Kahoot Utilization! To Support Game-Based Learning
Indonesian Journal of Social Technology, Vol. 5, No. 10, October 2024 4295
the Ministry of Education and Culture, ICE-I demonstrates its commitment to providing
quality education. The institution offers a wide range of programs, including online courses
in various fields, training for teachers in educational technology, interactive learning
content development, as well as an e-learning platform that is easily accessible to all
groups.
During his studies at ICE Institute, he took the Digital Evaluation course. Learning
at ICE Institute takes place online, and independently. Students are only facilitated with
material that is presented through short-duration video media, power points, etc. In
addition, at ICE Institute there is a platform for discussion, multiple choice, and a special
assignment platform where other students can assess and give feedback on the assignments
that have been done, at the end of the lecture there is a final project where the task is the
practice of making questions in the Kahoot media! that can be accessed by other students.
In the digital evaluation, there is material that discusses Kahoot, the material discusses
how to make a Kahoot, the features of Kahoot, etc. With that, it makes the writer interested
to know more about how to use Kahoot! In game-based learning. The use of Kahoot! As a
game-based learning tool, it can create a more dynamic and fun learning atmosphere, which
in turn can increase student motivation and learning outcomes.
By utilizing technology like Kahoot!, ICE-I shows that education doesn't have to be
monotonous and can be done in innovative ways. As an interactive platform, Kahoot!
Allowing teachers to hold engaging quizzes, support collaboration between students, and
facilitate instant feedback. This is crucial in creating an active learning environment, where
students feel engaged and participate directly.
Overall, learning at ICE-I, especially through digital evaluation courses, provides not
only knowledge of theory but also practical skills in the use of digital tools to support the
learning process. Through this approach, ICE-I contributes to the development of human
resources who are ready to face the challenges of education in the digital era. By continuing
to explore and apply technologies like Kahoot!, these institutions can help demonstrate the
great potential of game-based learning in improving the quality of education.
The writing of this report is based on the article used in this review literature is an
article obtained using Google Scholar. The search for research literature relevant to this
research topic was carried out with the keyword: "Kahoot, game-based learning". In the
analysis of the use of Kahoot! as a learning tool, it can be seen that the subjects that most
often use this platform are Mathematics and Fiqh. This reflects the high potential of both
subjects in increasing student engagement. Mathematics, which is often considered
challenging by students, can be presented in a more engaging way through game elements,
which can make it easier to understand complex concepts. On the other hand, Fiqih, which
deals with values and norms, can also benefit from the interactive learning methods offered
by Kahoot! Previous researchers tended to use the Descriptive Qualitative method, which
allows researchers to delve into the phenomenon being studied and explore the subjective
experiences of respondents. This approach is very useful in understanding how students
interact in learning, as well as the factors that affect their engagement.