APAKAH APLIKASI GAMES KAHOOT DAPAT DIGUNAKAN SEBAGAI MEDIA ASSESSMENT FOR LEARNING?

Meita Dwi Cahyani, Arief Nurrahman, Eka Adi Hendrantya, Meutia Sulistyowati Owen

Abstract


The concept of assessment for learning is usually used to provide feedback, monitor progress, and determine students' future learning progress. The Kahoot games application is an online-based test platform that can be used as an assessment medium for learning. This research aims to evaluate the use of the Kahoot games application as an assessment medium for learning. This research is descriptive quantitative research. Purposive sampling technique was used to take a sample of 93 students. An evaluation questionnaire consisting of product quality instruments, usability instruments and effectiveness instruments was used to collect data. The instrument was tested for content validity through expert judgment using the Aiken V formula. Construct validity testing using Exploratory Factor Analysis (EFA) was also carried out to see the validity of the questionnaire instrument. The instrument reliability test was carried out by looking at the value of Cronbach Alpha. The results of the analysis show that the evaluation questionnaire instrument meets this validity with a value of 0.81-1.00. The construct validity results show the KMO and Bartlett test value is 0.675 and the reliability value is 0.857, which means the instrument is valid and reliable. The evaluation results show that the product quality of the Kahoot games application is stated at 85.36%, which means very good, the application usability level is stated at 87.73%, which means very good, and the application effectiveness level is stated at 90.53%, which means very good. With these excellent evaluation results, it can be concluded that the Kahoot games application can be used as an assessment medium for learning for students.


Keywords


assessmen for learning, evaluasi, games kahoot

Full Text:

PDF

References


Abdul Latip. (2020). Peran Literasi Teknologi Informasi Dan Komunikasi Pada Pembelajaran Jarak Jauh Di Masa Pandemi COVID-19. EduTeach : Jurnal Edukasi Dan Teknologi Pembelajaran, 1(2). https://doi.org/10.37859/eduteach.v1i2.1956

Afifah, N. (2019). Relevansi Kurikulum PGMI Terhadap Capaian Pembelajaran Mahasiswa PGMI IAIN Metro. AR-RIAYAH : Jurnal Pendidikan Dasar, 3(1). https://doi.org/10.29240/jpd.v3i1.863

Andrian, D., Kartowagiran, B., & Hadi, S. (2018). The instrument development to evaluate local curriculum in Indonesia. International Journal of Instruction, 11(4). https://doi.org/10.12973/iji.2018.11458a

Ardiansyah, M. (2021). Inovasi Pemanfaatan Teknologi Informasi dan Komunikasi sebagai Media Pembelajaran Efektif. Semnas Ristek (Seminar Nasional Riset Dan Inovasi Teknologi), 5(1).

Azwar, S. (2016). Reliabilitas Dan Validitas Aitem. Buletin Psikologi, 3(1).

Damonopoli, M. (2015). Problematika Pendidikan Islam dan Upaya-upaya Pemecahannya. Tadbir, 3(1).

Darmiah. (2023). Efektivitas Penggunaan Aplikasi Kahoot Sebagai Alat Evaluasi Pada Mata Kuliah Baca Tulis Al-Qur’an.

Daryanes, F., & Ririen, D. (2020a). Efektivitas Penggunaan Aplikasi Kahoot Sebagai Alat Evaluasi pada Mahasiswa. In JNSI: Journal of Natural Science and Integration (Vol. 3, Issue 2). https://kahoot.com/

Daryanes, F., & Ririen, D. (2020b). Efektivitas Penggunaan Aplikasi Kahoot Sebagai Alat Evaluasi pada Mahasiswa. Journal of Natural Science and Integration, 3(2). https://doi.org/10.24014/jnsi.v3i2.9283

Devi Erlistiana, Nur Nawangsih, Farchan Abdul Aziz, Sri Yulianti, & Farid Setiawan. (2022). Penerapan Kurikulum dalam Menghadapi Perkembangan Zaman di Jawa Tengah. Al-Fahim : Jurnal Manajemen Pendidikan Islam, 4(1), 1–15. https://doi.org/10.54396/alfahim.v4i1.235

Eko, R. (2019). Analisis pendidikan indonesia di era revolusi industri 4.0. Research Gate, April(January).

