The Use of Kahoot as a Interactive Arabic Teaching Media

Main Article Content

Erma Febriani

Abstract

This study aims to determine students' perceptions of the use of kahoot as an interactive learning media in Arabic in increasing motivation to learn Arabic. The approach used is descriptive quantitative. The subject of this study was a total of 40 students. Data collection techniques are carried out by observation, questionnaire, interview and documentation. Data analysis techniques were carried out using statistical product and service solution (SPSS) technique version 20.00. The use of kahoot as an interactive learning media in Arabic is the focus of the study. The findings of this study indicate that learning using kahoot media is very interesting with a percentage of 82.50%, students get positive things with a percentage of 62.50% strongly agree and 37.50% agree, kahoot media fosters student motivation in learning Arabic with a percentage of 52, 50% agree, 40.00% strongly agree, Kahoot makes learning more interactive with a percentage of 40% female students agree, 40% of children strongly agree. Thus it can be concluded that the use of kahoot can foster student motivation and make Arabic learning more interactive.

Article Details

Section
Articles

References

Azhar Arsyad. (2013). Media Pembelajaran. Jakarta: PT. RajaGrafindo Persada.
Chaiyo, Y., & Nokham, R. (2017). The effect of Kahoot, Quizizz and Google Forms on the student’s perception in the classrooms response system. In 2nd Joint International Conference on Digital Arts, Media and Technology 2017: Digital Economy for Sustainable Growth, ICDAMT 2017. https://doi.org/10.1109/ICDAMT.2017.7904957
Dewi, Kurnia, C. (2018). Pengembangan Alat Evaluasi Menggunakan Aplikasi Kahoot pada Pembelajaran Matematika Kelas X. Raden Intan. Retrieved from http://repository.radenintan.ac.id/4286/1/SKRIPSI CAHYA KURNIA.pdf
Hamalik, O. (2006). Media Pendidikan. Bandung: Citra Aditya Bakti.
Harlina, Nor, Z. M., & Ahmad, A. (2017). Pembelajaran Interaktif Berasaskan Aplikasi Kahoot dalam Pengajaran Abad Ke-21. Seminar Serantau, 627–635. Retrieved from https://seminarserantau2017.files.wordpress.com/2017/09/74-harlina-binti-ishak.pdf
Hasrul Bakri, Langkah-Langkah Pengembangan Pembelajaran Multimedia Interaktif, Artikel Penelitian, diakses dari situs: http://ft-unm.net, tanggal 24 Agustus 2016.
Ismail, N. A., & Ahmad, Z. (2016). Keberkesanan Penggunaan Quizlet dan Kahoot IT dalam Memperkasakan Pengajaran Guru dan Memperkaya Pembelajaran Murid. Seminar Bahasa Melayu.
Iswanto, R. (n.d.). (2017). Pembelajaran Bahasa Arab Dengan Pemanfaatan Teknologi, 1(2), ISSN 2580-5053 (e), 2580-5045.
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning. https://doi.org/10.1186/s41039-018-0078-8
Perrin, D. G., Perrin, E., Muirhead, B., & Betz, M. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning.
Putri, A. N., Romadilah, F., & Wiganingrum, T. (2018). Desain Tes Berbasis Kontekstual dengan Permainan Kahoot pada Desain Tes Berbasis Kontekstual dengan Permainan Kahoot pada Pembelajaran Fisika Materi Momentum dan Impuls, (July).
Ritonga, M., Nazir, A., Wahyuni, S., Muhammadiyah.(2016). Pembelajaran Bahasa Arab Berbasis Teknologi Informasi dan Komunikasi di Kota Padang, 3(1), 1–12.
Richard, J & Renandya, W. 2002. A Methodology in Language Teaching. United Kingdom: Cambridge University Press.
Sekolah, R. Y., Agama, T., & Negeri, I. (2017). Multimedia Interaktif Pembelajaran Bahasa Arab Untuk Siswa Madrasah Aliyah. Jurnal Bahasa Arab, 1(2), 2580–5053. Retrieved from http://journal.staincurup.ac.id/index.php/arabiyatuna
Sigit Prasetyo, Pengembangan Pembelajaran Dengan Menggunakan Multimedia Interaktif Untuk Pembelajaran Yang Berkualitas, Semarang: UNNES, 2007.
Zarzycka-Piskorz, E. (2016). Kahoot it or not? Can games be motivating in Learning Grammar? Teaching English with Technology.