Students' Perceptions Towards The Use of Kahoot On Learning Motivation In English Language Learning

Authors

  • Tiara Amalia Universitas Muhammadiyah Kalimantan Timur
  • Dzul Rachman Universitas Muhammadiyah Kalimantan Timur https://orcid.org/0000-0002-8697-7773
  • Ni Wayan Surya Mahyanti Universitas Pendidikan Ganesha
  • Yeni Rahmawati Universitas Muhammadiyah Kalimantan Timur

DOI:

https://doi.org/10.24903/bej.v6i1.1431

Keywords:

Kahoot, Motivation, Learning media, Perception

Abstract

The objective of this study is to elucidate students' perspectives regarding the utilization of the Kahoot application as a learning medium to enhance their motivation. This research employed a qualitative descriptive approach, namely a case study design. The participants of this study consist of students enrolled in the English Education Department at Universitas Muhammadiyah Kalimantan Timur (UMKT) who possess specific traits. This study employed semi-structured interviews to investigate students' impression of the impact of using Kahoot on their intrinsic motivation for learning. The findings indicate that Kahoot had numerous beneficial impacts on students' learning. The students evaluated Kahoot as a captivating online game-based learning tool that enhanced their knowledge and stimulated their drive and excitement, resulting in active learning. Additionally, this study identified the difficulties encountered by students when use Kahoot, including anxiety stemming from time constraints, inadequate internet connectivity, and instances of cheating.

References

Al-hadithy, T., & Ali, S. (2018). Gamification in Learning English for Academic Purposes : Designing Assessment for Learning Using. 5, 66–70.

Basuki, Y., & Hidayati, Y. (2019a). Kahoot! or Quizizz: the Students’ Perspectives. https://doi.org/10.4108/eai.27-4-2019.2285331

Basuki, Y., & Hidayati, Y. N. (2019b). Kahoot ! or Quizizz : the Students ’ Perspectives. https://doi.org/10.4108/eai.27-4-2019.2285331

Dhamayanti, F. I. (2021). EFL Students ’ Perception and Motivation Toward Quizizz as E-Learning Media in English E-Classroom. 4(2), 70–77. https://doi.org/10.21776/ub.educafl.2021.004.02.03

Mada, R. D. (2019). How Online Learning Evaluation ( Kahoot ) Affecting Student s ’ Achievement and Motivation ( Case Study on it Students ). 1(5), 422–427.

Mezmir, E. A. (2020). Qualitative Data Analysis: An Overview of Data Reduction, Data Display and Interpretation. Research on Humanities and Social Sciences, 10(21), 15–27. https://doi.org/10.7176/rhss/10-21-02

Pattanapichet, F. (n.d.). Enhancement of Performance and Motivation Through Application of Digital Games. 18(1), 77–92.

Wang, A. I., & Lieberoth, A. (2016). The effect of points and audio on concentration , engagement , enjoyment , learning , motivation , and classroom dynamics using Kahoot ! October.

Downloads

Published

2024-02-05

How to Cite

Amalia, T., Rachman, D., Surya Mahyanti, N. W., & Rahmawati, Y. (2024). Students’ Perceptions Towards The Use of Kahoot On Learning Motivation In English Language Learning. Borneo Educational Journal (Borju), 6(1), 64–78. https://doi.org/10.24903/bej.v6i1.1431

Issue

Section

Articles