Grassini, S. (2023). Shaping the Future of Education: Exploring the Potential and Consequences of AI and ChatGPT in Educational Settings. In Education Sciences (Vol. 13, Issue 7). https://doi.org/10.3390/educsci13070692

Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Multivariate Data Analysis. In Vectors. https://doi.org/10.1016/j.ijpharm.2011.02.019

Hang, L. T., & Van, V. H. (2020). Building strong teaching and learning strategies through teaching innovations and learners’ creativity: A study of vietnam universities. International Journal of Education and Practice, 8(3). https://doi.org/10.18488/journal.61.2020.83.498.510

Hardianti, E. W. (2023). Analysis of the Needs for Development of Kahoot Game-Based Learning Media. IJOEM: Indonesian Journal of E-Learning and Multimedia, 2(2). https://doi.org/10.58723/ijoem.v2i2.187

Hignasari, L. V., & Supriadi, M. (2020). Pengembangan E-Learning dengan Metode Self Assessment Untuk Meningkatkan Hasil Belajar Matematika Mahasiswa Universitas Mahendradatta. Jurnal Kependidikan: Jurnal Hasil Penelitian Dan Kajian Kepustakaan Di Bidang Pendidikan, Pengajaran Dan Pembelajaran, 6(2), 206. https://doi.org/10.33394/jk.v6i2.2476

Irwan, I., Luthfi, Z. F., & Waldi, A. (2019). Efektifitas Penggunaan Kahoot! untuk Meningkatkan Hasil Belajar Siswa. Pedagogia : Jurnal Pendidikan, 8(1). https://doi.org/10.21070/pedagogia.v8i1.1866

Kaliongga, A., Iriani, A., & Studi Magister Administrasi Pendidikan -Univesitas Kristen Satya Wacana Salatiga, P. (2023). Reintegrasi dan Kontekstualisasi Kearifan Lokal Sintuwu Maroso: Upaya Menjawab Tantangan Pendidikan di Era Revolusi Industri 4.0 Menuju Society 5.0.

Kaur, M., Jadhav, A., & Akter, F. (2022). Resource Selection from Edge-Cloud for IIoT and Blockchain-Based Applications in Industry 4.0/5.0. Security and Communication Networks, 2022. https://doi.org/10.1155/2022/9314052

Mariko, S. (2019). Aplikasi website berbasis HTML dan JavaScript untuk menyelesaikan fungsi integral pada mata kuliah kalkulus. Jurnal Inovasi Teknologi Pendidikan, 6(1). https://doi.org/10.21831/jitp.v6i1.22280

Naning Sutriningsih. (2015). Model Pembelajaran Team Assisted Individualization Berbasis Assessment For Learning Pada Persamaan Garis Lurus Ditinjau Dari Karakteristik Cara Berpikir (Vol. 1, Issue 1).

Novaliendry, D., Darmi, R., Hendriyani, Y., Nor, M., & Azman, A. (2020). Smart Learning Media Based on Android Technology. International Journal of Innovation, Creativity and Change., 12(11).

