Efektifitas Penggunaan Media Pembelajaran Berbasis Aplikasi Kahoot Dalam Meningkatkan Motivasi Belajar Siswa Pada Mata Pelajaran Pendidikan Agama Islam Kelas XI IPS Di Sma Negeri 3 Pasuruan
{"title":"Efektifitas Penggunaan Media Pembelajaran Berbasis Aplikasi Kahoot Dalam Meningkatkan Motivasi Belajar Siswa Pada Mata Pelajaran Pendidikan Agama Islam Kelas XI IPS Di Sma Negeri 3 Pasuruan","authors":"Siti Halimah","doi":"10.35891/amb.v7i1.2685","DOIUrl":null,"url":null,"abstract":"ABSTRAK \nPenelitian ini diangkat karena adanya permasalahan pada dunia pendidikan khususnya di Indonesia yang memerlukan perubahan atau inovasi media pembelajaran berbasis IT guna mendukung proses pembelajaran disituasi pandemi Covid-19 agar pembelajaran dapat tetap berlangsung dan mampu menciptakan perasaan senang dan semangat pada peserta didik serta mampu memicu anak didik semakin aktif aktivitas belajar secara daring. Penelitian ini bermaksud untuk melihat (1) keefektifan penerapan media pembelajaran Aplikasi Kahoot dalam menumbuhkan motivasi atau stimulus belajar anak didik (2) apakah ada perbedaan peningkatan motivasi belajar anak didik yang memakai media pembelajaran Aplikasi Kahoot dengan anak didik yang tidak memakai media pembelajaran Aplikasi Kahoot pada pelajaran PAI Kelas XI IPS di SMA Negeri 3 Pasuruan. \nPendekatan yang dipakai adalah pendekatan kuantitatif dengan metode True Experimental Design desain pretest-posttest control-group design dan mengambil sampel sebanyak 138 siswa pada kelas XI IPS di SMA Negeri 3 Pasuruan. Data diambil menggunakan instrument angket dan wawancara. Uji analisis data yang dipakai adalah Uji N-Gain Score, Uji Independent Sample T-Test, serta analisis hasil wawancara dengan peserta didik. \nBerdasarkan hasil uraian perhitungan Uji N-Gain Score, nilai mean kelompok eksperimen 78,29% lebih tinggi dari kelompok kontrol yang mendapat nilai mean 64,52%. Dari analisis diatas, diambil kesimpulan bahwa penggunaan media pembelajaran aplikasi kahoot masuk pada kategori efektif didalam meningkatkan motivasi belajar siswa pada kegiatan pembelajaran. Berdasarkan hasil analisis perhitungan Uji Independent Sample T-Test disimpulkan terdapat perbedaan yang signifikan motivasi atau stimulus belajar kelas eksperimen dengan kelas kontrol dibuktikan dengan taraf signifikansi Sig.(2-tailed) sebesar 0,000. Dimana nilai tersebut menunjukkan 0,000<0,05. Berdasarkan analisis hasil wawancara dengan peserta didik bahwasannya media pembelajaran aplikasi kahoot efektif jika digunakan pada pembelajaran PAI karena mampu menumbuhkan semangat belajar anak didik, menciptakan rasa senang, serta membantu anak didik dalam mempertajam materi yang telah dijelaskan oleh pengajar pada kegiatan belajar PAI. \nKata Kunci : Media Pembelajaran, Aplikasi Kahoot, Motivasi Belajar PAI \n \nABSTRACT \nThis research was appointed because of problems in the world of education, especially in Indonesia that require changes or innovations in IT-based learning media to support the learning process in the Covid-19 pandemic situation so that learning can continue and be able to create feelings of pleasure and enthusiasm in students and be able to trigger students. more active online learning activities. This study intends to see (1) the effectiveness of the application of the Kahoot Application learning media in fostering students' motivation or learning stimulus (2) whether there is a difference in increasing the learning motivation of students who use the Kahoot Application learning media with students who do not use the Kahoot Application learning media in PAI class XI social studies at SMA Negeri 3 Pasuruan. \nThe approach used is a quantitative approach with the True Experimental Design method of pretest-posttest control-group design and takes a sample of 138 students in class XI IPS at SMA Negeri 3 Pasuruan. Data