Game Based Learning Effectiveness with the Kahoot Application Viewed from Learning Interests and Learning Outcomes of Learners in Digital Simulation Subjects
Abstract
Keywords
Full Text:
PDFReferences
Chaiyo, Y. (n.d.). The Effect of Kahoot , Quizizz and Google forms on the Student â€TM s Perception in the Classrooms Response System .
Dyah, G. (2018). Studi Penerapan Media Kuis Interaktif Berbasis Game Edukasi Kahoot terhadap Hasil Belajar Mahasiswa, Jurnal Ilmiah Ilmu Pendidikan 9 (1).
Gamification in Biology Teaching: A Sample of Kahoot Application İ.Ümit Yapıcı 1 , Ferit Karakoyun 2. (2017), 8(4), 396–414. https://doi.org/10.17569/tojqi.335956
Halaman, V. N. (2018). Jurnal Ilmiah Ilmu Pendidikan, 9(1).
Ismail, M. A., & Mohammad, J. A. (2017). Kahoot : A Promising Tool for Formative Assessment in Medical Education Study Setting and Population, 9(2), 19–26. https://doi.org/10.21315/eimj2017.9.2.2
Susilowati, E., (2017). The Effectiveness of Kahoot in Supporting Grammar Class on Class a Year I Students Academy Year 2016/2017 of Diploma III of Nursing Ngudi Waluyo University. UNNES-TEFLIN National Seminar.
Tsai, H., & Peng, J. (2016). Applying an eBook Tool with Lecturing Function and a Game-based Student Response System in Flipped Classroom for a Seminar Course. https://doi.org/10.1109/ISET.2016.21
Zarzycka-piskorz, E. (n.d.). Kahoot It Or Not ? Can Games Be Motivating In Learning Grammar ?, 16(3), 17–36.
Zuldafrial. (2012). Penelitian Kuantitatif. Yogyakarta: Media Perkasa