Research Article
Benchmarking Teaching Methods Using Kahoot in Business Feasibility Study Courses at Campus II Payakumbuh UNAND
@INPROCEEDINGS{10.4108/eai.11-9-2019.2298663, author={Winny Alna Marlina and Susiana Susiana and Erizal Erizal}, title={Benchmarking Teaching Methods Using Kahoot in Business Feasibility Study Courses at Campus II Payakumbuh UNAND}, proceedings={Proceedings of the 2nd International Conference on Educational Development and Quality Assurance, ICED-QA 2019, 11 September 2019, Padang, Indonesia}, publisher={EAI}, proceedings_a={ICED-QA}, year={2021}, month={2}, keywords={kahoot teaching methods feasibility study}, doi={10.4108/eai.11-9-2019.2298663} }
- Winny Alna Marlina
Susiana Susiana
Erizal Erizal
Year: 2021
Benchmarking Teaching Methods Using Kahoot in Business Feasibility Study Courses at Campus II Payakumbuh UNAND
ICED-QA
EAI
DOI: 10.4108/eai.11-9-2019.2298663
Abstract
Business Feasibility Study is a compulsory subject in the Faculty of Economics’ Management which 45% student taught hard to learning and 55% feel bored. This research aims to benchmark teaching methods using Kahoot for two students a different year between students of 2015 and 2016. Benefits of research to find business Feasibility Study is a compulsory subject in the Faculty of Economics’ Management which 45% student taught hard to learning and 55% feel bored. This research aims to benchmark teaching methods using Kahoot for two students a different year between students of 2015 and 2016. Benefits of research to find learning methods by utilizing technology in the teaching and learning process. 100% of the participants have none of Kahoot experiences before, but 95% of students in two classes possess a smartphone that can connect to the university Wi-Fi and they are familiar with interactive technology. The results after participating in the Business Feasibility Study course, the distribution of the final grades of students increased compared to the distribution of the previous learning methods by utilizing technology in the teaching and learning process. 100% of the participants have none of Kahoot experiences before, but 95% of students in two classes possess a smartphone that can connect to the university Wi-Fi and they are familiar with interactive technology.