Factors Affecting Perception Perception

13 of new content or reviewing old content. The data can be collected and reviewed as an Excell document to gauge the students’ understanding of content. The use of Kahoot can be variety in terms of assessments and projects such as formative assessments, diagnostic assessments, research projects and presentations Thomas, 2014, as cited by Perrin et al., 2015. Kahoot lets the users build fun quizzes. The students use computers, smartphones, or any other devices to join in the game. The users can create flashcards for review. The users can also embed some videos and use Kahoot as a part of the teaching process or the students can create review games for sharing purposes. In conclusion, Kahoot is an application, a game-based classroom response system and an educational platform. Kahoot initiates peer-led discussions. Kahoot consists of multiple choice questions as a quiz, discussion or survey in any topic, language or ability. It is projected at the front of the classroom, and played by the whole class together in real-time. Kahoot is a game-based learning project through multiple choice questions quiz which can be done in a group or individual. Kahoot will give a lot of fun, according to the explanation that with a refreshingly new take on introducing a subject and formative assessment through quizzing, collaboration and presentation of content, Kahoot initiates peer-led discussions with fun.

b. The Strength and the Weakness of Kahoot

The researcher has also found cognitive, motivational, emotional, and social benefits of gaming Granic, Lobel, Engels, 2014, as cited by Perrin et al., 2015. Educationally relevant games make students can learn academic content PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI 14 while having fun, it also gains some specific academic achievement benefits, builds academic confidence, develops their social and problem-solving skills, and also promotes teamwork and cooperation Steinberg, 2011 as cited by Siegle, 2015. Shute, Rieber, Van Eck 2011 as cited by Hovious Van Eck 2015 states “Digital games can be good twenty-first-century learning tools because they share similar characteristics with successful learning environments —they are active, goal oriented, contextualized, adaptive, and feedback oriented” p. 34. Stated by Gee 2007 as cited by Hovious et al, 2015 “Moreover, a connection between digital gameplay and school-based literacy practices has been made ” p. 34. The use of technology helps the students to access and evaluates large volumes of information to solve complex problems. It also increase students’ motivation as students use computers to inquire into topics of interest Roblyer Edwards, 2000 as cited by Al-bataineh Brooks, 2003. According to the theories above, it can be concluded that Kahoot as a game based learning has its strength from the beginning. As an ice breaker, it is good to use Kahoot because