PENGARUH APLIKASI KAHOOT BERBASIS GAME EDUKATIF TERHADAP MINAT DAN HASIL BELAJAR SISWA KELAS IV DI UPTD SDN 130 INPRES GANTARANG TOMPOBULU KECAMATAN MAROS
DOI:
https://doi.org/10.23969/jp.v9i03.16533Keywords:
Games Based learning, Motivation, Interest, learning outcomesAbstract
One educational tool that can increase students' interest and motivation to learn is Kahoot. Research using the Kahoot app was also conducted in the only dasar school in one of the two provinces in Maros, UPTD Dasar Negeri 130 Inpres Gantarang Tompobulu, for fourth-grade students studying pancasila. The purpose of this study is to examine the effects of using Kahoot as an educational medium on student learning outcomes. The sample population used in this study is made up of students in grades IV, whereas the sample size that was selected is a subset of approximately fifteen students. The type of analysis used in this study is experimentation analysis using the method of experimentation.One Posttest and Pretest Group. The data collection technique used is called a test. According to the study, there are differences in the learning outcomes before and after the experiment.Downloads
References
Alfansyur, A., & Mariyani, M. (2019). Pemanfaatan Media Berbasis ICT ‘Kahoot’Dalam Pembelajaran PPKN Untuk Meningkatkan Motivasi Belajar Siswa. Bhineka Tunggal Ika, 6(2), 208-216
Andari, R. (2020). Pemanfaatan Media Pembelajaran Berbasis Game Edukasi Kahoot! Pada Pembelajaran Fisika. ORBITA: Jurnal Kajian, Inovasi Dan Aplikasi Pendidikan Fisika, 6(1), 135-137.
Anshori, M., & Iswati, S. (2019). Metodologi Penelitian Kuantitatif: Edisi 1-Google Buku. Surabaya: Unair.
Sakdah, M. S., Prastowo, A., & Anas, N. (2022). Implementasi Kahoot Sebagai Media Pembelajaran Berbasis Game Based Learning Terhadap Hasil Belajar dalam Menghadapi Era Revolusi Industri 4.0. Edukatif: Jurnal Ilmu Pendidikan, 4(1), 487-497.
Inggriyani, F., Fazriyah, N., Hamdani, A. R., & Purbasari, A. (2020). Pendampingan Model Pembelajaran Inovatif menggunakan Kahoot sebagai Digital Game Based Learning di KKG Sekolah Dasar. Publikasi Pendidikan, 10(1), 59.
Hartanti, D. (2019). Meningkatkan motivasi belajar siswa dengan media pembelajaran interaktif game kahoot berbasis hypermedia.
Bunyamin, A. C., Juita, D. R., & Syalsiah, N. (2020). Penggunaan kahoot sebagai media pembelajaran berbasis permaianan sebagai bentuk variasi pembelajaran. Gunahumas, 3(1), 43-50.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.