Page 45 - Abstract Book BICoSEH 2022
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UTILIZATION OF INTERACTIVE GAMES USING KAHOOT APP TO
INCREASE LEARNING MOTIVATION OF NON-Arabic LANGUAGE
STUDENTS IN HIGH SCHOOL
Amrina , Nur Afni Oktavia , Adam Mudinillah , Melisa Rezi
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1, 2 Universitas Islam Negeri Mahmud Yunus Batusangkar, Sekolah Tinggi Agama Islam Al-
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Hikmah Pariangan Batusangkar, Universitas Islam Negeri Imam Bonjol Padang
Email: amrina@iainbatusangkar.ac.id
Abstract: This study aims to increase students' motivation and enthusiasm in
learning by utilizing interactive games. Currently, students feel bored in learning
because lecturers have not been able to use a technology that is liked by
students, one of which is not being able to use an interactive game in the lecture
process. The method used by researchers in conducting this research is a
quantitative method with a survey model, which is a method used to obtain data,
where the data can test several hypotheses from a variable. Therefore, the
researcher tries to offer an interactive game using the Kahoot application as a
supporter of the enthusiasm and motivation of students in lectures, because the
game itself is one of the most preferred applications by many people.
Keywords: Game, Kahoot, College
39 | BICoSEH Pascasarjana UIN Mahmud Yunus Batusangkar