In the world of education especially on Technical and Vocational Education and Training (TVET), a learning media is required to increase students' understanding and absorption of the subject matter being studied, as well as to attract greater student attention so that learning can run more smoothly. One option is to implement the educational game Kahoot!, which is one of the online-based interactive quiz learning media. The purpose of this study is to identify the perceptions of technical students on the use of educational games Kahoot! in the Teaching and Learning (T&L) process. The objective of this study is (i) perception of technical students about the educational game; (ii) perspective of technical students about the effectiveness of educational game Kahoot! and (iii) perspective of technical students about the environment of educational game Kahoot!. This study used a quantitative approach by using online questionnaire as instrument (google form). A total of 50 technical students from various backgrounds of study was selected a purposeful sample. The results of the analysis obtained show that the mean value is at a high level (educational game = 3.84; effectiveness = 3.77 and environment = 4.05). This method was also found to have a positive impact on student motivation. In conclusion, educational game has an effect on students, making them more ambitious and driven in their studies.
Research in digital teaching and learning (T&L) focusing on multimedia elements based on art content is essential in enhancing the quality of the curriculum delivery. Inaddition, research on art content in digital T&L for Technical and Vocational Education and Training (TVET) is limited. Thus, this paperexploresthe elementsof multimedia components in T&L for TVET based on art content. Art content refers to the subjectmatter or the message conveyed by the presentation.Theresearch utilizesthe Fuzzy Delphi Method(FDM) as methodology. In the first phase, fiveexpertsspecializing in multimedia and artwereinterviewed. After finalizingthe interview results, a matrix analysisthat combines the literatures finding was developedin order to determine the multimedia elements based on the art content. In the second phase, nine experts, including five from the first phase, validated the elements using the instrument.By using the Fuzzy Delphi Method, average values of m1, m2, and m3, 'd' orThreshold value, expert’sconsensus and Fuzzy Evaluation were derived from the data. Findingsindicates thatforty items out of four componentswhich are emotional, subjective, execution,and psychologicalhave been validated by the experts and reach 75 per cent of consensus. In conclusion, multimedia components based on art content in digital T&L for TVET should be utilized as a reference in developing digital content to provide future T&L standards for educators.
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