Efektivitas Penggunaan Game Kahoot terhadap Hasil Belajar Siswa Mata Pelajaran PAI XI SMAN 1 Lembang Jaya

ALSYS Pub Date : 2023-10-24 DOI:10.58578/alsys.v3i6.1965
Sofia Putri Wahyuni, Alfurqan Alfurqan
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Abstract

This research is motivated by the current learning atmosphere which has not been able to motivate students well, resulting in student learning outcomes that are not yet optimal. This is because the exercises in the learning process are still not varied enough, one example of training that can be used is Kahoot. This research aims to determine the effectiveness of using the Kahoot quiz game on the learning outcomes of class IX students at SMA Negeri 1 Lembang Jaya. This research uses a quantitative approach with the experimental method "post test only control group design". The population in this study were all class IX students of SMA Negeri 1 Lembang Jaya. The research sample consisted of 23 students of class XI IPS as the experimental class and 23 students of class The test results were compared using the t-test formula to determine the effectiveness of using the Kahoot quiz game. Based on the t-test results, it was concluded that learning using Kahoot was significantly effective for PAI learning for class XI students at SMA Negeri 1 Lembang Jaya. The results of effectiveness testing using an effect size of 1.814 show that the effect of using the Kahoot online game is high (d=1.814>0.8). This indicates that the use of Kahoot has a significant positive impact on improving student learning outcomes in class XI PAI subjects at SMA Negeri 1 Lembang Jaya.
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本研究的动机是由于目前的学习氛围并不能很好地激励学生,导致学生的学习成果还不是最优的。这是因为学习过程中的练习仍然不够多样化,可以使用的一个训练例子是Kahoot。本研究旨在确定使用Kahoot测验游戏对SMA Negeri 1 Lembang Jaya九年级学生学习成果的有效性。本研究采用定量方法,实验方法为“后测纯对照组设计”。本研究的人群均为SMA Negeri 1 Lembang Jaya的九年级学生。效应量为1.814的有效性检验结果表明,使用Kahoot网络游戏的效果较高(d=1.814>0.8)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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