were taken using a questionnaire and interview instruments. The data analysis test used was the N-Gain Score Test, the Independent Sample T-Test, and the analysis of the results of interviews with students. \nBased on the results of the description of the calculation of the N-Gain Score Test, the mean value of the experimental group was 78.29% higher than the control group which got a mean value of 64.52%. From the above analysis, it can be concluded that the use of Kahoot application learning media is in the effective category in increasing students' learning motivation in learning activities. Based on the results of the calculation analysis of the Independent Sample T-Test, it was concluded that there was a significant difference in motivation or learning stimulus for the experimental class and the control class, as evidenced by the significance level of Sig. (2-tailed) of 0.000. Where the value shows 0.000 <0.05. Based on the analysis of the results of interviews with students, the kahoot application learning media is effective if used in PAI learning because it is able to foster students' learning enthusiasm, create a sense of fun, and help students sharpen the material that has been explained by the teacher in PAI learning activities. \nKeywords: Learning Media, Kahoot Application, Motivation in Learning PAI","PeriodicalId":273604,"journal":{"name":"Jurnal Al-Murabbi","volume":"52 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Al-Murabbi","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.35891/amb.v7i1.2685","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
ABSTRAK
Penelitian ini diangkat karena adanya permasalahan pada dunia pendidikan khususnya di Indonesia yang memerlukan perubahan atau inovasi media pembelajaran berbasis IT guna mendukung proses pembelajaran disituasi pandemi Covid-19 agar pembelajaran dapat tetap berlangsung dan mampu menciptakan perasaan senang dan semangat pada peserta didik serta mampu memicu anak didik semakin aktif aktivitas belajar secara daring. Penelitian ini bermaksud untuk melihat (1) keefektifan penerapan media pembelajaran Aplikasi Kahoot dalam menumbuhkan motivasi atau stimulus belajar anak didik (2) apakah ada perbedaan peningkatan motivasi belajar anak didik yang memakai media pembelajaran Aplikasi Kahoot dengan anak didik yang tidak memakai media pembelajaran Aplikasi Kahoot pada pelajaran PAI Kelas XI IPS di SMA Negeri 3 Pasuruan.
Pendekatan yang dipakai adalah pendekatan kuantitatif dengan metode True Experimental Design desain pretest-posttest control-group design dan mengambil sampel sebanyak 138 siswa pada kelas XI IPS di SMA Negeri 3 Pasuruan. Data diambil menggunakan instrument angket dan wawancara. Uji analisis data yang dipakai adalah Uji N-Gain Score, Uji Independent Sample T-Test, serta analisis hasil wawancara dengan peserta didik.
Berdasarkan hasil uraian perhitungan Uji N-Gain Score, nilai mean kelompok eksperimen 78,29% lebih tinggi dari kelompok kontrol yang mendapat nilai mean 64,52%. Dari analisis diatas, diambil kesimpulan bahwa penggunaan media pembelajaran aplikasi kahoot masuk pada kategori efektif didalam meningkatkan motivasi belajar siswa pada kegiatan pembelajaran. Berdasarkan hasil analisis perhitungan Uji Independent Sample T-Test disimpulkan terdapat perbedaan yang signifikan motivasi atau stimulus belajar kelas eksperimen dengan kelas kontrol dibuktikan dengan taraf signifikansi Sig.(2-tailed) sebesar 0,000. Dimana nilai tersebut menunjukkan 0,000<0,05. Berdasarkan analisis hasil wawancara dengan peserta didik bahwasannya media pembelajaran aplikasi kahoot efektif jika digunakan pada pembelajaran PAI karena mampu menumbuhkan semangat belajar anak didik, menciptakan rasa senang, serta membantu anak didik dalam mempertajam materi yang telah dijelaskan oleh pengajar pada kegiatan belajar PAI.
