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Aplikasi kuiz interaktif kahoot dalam pembelajaran dan pemudahcaraan (P&P) kursus kenegaraan Malaysia di Universiti Utara Malaysia

Omar, Salmah and Haniffa, Mohamed Ali and Ismail, Nor Hanani and Rathakrishnan, Mohan (2020) Aplikasi kuiz interaktif kahoot dalam pembelajaran dan pemudahcaraan (P&P) kursus kenegaraan Malaysia di Universiti Utara Malaysia. Project Report. Universiti Utara Malaysia Press, Sintok.

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Abstract

Malaysian Nationhood is a mandatory course and must be taken as the main prerequisite in the process of graduation in Universiti Utara Malaysia (UUM). This course is expected to create a sense of identity, generate patriotism, nationalism, volunteerism and leadership among students. However, conducting classroom teaching activities which contains a large number of students is a huge challenge. Based on nearly 14 years of teaching experience, the reactions received from students on Malaysian Nationhood courses are diverse. Some students state Malaysian Nationhood as a heavy, boring, overwhelming subject and boring lecturer. Therefore, I have thought of a Student Centered Learning (SCL) approach and able to transform the classroom climate into a conducive and fun environment. I apply the use of Kahoot as an approach to increase the student's interest in attending Malaysian Nationhood courses at Universiti Utara Malaysia. Kahoot or Gamebased Classroom Response System was introduced in 2013. Kahoot practiced gamification as one of the ways to motivate students to engage in learning. Kahoot is an online game used by lecturers as an interesting tool to assess students’ knowledge and increase their involvement in learning. With the application of Kahoot, the boring class becomes more interesting and makes the students active and excellent. It can increase students’ enthusiasm and motivation to learn. This fun activity indirectly gives students the opportunity to recall what has been learned and re-energized them to resume the next learning session. The use of the Kahoot app is seen as the best alternative to using a game-based learning method that is fun and attractive to students but at the same time emphasizing the content of lessons learned without missing the primary learning objectives.

Item Type: Monograph (Project Report)
Uncontrolled Keywords: Kahoot, Malaysian Nationhood, gamification, SCL learning method, UUM
Subjects: L Education > LB Theory and practice of education > LB2300 Higher Education
Divisions: School of Language, Civilisation and Philosophy
Depositing User: Mrs. Norazmilah Yaakub
Date Deposited: 14 Apr 2021 06:22
Last Modified: 14 Apr 2021 06:22
URI: https://repo.uum.edu.my/id/eprint/28274

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