Optimizing Kahoot! Platform As Digital Media To Increase The Students’ Interest And Motivation In Learning English (Case Study At English As General Subject In STIE Enam Enam Kendari)
DOI:
https://doi.org/10.51601/ijersc.v2i5.188Abstract
This research was conducted based on the problem statement that English subject was considered as an irrelevant and not interesting subject for bachelor program of management students as non-English students in STIE Enam Enam Kendari. Based on pre-observation using a questionnaire, many students had difficulties in learning English because of the lack of interest and afraid to participate in the learning process. The aims of this research were (1) Identifying the factors which affected the students' interest and active learning (2) Developing digital learning media to engage the students' interest and motivation by optimizing one of the game-based learning platforms namely Kahoot!. The result showed (1) Some factors affected the students’ interest and motivation in learning English. There were 30 students with the lowest interest and motivation in learning English selected as the sample of the research to be interviewed and assessed by using likert scale. Some of them answered that classroom atmosphere and teaching methods used by the teachers made them felt bored and anxious. (2) Optimizing Kahoot! platform as digital learning media was the appropriate way to increase the students' interest and motivation in learning English. The researcher used Kahoot! platform to complete the lesson plan that has been arranged before entering the class. Even, Kahoot! was used to test the students in the final examination. After applying Kahoot! platform as digital learning media, 30 students gave positive responses and considered that Kahoot! could create a fun and interactive learning process in the classroom. They felt happy and excited when following the English class.
Downloads
References
Van der Hoeven Kraft, K. J. (2017). Developing Student Interest: An Overview of the Research and Implications for Geoscience Education Research and Teaching Practice. Journal of Geoscience Education, 65(4), 594–603.
Kahoot (2020). What's New at Kahoot!. Retrieved on November 27th, 2020 from https://kahoot.com/what-is-kahoot/.
Dellos, R. (2015). Kahoot! A digital game resource for learning. Journal of Instructional Technology, 49.
Singer, N. (2016, April 16). Kahoot App Brings Urgency of a Quiz Show to the Classroom. New York Times.
Dylan Rodgers. (2017). Digital Learning: Data, Trends, and Strategies You Need to Know. Retrieved on November 27th,
from https://www.schoology.com/blog/digital-learning-data-trends-and-strategies-you-need-know
Ethnologue. (2020). What is the most spoken language?. Retrieved on November 27th, 2020 from https://www.ethnologue.com/guides/most-spoken-languages
Wikipedia. (2020). Digital Learning. Retrieved on November 27th, 2020 from https://en.wikipedia.org/wiki/Digital_learning
Chiang, H.-H. (2020). Kahoot! In an EFL Reading Class. Journal of Language Teaching and Research, 11(1), 33. https://doi.org/10.17507/jltr.1101.05.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2020 International Journal of Educational Research & Social Sciences
This work is licensed under a Creative Commons Attribution 4.0 International License.