Nurdin, N., & Anhusadar, L. (2020). Efektivitas Pembelajaran Online Pendidik PAUD di Tengah Pandemi Covid 19. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 5(1). https://doi.org/10.31004/obsesi.v5i1.699

Nurlaela, N., & Nawir, S. M. (2020). The Implementation of Kahoot in Improving Students’ Tenses Understanding in Higher Education. International Journal for Educational and Vocational Studies, 2(11). https://doi.org/10.29103/ijevs.v2i11.3004

Nurrahman, A., Sukirno, S., Pratiwi, D. S., Iskandar, J., Rahim, A., & Rahmaini, I. S. (2022). Developing Student Social Attitude Self-Assessment Instruments: A Study in Vocational High School. Research and Evaluation in Education, 8(1). https://doi.org/10.21831/reid.v8i1.45100

Retnawati, H. (2016). Analisis Kuantitatif Instrumen Penelitian (Panduan Peneliti, Mahasiswa dan Psikometri). www.nuhamedika.gu.ma

Rosana, D., Widodo, E., Setianingsih, W., & Didik Setyawarno, dan. (2020). Pelatihan Implementasi Assessment Of Learning, Assessment For Learning Dan Assessment As Learning Pada Pembelajaran IPA SMP di MGMP Kabupaten Magelang Assessment Of Learning, Assessment For Learning And As Learning Assessment Training In Smp Learning Learning In MGMP, Magelang District. 2020(1), 71–78. http://journal.uny.ac.id/index.php/jpmmp

Salsabila, U. H., Sofia, M. N., Seviarica, H. P., & Hikmah, M. N. (2020). Urgensi Penggunaan Media Audiovisual Dalam Meningkatkan Motivasi Pembelajaran Daring Di Sekolah Dasar. INSANIA : Jurnal Pemikiran Alternatif Kependidikan, 25(2). https://doi.org/10.24090/insania.v25i2.4221

Shute, V., Rahimi, S., Smith, G., Ke, F., Almond, R., Dai, C. P., Kuba, R., Liu, Z., Yang, X., & Sun, C. (2021). Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games. Journal of Computer Assisted Learning, 37(1). https://doi.org/10.1111/jcal.12473

Siwalette, R., & Suyoto. (2021). Implementation of Kahoot as a Creative Learning Media. Journal of Physics: Conference Series, 1933(1). https://doi.org/10.1088/1742-6596/1933/1/012023

Sukenti, D., Tambak, S., & Charlina. (2020). Developing indonesian language learning assessments: Strengthening the personal competence and islamic psychosocial of teachers. International Journal of Evaluation and Research in Education, 9(4). https://doi.org/10.11591/ijere.v9i4.20677

Sulistiyawati, W., Sholikhin, R., Afifah, D. S. N., & Listiawan, T. (2021). Peranan Game Edukasi Kahoot! dalam Menunjang Pembelajaran Matematika. Wahana Matematika Dan Sains: Jurnal Matematika, Sains, Dan Pembelajarannya, 15(1).

Ulfaria. (2021). Pengembangan Aplikasi Kahoot Sebagai Alat Evaluasi Pembelajaran Ips Kelas Vii Smp Muhammadiyah 7 Tajinan. Etheses UIN Malang.

Ulil Ilmi, M., Setiawan, F., Hikmah, M. N., Kharisma, A., Feryawan, D., & Hanafie, A. A. (2021). The Basic Concepts of Evaluation and Its Implementation in IRE Lessons in The Pandemic Era. Tafkir: Interdisciplinary Journal of Islamic Education, 2(2). https://doi.org/10.31538/tijie.v2i2.50

Waworuntu, B. J., & Suyoto. (2021). Application of Kahoot as Learning Media for Junior High School Students. Journal of Physics: Conference Series, 1933(1). https://doi.org/10.1088/1742-6596/1933/1/012020




DOI: http://dx.doi.org/10.26418/jee.v8i1.77391

DOI (PDF): http://dx.doi.org/10.26418/jee.v8i1.77391.g75676601709

Refbacks

  • There are currently no refbacks.




PUBLISHED BY:

Fakultas Keguruan dan Ilmu Pendidikan Universitas Tanjungpura

Creative Commons License
Jurnal Edukasi Ekonomi is licensed under a Creative Commons Attribution 4.0 International License

 

View JEE Stats