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
                                         2
                          1
                                                                   4
                                                         3
          1, 2 Universitas Islam Negeri Mahmud Yunus Batusangkar,  Sekolah Tinggi Agama Islam Al-
                                                    3
                                      4
              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

























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