PENGARUH APLIKASI KAHOOT BERBASIS GAME EDUKATIF TERHADAP MINAT DAN HASIL BELAJAR SISWA KELAS IV DI UPTD SDN 130 INPRES GANTARANG TOMPOBULU KECAMATAN MAROS

Authors

  • Muhajir Muhajir Universitas Muhammadiyah Makassar
  • Darmawati Darmawati Universitas Muhammadiyah Makassar
  • Mutmainnah Mutmainnah Universitas Muhammadiyah Makassar
  • Nurhasanah Nurhasanah Universityas Muhammadiyah Makassar

DOI:

https://doi.org/10.23969/jp.v9i03.16533

Keywords:

Games Based learning, Motivation, Interest, learning outcomes

Abstract

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.

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References

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Published

2024-09-08

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