Definition of Perception Perception

12 Figure 2.4 The invite screen presents players with the game’s web location, entry pin, number of players registered, and the name of the registered players. Figure 2.5 The educator’s computer displays the question and the four possible answers. The researcher also states from the same expert above, it is said that Kahoot is beneficial to the educators for engaging students in their introduction 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