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...
| Main Authors: | , , , , , |
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| Format: | Conference or Workshop Item |
| Language: | English |
| Published: |
2021
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| Subjects: | |
| Online Access: | http://eprints.uthm.edu.my/7499/ http://eprints.uthm.edu.my/7499/1/P14002_b27e59fbe5235992c5c717d75856ae7c.pdf |
| _version_ | 1848889121222688768 |
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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 Institutional Repository |
| collection | Online Access |
| 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. |
| first_indexed | 2025-11-15T20:21:08Z |
| format | Conference or Workshop Item |
| id | uthm-7499 |
| institution | Universiti Tun Hussein Onn Malaysia |
| institution_category | Local University |
| language | English |
| last_indexed | 2025-11-15T20:21:08Z |
| publishDate | 2021 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | uthm-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/ http://eprints.uthm.edu.my/7499/1/P14002_b27e59fbe5235992c5c717d75856ae7c.pdf |