Pengaruh Penggunaan Aplikasi Kahoot terhadap Tingkat Pemahaman Materi Mahasiswa Teknik Informatika Universitas Kristen Maranatha

Febrian Timotius Sugiarto, Yosua Yona Juswandiputra, William Peter Aldrik, Hanny Juliany Dani, Robby Yussac Tallar

Abstract


Currently, universities require the integration of technology in learning to support the advancement of education in Indonesia, especially in the Informatics Engineering study program, which is directly related to technological developments.. However, in reality, many lecturers still apply conventional methods that tend to be boring, thereby reducing students' enthusiasm for learning and making it difficult for them to understand the material. This study aims to determine the effect of using a game-based learning application, namely Kahoot, on students' understanding of the material. The method used is a quasi-experiment with a pre-test and post-test design. Data was obtained through perception questionnaires. The results of the study show a significant increase in comprehension scores after using Kahoot. These results indicate that Kahoot is effective as a learning support medium and can be an alternative technology-based teaching strategy in a university environment.


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References


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