Penggunaan Aplikasi Kahoot dalam Meningkatkan Kreatifitas Mahasiswa
Abstract
The main purpose of this research is to find out the benefits of media kahoot learning in increasing student creativity. This matter because the world has entered the 4.0 era by having various types of thecnological advances. Then the method used in this research is a literature review ad documentation data. This stdy is not only a concept theory but also criticizes the study of existing theories to stregthen the study this literature. Kahoot is concidered a good media to use in supporting activities learning at the school or college level. Kahoot can increase the creativity of each student by providing opportunities to process their own use both in term of questions, answers of methods provided by kahoot it self. It is hoped that kahoot will always develop for can become an online platform that can providr full benefits to everyone users, sepecially for students who are prepared to becpme educators who must be ready for new things. Kahoot that is rated can improv student creativity has spread throughout the world including Indonesia.
Keywords
Full Text:
PDF (Bahasa Indonesia)References
Dareen, Iwamoto H. “Analyzing The Efficacy Of The Testing Effect Using Kahoottm On Student Performance.” Turkish Online Journal of Distance Education-TOJDE, 2017, 82.
Daryes, Febblina, and Deci Ririen. “Eftivitas Penggunaan Aplikasi Kahoot Sebagai Alat Evaluasi Pada Mahasiswa.” Journal of Natural Science and Integration 3, no. 2 (2020): 184.
Devi Wahyu Daniati dkk. No Title. Edited by Aprillia Nurul Chasanah. 1st ed. Magelang: Pustaka Rumah Cinta, 2020.
Dewi, Cahya Kurnia. “Pengembangan Alat Evaluasi Menggunakan Aplikasi Kahoot Dalam Pembelajaran Matematika Kelas X.” Doctoral Disertation UIN Raden Intan Lampung, 2018, 144.
Djupanda, Hisdamayanti, Yusuf Kendek, and I Wayan Darmadi. “Analisis Keterampilan Berpikir Kreatif Siswa Sma Dalam Memecahkan Masalah Fisika.” JPFT (Jurnal Pendidikan Fisika Tadulako Online) 3, no. 2 (2015): 29. https://doi.org/10.22487/j25805924.2015.v3.i2.5111.
Ekayani, Putu. “Pentingnya Penggunaan Media Pembelajran Untuk Meningkatkan Prestasi Belajar Siswa.” Jurnal Fakultas Ilmu Pendidikan Universitas Pendidikan Ganesha Singaraja 2, no. 1 (2017): 8.
Firdaus, Erwin, Ramen Putra A, Iskandar Kato, Sukaman Purba, Novita Aswan, Karwanto, and Dina Chamidah. Manajemen Mutu Pendidikan. Edited by Jammer Simarmata. Pertama. Yayasan Kita Menulis, 2021.
Furoidah, Asni. “Media Pembelajaran Dan Peran Pentingnya Dalam Pengajaran Dan Pembelajaran Bahasa Arab.” Al-Fusha : Arabic Language Education Journal 2, no. 2 (2020): 63–77. https://doi.org/10.36835/alfusha.v2i2.358.
Futomo, Hiroko, Sue Robson, Sue Greenfield, and David J. Hargreaves. Young Children’s Creative Thinking. Pertama. London: Sage Publication, 2012.
Ghufron, M.A. “Revolusi Industri 4.0: Tantangan, Peluang, Dan Solusi Bagi Dunia Pendidikan.” Seminar Nasional Dan Diskusi Panel Multidisiplin Hasil Penelitian Dan Pengabdian Kepada Masyarakat 2018 1, no. 1 (2018): 332–37.
Harisuddin, Muhammad Iqbal. Secuil Esensi Berpikir Kreatif Dan Motivasi Belajar Siswa. Bandung: Panca Tera Firma, 2019.
