Educational game platform kahoot! In teaching and learning process: a case study of new norms

In the world of education especially on Technical and Vocational Education and Training (TVET), a learning media is required to increase students' understanding and absorption of the subject matter being studied, as well as to attract greater student attention so that learning can run...

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Main Authors: M. F., Ahmad, S. S., Razali, N., Zakaria, N. N., Abd Mutalib, W. A. S, Wan Hassan, N., Bokhari
Format: Conference or Workshop Item
Language:en
Published: 2021
Subjects:
Online Access:http://eprints.uthm.edu.my/7499/1/P14002_b27e59fbe5235992c5c717d75856ae7c.pdf
http://eprints.uthm.edu.my/7499/
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author M. F., Ahmad
S. S., Razali
N., Zakaria
N. N., Abd Mutalib
W. A. S, Wan Hassan
N., Bokhari
author_facet M. F., Ahmad
S. S., Razali
N., Zakaria
N. N., Abd Mutalib
W. A. S, Wan Hassan
N., Bokhari
author_sort M. F., Ahmad
building UTHM Library
collection Institutional Repository
content_provider Universiti Tun Hussein Onn Malaysia
content_source UTHM Institutional Repository
continent Asia
country Malaysia
description In the world of education especially on Technical and Vocational Education and Training (TVET), a learning media is required to increase students' understanding and absorption of the subject matter being studied, as well as to attract greater student attention so that learning can run more smoothly. One option is to implement the educational game Kahoot!, which is one of the online-based interactive quiz learning media. The purpose of this study is to identify the perceptions of technical students on the use of educational games Kahoot! in the Teaching and Learning (T&L) process. The objective of this study is (i) perception of technical students about the educational game; (ii) perspective of technical students about the effectiveness of educational game Kahoot! and (iii) perspective of technical students about the environment of educational game Kahoot!. This study used a quantitative approach by using online questionnaire as instrument (google form). A total of 50 technical students from various backgrounds of study was selected a purposeful sample. The results of the analysis obtained show that the mean value is at a high level (educational game = 3.84; effectiveness = 3.77 and environment = 4.05). This method was also found to have a positive impact on student motivation. In conclusion, educational game has an effect on students, making them more ambitious and driven in their studies.
format Conference or Workshop Item
id my.uthm.eprints-7499
institution Universiti Tun Hussein Onn Malaysia
language en
publishDate 2021
record_format eprints
spelling my.uthm.eprints-74992022-08-15T03:01:45Z http://eprints.uthm.edu.my/7499/ Educational game platform kahoot! In teaching and learning process: a case study of new norms M. F., Ahmad S. S., Razali N., Zakaria N. N., Abd Mutalib W. A. S, Wan Hassan N., Bokhari T Technology (General) In the world of education especially on Technical and Vocational Education and Training (TVET), a learning media is required to increase students' understanding and absorption of the subject matter being studied, as well as to attract greater student attention so that learning can run more smoothly. One option is to implement the educational game Kahoot!, which is one of the online-based interactive quiz learning media. The purpose of this study is to identify the perceptions of technical students on the use of educational games Kahoot! in the Teaching and Learning (T&L) process. The objective of this study is (i) perception of technical students about the educational game; (ii) perspective of technical students about the effectiveness of educational game Kahoot! and (iii) perspective of technical students about the environment of educational game Kahoot!. This study used a quantitative approach by using online questionnaire as instrument (google form). A total of 50 technical students from various backgrounds of study was selected a purposeful sample. The results of the analysis obtained show that the mean value is at a high level (educational game = 3.84; effectiveness = 3.77 and environment = 4.05). This method was also found to have a positive impact on student motivation. In conclusion, educational game has an effect on students, making them more ambitious and driven in their studies. 2021 Conference or Workshop Item PeerReviewed text en http://eprints.uthm.edu.my/7499/1/P14002_b27e59fbe5235992c5c717d75856ae7c.pdf M. F., Ahmad and S. S., Razali and N., Zakaria and N. N., Abd Mutalib and W. A. S, Wan Hassan and N., Bokhari (2021) Educational game platform kahoot! In teaching and learning process: a case study of new norms. In: 2021 IEEE 9th Conference on Systems, Process and Control (ICSPC 2021), 10–11 December 2021, Malacca.
spellingShingle T Technology (General)
M. F., Ahmad
S. S., Razali
N., Zakaria
N. N., Abd Mutalib
W. A. S, Wan Hassan
N., Bokhari
Educational game platform kahoot! In teaching and learning process: a case study of new norms
title Educational game platform kahoot! In teaching and learning process: a case study of new norms
title_full Educational game platform kahoot! In teaching and learning process: a case study of new norms
title_fullStr Educational game platform kahoot! In teaching and learning process: a case study of new norms
title_full_unstemmed Educational game platform kahoot! In teaching and learning process: a case study of new norms
title_short Educational game platform kahoot! In teaching and learning process: a case study of new norms
title_sort educational game platform kahoot! in teaching and learning process: a case study of new norms
topic T Technology (General)
url http://eprints.uthm.edu.my/7499/1/P14002_b27e59fbe5235992c5c717d75856ae7c.pdf
http://eprints.uthm.edu.my/7499/
url_provider http://eprints.uthm.edu.my/