The Effect Of Gamified Student Response System On Students’ Perception and Achievement

Rapid advances in technology affect many areas of our lives, one of which is education. In the local Indonesian context, teachers and schools sometimes still see technology as a threat to the teaching and learning process. Many schools forbid their students to bring their devices to school. Some mod...

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Main Authors: Dentina Rahmahani, Suyoto Suyoto, Pranowo Pranowo
Format: Article
Language:English
Published: International Association of Online Engineering (IAOE) 2020-03-01
Series:International Journal of Engineering Pedagogy (iJEP)
Subjects:
Online Access:https://online-journals.org/index.php/i-jep/article/view/11698
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spelling doaj-b17146cd64844feaa4fd238a7fc6c0322021-09-02T04:58:23ZengInternational Association of Online Engineering (IAOE)International Journal of Engineering Pedagogy (iJEP)2192-48802020-03-01102455910.3991/ijep.v10i2.116985341The Effect Of Gamified Student Response System On Students’ Perception and AchievementDentina Rahmahani0Suyoto Suyoto1Pranowo Pranowo2Universitas Atma Jaya YogyakartaUniversitas Atma Jaya YogyakartaUniversitas Atma Jaya YogyakartaRapid advances in technology affect many areas of our lives, one of which is education. In the local Indonesian context, teachers and schools sometimes still see technology as a threat to the teaching and learning process. Many schools forbid their students to bring their devices to school. Some modern schools are trying to embrace technology by allowing students to carry and use their tools at school and provide free WiFi at school. However, it does not mean that teachers are ready to adapt and use technology in their classrooms. To get the benefits of information technology advances in teaching and learning process at schools; we need to find a technology that is easy for the teacher to use and fun for the students to learn it. Kahoot is a form of technology in the Student Response System (SRS) with a gamification approach that can increase student involvement in the class-room. This study aims to look at the students' perceptions of Kahoot and see the effect on non-cognitive aspects, namely Likeness and Interesting, and cognitive aspects, namely Achievement. As many as 153 students were involved in this study consisting of 127 students in the experimental class and 26 students in the control class. We implemented Kahoot in chemistry lessons for three months in the experimental class then surveyed to see their perceptions. We also compare the academic score of chemistry lesson from both classes before and after the implementation. The results show that Kahoot has a positive effect on student perceptions and non-cognitive aspects, but the application of Kahoot has no direct impact on the cognitive elements observed, namely Achievement.https://online-journals.org/index.php/i-jep/article/view/11698student response systemgamificationkahootchemistry lesson
collection DOAJ
language English
format Article
sources DOAJ
author Dentina Rahmahani
Suyoto Suyoto
Pranowo Pranowo
spellingShingle Dentina Rahmahani
Suyoto Suyoto
Pranowo Pranowo
The Effect Of Gamified Student Response System On Students’ Perception and Achievement
International Journal of Engineering Pedagogy (iJEP)
student response system
gamification
kahoot
chemistry lesson
author_facet Dentina Rahmahani
Suyoto Suyoto
Pranowo Pranowo
author_sort Dentina Rahmahani
title The Effect Of Gamified Student Response System On Students’ Perception and Achievement
title_short The Effect Of Gamified Student Response System On Students’ Perception and Achievement
title_full The Effect Of Gamified Student Response System On Students’ Perception and Achievement
title_fullStr The Effect Of Gamified Student Response System On Students’ Perception and Achievement
title_full_unstemmed The Effect Of Gamified Student Response System On Students’ Perception and Achievement
title_sort effect of gamified student response system on students’ perception and achievement
publisher International Association of Online Engineering (IAOE)
series International Journal of Engineering Pedagogy (iJEP)
issn 2192-4880
publishDate 2020-03-01
description Rapid advances in technology affect many areas of our lives, one of which is education. In the local Indonesian context, teachers and schools sometimes still see technology as a threat to the teaching and learning process. Many schools forbid their students to bring their devices to school. Some modern schools are trying to embrace technology by allowing students to carry and use their tools at school and provide free WiFi at school. However, it does not mean that teachers are ready to adapt and use technology in their classrooms. To get the benefits of information technology advances in teaching and learning process at schools; we need to find a technology that is easy for the teacher to use and fun for the students to learn it. Kahoot is a form of technology in the Student Response System (SRS) with a gamification approach that can increase student involvement in the class-room. This study aims to look at the students' perceptions of Kahoot and see the effect on non-cognitive aspects, namely Likeness and Interesting, and cognitive aspects, namely Achievement. As many as 153 students were involved in this study consisting of 127 students in the experimental class and 26 students in the control class. We implemented Kahoot in chemistry lessons for three months in the experimental class then surveyed to see their perceptions. We also compare the academic score of chemistry lesson from both classes before and after the implementation. The results show that Kahoot has a positive effect on student perceptions and non-cognitive aspects, but the application of Kahoot has no direct impact on the cognitive elements observed, namely Achievement.
topic student response system
gamification
kahoot
chemistry lesson
url https://online-journals.org/index.php/i-jep/article/view/11698
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