Kata Kunci : Media Pembelajaran, Aplikasi Kahoot, Motivasi Belajar PAI
ABSTRACT
This research was appointed because of problems in the world of education, especially in Indonesia that require changes or innovations in IT-based learning media to support the learning process in the Covid-19 pandemic situation so that learning can continue and be able to create feelings of pleasure and enthusiasm in students and be able to trigger students. more active online learning activities. This study intends to see (1) the effectiveness of the application of the Kahoot Application learning media in fostering students' motivation or learning stimulus (2) whether there is a difference in increasing the learning motivation of students who use the Kahoot Application learning media with students who do not use the Kahoot Application learning media in PAI class XI social studies at SMA Negeri 3 Pasuruan.
The approach used is a quantitative approach with the True Experimental Design method of pretest-posttest control-group design and takes a sample of 138 students in class XI IPS at SMA Negeri 3 Pasuruan. Data were taken using a questionnaire and interview instruments. The data analysis test used was the N-Gain Score Test, the Independent Sample T-Test, and the analysis of the results of interviews with students.
Based on the results of the description of the calculation of the N-Gain Score Test, the mean value of the experimental group was 78.29% higher than the control group which got a mean value of 64.52%. From the above analysis, it can be concluded that the use of Kahoot application learning media is in the effective category in increasing students' learning motivation in learning activities. Based on the results of the calculation analysis of the Independent Sample T-Test, it was concluded that there was a significant difference in motivation or learning stimulus for the experimental class and the control class, as evidenced by the significance level of Sig. (2-tailed) of 0.000. Where the value shows 0.000 <0.05. Based on the analysis of the results of interviews with students, the kahoot application learning media is effective if used in PAI learning because it is able to foster students' learning enthusiasm, create a sense of fun, and help students sharpen the material that has been explained by the teacher in PAI learning activities.
Keywords: Learning Media, Kahoot Application, Motivation in Learning PAI
这个抽象研究世界问题由于任命的教育尤其是在需要改变或媒体创新的印尼学习基于它支持学习忙Covid-19流行病过程以便继续学习并且能够创造了学习者的精神和感觉能够引发网上学习活动越来越活跃的门生。该方法采用的是定量方法,采用了一种真正的实验式、前期设计的控制组设计,并在三帕湾高中的十一年级IPS上采集了138名学生的样本。数据是在福利工具和采访中获取的。所使用的数据分析测试包括n增益分数测试、独立样本测试和对学习者访谈结果的分析。根据对n增益分数的计算结果,测试组的平均值为78.29%,比得分为64.52%的控制组高。从上述分析中得出的结论是,kahoot applicaces的使用在提高学生学习活动的学习动机方面是有效的。根据对样本样本的分析,研究与控制类的实验类的动机或刺激表现出重大差异,证明了Sig的重要性。其中值显示10000 < 0.05。根据对学习者采访结果的分析,kahoot app学习媒体在PAI的学习中是有效的,因为它能培养学习者的精神,创造快乐,并帮助学习者完善教师在PAI的学习活动中所描述的材料。关键词:媒体学习,学习抽象这个馅饼Kahoot,动力应用研究是appointed因为of problems in the world of education,尤其是在印尼发展到这种require改变或创新在IT-based学习媒体支持境学习过程Covid-19流行战况所以那学习可以继续be able to制造游乐的感情和热情在学生和be able to触发器学生。更多的在线学习活动。应得的量是一种丰富的表达,用的是一种真正的试验性设计方法,在美国高中三帕鲁选取138名学生的样本。数据以提问和采访仪器为例。所使用的数据分析测试是n增益测试,独立样本t测试,以及对学生进行采访的结果分析。基于对n增益分数的定义,实验组的平均成绩是78.29%比控制组高,该小组的价值为64.52%。从上面的分析来看,可以确定Kahoot应用学习媒介的使用是更有效的促进学习活动的动力。基于独立样本分析的结果,结论是,对实验类和控制类的激励和学习类的有效差异,正如对Sig水平的影响一样。价值在哪里发布<0.05。分析》改编自《kahoot results of interviews和学生在一起,应用程序是有效的,如果以前在媒体学习学习,因为是派able to foster)学生对学习的热情,创造a sense of fun和帮助学生sharpen顺便说一下那个材料已被、讲解老师》派学习活动。关键字:学习媒介,应用程序,学习派的激励