Students’ acceptance towards kahoot application in mastering culinary terminology

Kahoot! is a game-based learning platform used to review students’ knowledge, for formative assessment and provides an opportunity not only to assess students' conceptual understanding but also to build new knowledge through further clarification during or after the game. The objective of this...

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Main Authors: Md Sahak, Adibah Aishah, Abdul Rahman, Abdul Wafi, Raden Ismail, Mohd Raden Farhan Helmy, Rohiat, Mohd Akmal, Mohd Yazid, Nur Diyana
Format: Article
Language:English
Published: 2021
Subjects:
Online Access:http://eprints.uthm.edu.my/2740/
http://eprints.uthm.edu.my/2740/1/J12350_a53a20aeb1d1a2915a18aa206c011637.pdf
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author Md Sahak, Adibah Aishah
Abdul Rahman, Abdul Wafi
Raden Ismail, Mohd Raden Farhan Helmy
Rohiat, Mohd Akmal
Mohd Yazid, Nur Diyana
author_facet Md Sahak, Adibah Aishah
Abdul Rahman, Abdul Wafi
Raden Ismail, Mohd Raden Farhan Helmy
Rohiat, Mohd Akmal
Mohd Yazid, Nur Diyana
author_sort Md Sahak, Adibah Aishah
building UTHM Institutional Repository
collection Online Access
description Kahoot! is a game-based learning platform used to review students’ knowledge, for formative assessment and provides an opportunity not only to assess students' conceptual understanding but also to build new knowledge through further clarification during or after the game. The objective of this study is to assess the acceptability of culinary students in the use of Kahoot! application for mastery the culinary terminology. This study aimed to identify students' acceptance of learning applications, to identify students' acceptance of Kahoot! use in terms of memory as well as students' level of mastering Kahoot! in the learning process. This study is a descriptive study that used a five-point Likert scale questionnaire as an instrument. A total of 48 second year students from the Catering program were used as the study sample. The collected data were analyzed using Statistical Package for Social Science Version 23.0 for Windows (SPSS). The results show that the aspect of students' level of mastering the culinary terminology using Kahoot! application is high with a mean score of 4.55. Whereas the students’ acceptance of Kahoot! as a learning application, was also high with a mean score of 4.44. Finally, the students’ acceptance of the culinary terminology tested using Kahoot! is high with a mean score of 4.45.
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spelling uthm-27402021-11-02T03:29:51Z http://eprints.uthm.edu.my/2740/ Students’ acceptance towards kahoot application in mastering culinary terminology Md Sahak, Adibah Aishah Abdul Rahman, Abdul Wafi Raden Ismail, Mohd Raden Farhan Helmy Rohiat, Mohd Akmal Mohd Yazid, Nur Diyana LB1050.9-1091 Educational psychology Kahoot! is a game-based learning platform used to review students’ knowledge, for formative assessment and provides an opportunity not only to assess students' conceptual understanding but also to build new knowledge through further clarification during or after the game. The objective of this study is to assess the acceptability of culinary students in the use of Kahoot! application for mastery the culinary terminology. This study aimed to identify students' acceptance of learning applications, to identify students' acceptance of Kahoot! use in terms of memory as well as students' level of mastering Kahoot! in the learning process. This study is a descriptive study that used a five-point Likert scale questionnaire as an instrument. A total of 48 second year students from the Catering program were used as the study sample. The collected data were analyzed using Statistical Package for Social Science Version 23.0 for Windows (SPSS). The results show that the aspect of students' level of mastering the culinary terminology using Kahoot! application is high with a mean score of 4.55. Whereas the students’ acceptance of Kahoot! as a learning application, was also high with a mean score of 4.44. Finally, the students’ acceptance of the culinary terminology tested using Kahoot! is high with a mean score of 4.45. 2021 Article PeerReviewed text en http://eprints.uthm.edu.my/2740/1/J12350_a53a20aeb1d1a2915a18aa206c011637.pdf Md Sahak, Adibah Aishah and Abdul Rahman, Abdul Wafi and Raden Ismail, Mohd Raden Farhan Helmy and Rohiat, Mohd Akmal and Mohd Yazid, Nur Diyana (2021) Students’ acceptance towards kahoot application in mastering culinary terminology. Jurnal Pendidikan Teknologi dan Kejuruteraan, 27 (1). pp. 1-6. ISSN 0854-4735 http://dx.doi.org/10.21831/jptk.v27i1.38391
spellingShingle LB1050.9-1091 Educational psychology
Md Sahak, Adibah Aishah
Abdul Rahman, Abdul Wafi
Raden Ismail, Mohd Raden Farhan Helmy
Rohiat, Mohd Akmal
Mohd Yazid, Nur Diyana
Students’ acceptance towards kahoot application in mastering culinary terminology
title Students’ acceptance towards kahoot application in mastering culinary terminology
title_full Students’ acceptance towards kahoot application in mastering culinary terminology
title_fullStr Students’ acceptance towards kahoot application in mastering culinary terminology
title_full_unstemmed Students’ acceptance towards kahoot application in mastering culinary terminology
title_short Students’ acceptance towards kahoot application in mastering culinary terminology
title_sort students’ acceptance towards kahoot application in mastering culinary terminology
topic LB1050.9-1091 Educational psychology
url http://eprints.uthm.edu.my/2740/
http://eprints.uthm.edu.my/2740/
http://eprints.uthm.edu.my/2740/1/J12350_a53a20aeb1d1a2915a18aa206c011637.pdf