JCES (Journal of Character Education Society)
Vol 5, No 1 (2022): Januari

PEMANFAATAN MEDIA PEMBELAJARAN BERBASIS GAME MENGGUNAKAN KAHOOT!

R. Ati Sukmawati (Universitas Lambung Mangkurat)
Delsika Pramata Sari (Universitas Lambung Mangkurat)
Nuruddin Wiranda (Universitas Lambung Mangkurat)
Muriyadi Muriyadi (Universitas Lambung Mangkurat)
Tiara Cahya Kumala (Universitas Lambung Mangkurat)



Article Info

Publish Date
22 Jan 2022

Abstract

Abstrak: Tujuan kegiatan pengabdian kepada masyarakat ini adalah melakukan pelatihan kepada guru-guru terkait pemanfaatan media pembelajaran berbasis game menggunkan   Kahoot!. Aplikasi Kahoot! dapat digunakan sebagai media evaluasi yang dapat membantu guru dalam proses evaluasi karena selain memanfaatkan teknologi, hal ini disukai siswa lebih efisien dibandingkan harus menulis lembaran jawaban dalam kertas evaluasi. Metode pelaksanaan program ini terdiri dari sejumlah tahapan yaitu (1) melakukan pendataan peserta yang akan mengikuti pelatihan, (2) menyiapkan modul dan peralatan pelatihan, (3) melakukan pelatihan Pemanfaatan media pembelajaran berbasis game dengan Kahoot! bagi guru-guru di Amuntai, (4) membuat laporan kegiatan, (5) melakukan publikasi kegiatan. Pendataan peserta akan dilaksanakan selama 2 minggu dengan cara penyebaran undangan ke instansi mitra, yaitu Madrasah Aliyah Swasta Al Ukhuwah, Madrasah Ibtidaiyah Integral Al Ukhuwah Amuntai, Madrasah Aliyah Negeri 1 Hulu Sungai Utara dan Madrasah Aliyah Negeri 2 Hulu Sungai Utara. Berdasarkan hasil evaluasi, dapat disimpulkan bahwa peserta pelatihan berupaya aktif memahami konsep dan implementasi penggunaan aplikasi Kahoot! dalam pembelajaran yang menyenangkan berupa kuis sesuai mata pelajaran yang diampu. Hasil análisis menunjukkan bahwa guru-guru memberikan respon positif terhadap kegiatan pelatihan pemanfaatan media pembelajaran berbasis game dengan Kahoot!.Abstract: The purpose of this community service activity was to conduct training for teachers related to the use of game-based learning media using Kahoot!. Kahoot! app could be used as an evaluation medium that can help teachers in the evaluation process because in addition to utilizing technology, this is preferred by students more efficiently than having to write answer sheets on evaluation papers. The method of implementing this program consists of a number of stages, namely (1) collecting data on participants who will take part in the training, (2) preparing training modules and equipment, (3) conducting training in the use of game-based learning media with Kahoot! for teachers in Amuntai, (4) make activity reports, (5) publish activities. Participant data collection would be carried out for 2 weeks by distributing invitations to partner agencies, namely Al Ukhuwah Private Madrasah, Al Ukhuwah Integral Madrasah Al Ukhuwah Amuntai, State Aliyah Madrasah 1 Hulu Sungai Utara and Madrasah Aliyah Negeri 2 Hulu Sungai Utara. Based on the evaluation results, it could be concluded that the trainees are actively trying to understand the concept and implementation of using the Kahoot! in fun learning in the form of quizzes according to the subjects taught. The results of the analysis showed that the teachers gave a positive response to the training activities on the use of game-based learning media with Kahoot!.

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Journal Info

Abbrev

JCES

Publisher

Subject

Education

Description

Journal of Character Education Society (JCES) | ISSN 2614-3666, is one of the devotion journals managed by the Faculty of Teacher Training and Education of Muhammadiyah University of Mataram and published every January and July. The publication of JCES aims to disseminate conceptual thinking and ...