Karliana, Senlytiana. “Penggunaan Aplikasi Smartphone Berbantu Game Kahoot Untuk Meningkatkan Hasil Belajar Biologi Pada Konsep Jaringan Hewan Di SMA Pasundan Banjaran.” Doctoral Dissertation FKIP UNPAS, 2019.
Luh, Ni, and Putu Ekayani. “Pentingnya Penggunaan Media Siswa.” Pentingnya Penggunaan Media Pembelajaran Untuk Meningkatkan Prestasi Belajar Siswa, no. March (2021): 1–16. https://www.researchgate.net/profile/Putu-Ekayani/publication/315105651_PENTINGNYA_PENGGUNAAN_MEDIA_PEMBELAJARAN_UNTUK_MENINGKATKAN_PRESTASI_BELAJAR_SISWA/links/58ca607eaca272a5508880a2/PENTINGNYA-PENGGUNAAN-MEDIA-PEMBELAJARAN-UNTUK-MENINGKATKAN-PRESTASI-.
Mais, Asrorul, Produksi Media, and Pembelajaran Sederhana. “Pentingnya Media Dalam,” n.d.
Nana. Pengembangan Bahan Ajar. Edited by Siti Nuraisiah. 2nd ed. Jawa Tengah: Lakeisha, 2020.
Nazareth, Brigadir J. Creative Thinking in Warfare. New Delhi: Lancer, 2013.
Putri, Aprilia Riyana, and Muhammad Alie Muzakki. “Implementasi Kahoot Sebagai Media Pembelajaran Berbasis Digital Game Based Learning Dalam Menghadapi Era Revolusi Industri 4.0.” In In Prosiding Seminar Nasional Universitas Muria Kudus, 222, 2019.
Ridwan Abdullah Sani. Pembelajaran Berbasis HOTS (Higher Order Thinking Skills). Pertama. Tanggerang: Tira Smart, 2019.
Saputro, Agung Nugroho Catur, Suhelayanti, Nur Chabibah, Year Rezeki Patricia Tantu, Jessica Elfani Bemuli, Kelly Sibaga, Ahmad Fauzi, Sri Rezeki Fransiska Purba, and Suritno Fayanto. Pmbelajaran SAINS. Edited by Ronal Watriathos and Janner Simamata. 1st ed. Yayasan Kita Menulis, 2021.
Siregar, Nurhayani, Rafidatun Sahirah, and Arsikal Amsal Harahap. “Konsep Kampus Merdeka Belajar Di Era.” Fitrah:Journal of Islamic Education 1, no. 1 (2020): 141–57.
Sitanggang, Nathanael, and Abdul Hamid. Strategi Meningkatkan Kualitas Lulusan Melalui Ketepanan Manajemen. Pertama. Yogyakarta: Deepublish, 2019.
Sudjana, Nana. Media Pembelajaran. 1st ed. Jakarta: Rineka Cipta, 1990.
Sutrisno, and Suyatno. Pendidikan Islam Di Era Peradaban Modern. Pertama. Jakarta: Kencana, 2015.
Wahyuningtyas, Rizki, and Bambang Suteng Sulasmono. “Pentingnya Media Dalam Pembelajaran Guna Meningkatkan Hasil Belajar Di Sekolah Dasar.” Edukatif : Jurnal Ilmu Pendidikan 2, no. 1 (2020): 23–27. https://doi.org/10.31004/edukatif.v2i1.77.
Wall, A. E. Ted. Manajemen Perguruan Tinggi: Beberapa Catatan. 1st ed. Jakarta: Kencana, 2008.
Yanni, Robert Di. Critical and Creative Thinking. Pertama. Inggris: Wiley Blackwel, 2016.
DOI: http://dx.doi.org/10.21043/jp.v16i1.13319
Refbacks
- There are currently no refbacks.
Copyright (c) 2022 JURNAL PENELITIAN
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Indexed by:
JURNAL PENELITIAN by Research Center of IAIN Kudus, Indonesia is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.