IMPLEMENTATION OF GAME-BASED KAHOOT LEARNING MEDIA TO IMPROVE LEARNING ACTIVENESS OF CLASS X LIGHT VEHICLE ENGINEERING STUDENTS AT SMKN 7 SURABAYA
Keywords:
kahoot, game based learning, keaktifan, hasil belajarAbstract
This study aims to determine the improvement in learning activeness of Grade X students in the Light Vehicle Engi-neering program at SMKN 7 Surabaya through the implementation of Kahoot learning media based on Game-Based Learn-ing. The background of this study is the presence of obstacles in the learning process due to the continued use of conven-tional learning media, which resulted in a learning activeness percentage of 29.72%. The research method employed was Classroom Action Research using the Kemmis and McTaggart design and a quantitative approach. The research subjects were Grade X students of the Light Vehicle Engineering program at SMKN 7 Surabaya. Data were collected through ob-servation, questionnaires, pre-tests and post-tests, and documentation. Data analysis included learning activeness obser-vation sheets, learning activeness questionnaires, and learning outcome test sheets in the form of pre-tests and post-tests. The learning outcomes in Cycle I from the implementation of Kahoot learning media based on Game-Based Learning showed a percentage of 34.37%, while in Cycle II the percentage increased to 78%. Student learning activeness in Cycle I was 34.37%, which increased to 84.37% in Cycle II. The observation results of student learning activeness in Cycle I showed a percentage of 49.67%, which increased to 81% in Cycle II.
Downloads
References
Erina Hannawita Br Sembiring, & Tanti Listiani. (2023). Game Based Learning Berbantuan Kahoot! dalam Mendorong Keaktifan Siswa pada Pembelajaran Matematika. GAUSS: Jurnal Pendidikan Matematika, 6(1), 26–40. https://doi.org/10.30656/gauss.v6i1.5708
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. https://doi.org/10.26858/publikan.v10i1.11992
Ma’iswati Hani, 2 Karlimah. (2024). Analisis Penggunaan Media Pembelajaran pada Materi Pecahan Senilai di Kelas IV Sekolah Dasar. syntax idea, 15(1), 37–48.
Mattawang, M. R., & Syarif, E. (2023). DAMPAK PENGGUNAAN KAHOOT SEBAGAI PLATFORM GAMIFIKASI DALAM PROSES PEMBELAJARAN. Journal of Learning and Technology, 2(1), 33–42. https://doi.org/10.33830/jlt.v2i1.5843
Nur Hafidhotul Ilmiyah, M. S. S. (2021). Pengaruh Media Kahoot dan Motivasi Belajar Terhadap Hasil Belajar Siswa. JTP - Jurnal Teknologi Pendidikan, 21(1), 42–55. https://doi.org/10.21009/jtp.v21i1.10520
Sakdah, M. S., Prastowo, A., & Anas, N. (2021). 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. https://doi.org/10.31004/edukatif.v4i1.1845
Suharsimi Arikunto. (2019). Penelitian tindakan kelas edisi revisi.
Suparno, P. (2001). Teori Perkembangan Kognitif Jean Piaget (Cet.1). Kanisius.
Ummah, M. S. (2019). STRATEGI PEMBELAJARAN AKTIF DALAM MENINGKATKAN PRESTASI BELAJAR BAHASA INDONESIA. Sustainability (Switzerland), 11(1), 1–14. http://scioteca.caf.com/bitstream/handle/123456789/1091/RED2017-Eng-8ene.pdf?sequence=12&isAllowed=y%0Ahttp://dx.doi.org/10.1016/j.regsciurbeco.2008.06.005%0Ahttps://www.researchgate.net/publication/305320484_SISTEM_PEMBETUNGAN_TERPUSAT_STRATEGI_MELESTARI
Zaini, H., Munthe, B., & Aryani, S. A. (2008). Strategi pembelajaran aktif. CTSD UIN Sunan kalijaga.
Downloads
Published
Issue
Section
Abstract views: 4
,
PDF Downloads: 6