Zobrazeno 1 - 10
of 14
pro vyhledávání: '"kahoot! application"'
Autor:
Indah Syafrina Lubis, Syafika Ulfah
Publikováno v:
Jurnal Inovasi dan Teknologi Pembelajaran, Vol 11, Iss 2, Pp 106-115 (2024)
Abstrak: Penelitian menggunakan aplikasi Kahoot! mempengaruhi motivasi belajar peserta didik dalam pembelajaran matematika menjadi tujuan penelitian ini. Penelitian ini menggabungkan prosedur pra-eksperimental dengan metode kualitatif dan kuantitatif
Externí odkaz:
https://doaj.org/article/6a357d824a364012bf8e7896e33bd966
Autor:
Lisnani Lisnani, Gunadi Emmanuel
Publikováno v:
JIPI (Jurnal IPA dan Pembelajaran IPA), Vol 4, Iss 2, Pp 155-167 (2020)
KAHOOT application is a web-based application that is used in learning as an application to test the ability of a group of people. This type of research is a type of qualitative and quantitative research. The purpose of this study is twofold: First,
Externí odkaz:
https://doaj.org/article/bb7e6d13951343e698f34c6d0c7fc4a2
Autor:
Ahmad Zubaidi
Publikováno v:
Arabiyat, Vol 7, Iss 1, Pp 61-77 (2020)
This study aimed to develop the feasibility of the Mahârah al-Istimâ’ test instrument for electronic-based Arabic students using the Kahoot! application at UIN Sunan Kalijaga Yogyakarta. The method used in this research is the research and develo
Externí odkaz:
https://doaj.org/article/445b6f3df6f04970818309fbed4ef609
Publikováno v:
Journal on English as a Foreign Language, Vol 10, Iss 1, Pp 84-102 (2020)
This research aims to investigate students’ perspectives on using the interactive game “Kahoot!” as the media of vocabulary test at one of the public senior high schools in Yogyakarta Indonesia. It was qualitative research with five voluntarily
Externí odkaz:
https://doaj.org/article/438981e7652647038314ce888a58f60b
Publikováno v:
TERANG; Vol. 4 No. 1 (2021): TERANG : Jurnal Pengabdian Pada Masyarakat Menerangi Negeri; 116-124
Terang; Vol 4 No 1 (2021): TERANG : Jurnal Pengabdian Pada Masyarakat Menerangi Negeri; 116-124
Terang; Vol 4 No 1 (2021): TERANG : Jurnal Pengabdian Pada Masyarakat Menerangi Negeri; 116-124
Community Service Activities carried out at the Integrated Islamic Elementary School (SDIT) Insan Rabbani in the Bekasi area, aimed at providing training in the learning method of the Kahoot educational game method which can be used as an alternative
Akademický článek
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Publikováno v:
Journal on English as a Foreign Language, Vol 10, Iss 1, Pp 87-105 (2020)
This research aims to investigate students’ perspectives on using the interactive game “Kahoot!” as the media of vocabulary test at one of the public senior high schools in Yogyakarta Indonesia. It was qualitative research with five voluntarily
Autor:
HAVA, Kevser, ŞEN, Emine Özgür
Publikováno v:
Volume: 21, Issue: 2 559-573
Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi
Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi
Bu çalışmanın amacı, ilköğretim matematik öğretmen adaylarının oyunlaştırılmış çevrimiçi yanıtlama sistemlerinden biri olan Kahoot uygulamasına yönelik görüşleri ile memnuniyet düzeylerini araştırmaktır. Kesitsel tarama mo
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=tubitakulakb::b6a4ddfa8a84d91bc1f66ec86e9e409f
https://dergipark.org.tr/tr/pub/aibuefd/issue/62826/823135
https://dergipark.org.tr/tr/pub/aibuefd/issue/62826/823135
Autor:
Nurcihan Yürük
Publikováno v:
Volume: 16, Issue: 1 137-153
Journal of Language and Linguistic Studies
Journal of Language and Linguistic Studies
Pronunciation is one of the main problems in language teaching and learning and it gets little attention. Most of students underestimate the importance of pronunciation considering that pronunciation is less important than other aspects of language.
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::4a25ed3b5b8cde8921452dcf38d8e027
https://dergipark.org.tr/tr/pub/jlls/issue/53516/712669
https://dergipark.org.tr/tr/pub/jlls/issue/53516/712669
Publikováno v:
International Journal of Interactive Mobile Technologies, Vol 14, Iss 12, Pp 97-109 (2020)
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 12 (2020); pp. 97-109
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 12 (2020); pp. 97-109
An Integration of “Online Interactive Apps” for learning can be a disruptive learning innovation in higher education. The material of the application of graph theory course has application topics in the real world. How students use the applicatio