@stahnmpukuturan.ac.id
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.