ARTICLES

Filter  
Active filters 0
Remove
  

Refine your searches by:

Collections
Education
Languages
Technology
Literature
Architecture and Urbanism
Mathematics
Research
Pure sciences
Economy
Biology
all records (33)

Languages
English
Portuguese
Spanish
German

Countries
Indonesia
USA
Brazil
Ukraine
Spain
Austria
Venezuela
Canada
Turkey, Turkish Republic
Colombia
all records (19)

Years
2023
2022
2021
2020
2019
2018
2017
2016

Filter  
 
213  Articles
1 of 22 pages  |  10  records  |  more records»
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, to ge... see more

The aims of research were firstly to know the implementation of Software kahoot in teaching learning process. Secondly, to know whether Software kahoot could be effective tool for enhancing student's vocabulary mastery and reading comprehension, at last, ... see more

The use of technology is closely linked to the implementation of digital learning. As one of the profiles of the 21st century teachers, digital tools are notably prominent in helping ESP students improve their learning outcome, particularly during the Eme... see more

Penelitian ini bertujuan untuk mengetahui pemanfaatan aplikasi kahoot dalam proses pembelajaran PAI. Penelitian ini merupakan penelitian kualitatif deskriptif, dimana pengumpulan data penelitian dilakukan dengan menggunakan angket dan juga wawancara kepad... see more

Penelitian ini bertujuan untuk mengetahui bagaimana penerapan aplikasi kahoot dalam penilaian ranah kognitif peserta didik terhadap kemampuan berpikir tingkat tinggi. Penelitian ini menggunakan kualitatif dengan pendekatan deskriptif. Teknik pengumpulan d... see more

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, to ge... see more

The use of technology is closely linked to the implementation of digital learning. As one of the profiles of the 21st century teachers, digital tools are notably prominent in helping ESP students improve their learning outcome, particularly during the Eme... see more

The difficulty that teachers in Indonesia face is delivering engaging lectures to raise the level of academic accomplishment among their students. Incorporating elements of the game into the educational process is one way this can be accomplished. A platf... see more

Latar belakang penelitian ini berkaitan dengan masih rendahnya minat dan hasil belajar peserta didik pada mata pelajaran kimia di SMAN 1 Plampang. Tujuan penelitian ini untuk mengetahui pengaruh penggunaan kahoot sebagai media pembelajaran berbasis game b... see more

1 of 22 pages  |  10  records  |  more records»