Efektivitas Game Based Learning Berbantuan Kahoot Dalam Meningkatkan Minat dan Hasil Belajar Siswa Kelas X TITL SMKS Raden Paku

Authors

  • Khovivatul Qolby Universitas Negeri Surabaya
  • Tri Rijanto Universitas Negeri Surabaya
  • Nur Kholis Universitas Negeri Surabaya
  • Fendi Achmad Universitas Negeri Surabaya

DOI:

https://doi.org/10.61132/jupiter.v2i4.371

Keywords:

Game Based Learning, Kahoot,, Learning Interests, Learning Outcomes

Abstract

This study aims to determine (1) the interests in the subjects DDTK of students of X TITL SMKS Raden Paku before and after the implementation of Game Based Learning with the help of the Kahoot application; (2) the learning outcomes in the subjects DDTK of the students of the X-TITL of SMKS Paku Raden before and following the application of Game based learning with the aid of the kahoot app. The design of one group pretest-posttest is the experimental methodology used in this study. The researchers involved the entire class X TITL SMKS Raden Paku as a population. Techniques to test students' interests and learning outcomes are test and lifting techniques. The results of this study showed that the interest and learning outcomes of students of X grade TITL SMKS Raden Paku before and after the treatment with Game Based Learning assisted by Kahoot increased. This is demonstrated by the pre-test averages of 48.89 and 58.30 and the posttest averaging of 84.09 and 82.50. The results of both hypothesis tests showed that the significance value was 0,000 < 0.05, which means Ha was accepted. The N-gain test of learning interest and learning outcomes indicated that the average N-gein score was 0.683 and 0.616 which meant effectiveness in the medium category. This indicates that the application of Game Based Learning with the help of Kahoot is quite effective in increasing the interests and learning outcomes in the subjects DDTK of X grade students of SMKS TITL Raden Paku.

References

Aini, F. N. (2018). Pengaruh Game Based Learning terhadap Minat dan Hasil Belajar pada Mata Pelajaran Ekonomi Siswa Kelas XI IPS. Jurnal Pendidikan Ekonomi (JUPE), 6(3). Retrieved from https://ejournal.unesa.ac.id/index.php/

jupe/article/view/25312.

Desviana, S., & Effendi, H. (2023). E-modul Pembelajaran Dasar-dasar Teknik Ketenagalistrikan di Kelas X Teknik Ketenagalistrikan. Jurnal Pendidikan Teknik Elektro, 4(2), 285-294. Retrieved from http://jpte.ppj.unp.ac.id/index.php/JPTE/article/view/311.

Hardianto, H., & Baharuddin, M. R. (2019). Efektifitas Penerapan Model Pembelajaran PAIKEM Gembrot terhadap Peningkatan Hasil Belajar Mahasiswa pada Mata Kuliah Pembelajaran Matematika Sekolah Dasar. Cokroaminoto Journal of Primary Education, 2(1), 27-33. Retrieved from https://e-journal.my.id/cjpe/article/view/105.

Irwan, I., Luthfi, Z. F., & Waldi, A. (2019). Efektifitas Penggunaan Kahoot! untuk Meningkatkan Hasil Belajar Siswa. PEDAGOGIA: Jurnal Pendidikan, 8(1), 95-104. Retrieved from https://pedagogia.umsida.ac.id/index.php/pedagogia/article/view/1432.

Kurniawan, M., Taiyeb, M., & Arifin, A. N. (2023). Efektivitas Penggunaan Aplikasi Kahoot! terhadap Minat dan Hasil Belajar Siswa Kelas XI SMA Negeri 1 Wonomulyo. KROMATIN: Jurnal Biologi dan Pendidikan Biologi, 4(1). Retrieved from https://journal.unismuh.ac.id/

index.php/kromatin/article/view/12125.

Pristiwanti, D., Badariah, B., Hidayat, S., & Dewi, R. S. (2022). Pengertian Pendidikan. Jurnal Pendidikan Dan Konseling (JPDK), 4(6), 7911-7915. Retrieved from http://journal.universitaspahlawan.ac.id/index.php/jpdk/article/view/9498.

Sugiyono. (2013). Metode penelitian kuantitatif dan kualitatif dan R&D. Bandung: Allabeta.

Winatha, K. R., & Setiawan, I. M. D. (2020). Pengaruh Game-Based Learning terhadap Motivasi dan Prestasi Belajar. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 10(3), 198-206.

Wulandari, B., & Surjono, H. D. (2013). Pengaruh Problem-Based Learning terhadap Hasil Belajar Ditinjau dari Motivasi Belajar PLC di SMK. Jurnal pendidikan vokasi, 3(2). Retrieved from http://journal.uny.ac.id/index.

php/jpv/article/view/1600.

Published

2024-06-14

How to Cite

Khovivatul Qolby, Tri Rijanto, Nur Kholis, & Fendi Achmad. (2024). Efektivitas Game Based Learning Berbantuan Kahoot Dalam Meningkatkan Minat dan Hasil Belajar Siswa Kelas X TITL SMKS Raden Paku. Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro Dan Informatika, 2(4), 76–86. https://doi.org/10.61132/jupiter.v2i4.371

Similar Articles

1 2 3 4 5 > >> 

You may also start an advanced similarity search for this article.