Reinforcement Learning Evaluation by Digital Platfrom ‘Kahoot!’: Students' Thought

  • Andi Bulkis Maghfirah Mannong Universitas Muhammadiyah Makassar
  • Sitti Maryam Hamid Universitas Muhammadiyah Makassar
  • Hilda Hafid Universitas Muhammadiyah Makassar
Keywords: reinforcement, learning evaluation, game-base learning, kahoot, digital platform


In 21st century learning, technology has a essential role in education. The integration of technology, one of which used as a learning media, is believed can improve the effectiveness of learning. This study aims to determine the students' perceptions of the reinforcement assessment in learning English through the Kahoot!. Descriptive qualitative was used in this study where the data was collected from the students who responded  the questionnaire that related to the effectiveness of Kahoot!. In analyzing the data, Likert Scale used to find the students perception toward Kahoot! and it  analyzed by using descriptive statistics to reveal the tendency of the students perception whether they had a negative or positive perception toward Kahoot!. Based on the data, it showed that Kahoot is effectively used to determine the level of student understanding of the material that has been previously studied through quiz on Kahoot!.

Key Words: Reinforcement, Learning Evaluation, Game-Based Learning, Digital Platform, Kahoot

Education and Social Science