Abstract
Lecturers in Indonesia face the challenge of presenting interesting lectures so that they can improve student achievement. One way that can do is to integrate gamification elements in the learning process. The application of gamification to the learning method can be made using a platform, namely Kahoot! This study focuses on evaluating Kahoot! as a learning method that is useful and enjoyable for students in Indonesia, especially during the Covid-19 pandemic. The results of this study can be used to determine the continued use of Kahoot! as a learning method that combines gamification elements to improve student achievement. This study obtained data from a questionnaire distributed to 301 respondents who were students in Indonesia. The data acquired will be processed with Partial Least Square-Structural Equation Modeling (PLS-SEM). This study evaluates the constructs of Competitiveness, Challenge, and Enjoyment which are elements of gamification. In addition, this study also assesses the constructs of Perceived Usefulness, Satisfaction, and Individual Impact. The results of this study, Competitiveness, and Enjoyment are proven to affect Continued Used through the construct of Perceived Usefulness. Meanwhile, Enjoyment affects Individual Impact through the Satisfaction construct, while Satisfaction affects Individual Impact. This study also produces recommendations for lecturers who will use Kahoot! in the learning process.
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