PENGARUH PENGGUNAAN KAHOOT TERHADAP HASIL BELAJAR MATERI RUANG LINGKUP BIOLOGI
(Siswa Kelas X MIPA SMA Negeri 1 Muncar Tahun Pelajaran 2019/2020)
Abstract
This study aims to determine the effect of the use of Kahoot on the learning outcomes of the biological scope of students of class X MIPA of SMA Negeri 1 Muncar in the academic year 2019/2020. This type of research is a quasi-experimental research, namely by applying the use of Kahoot in the experimental class. The treatment was carried out with a view to reviewing student learning outcomes as a result of using Kahoot and without using Kahoot. Pre test is held at the beginning of learning and post test is held at the end of learning to find out the results of learning. The instruments in this study were pre-test and post-test experimental class and control class. The data obtained were analyzed using statistical parametric analysis with the help of the application SPSS for windows version 22.0. To find out whether there are differences in the average learning outcomes of the experimental class post test (using Kahoot) with the control class post test results (without using Kahoot) using the independent sample t test. Based on the results of the analysis found the results of the Sig. (2-tailed) of 0.00 <0.05, it can be concluded that there is a significant difference in the average student learning outcomes between the use of Kahoot (experimental class) and without the use of Kahoot (Control class). The average post test score of the experimental class with the use of Kahoot was 85.21 while the average in the Control class was 76.72 so that there was an increase in the average value of 8.49 by using Kahoot in the material scope of biology. The use of Kahoot to improve learning outcomes can be applied to other materials.
Downloads
References
Aktekin, N. Ç., Çelebi, H., & Aktekin, M. (2018). Let’s Kahoot! Anatomy. International Journal of Morphology, 36(2), 716–721. https://doi.org/10.4067/S0717-95022018000200716
Ares, A. M., Bernal, J., Nozal, M. J., Sánchez, F. J., & Bernal, J. (2018). Results of the use of Kahoot! gamification tool in a course of Chemistry. https://doi.org/10.4995/head18.2018.8179
Asikhia, I. S., Vora, A., Chandra, R., & Myint, M. T. (2017). 2.41 Kahoot! A Colorful Musical Tool to Enhance Engagement for an Effective Prite Review Program. Journal of the American Academy of Child & Adolescent Psychiatry. https://doi.org/10.1016/j.jaac.2017.09.121
Barnes, R. (2017). Kahoot! in the Classroom: Student Engagement Technique. Nurse Educator. https://doi.org/10.1097/NNE.0000000000000419
Bicen, H., & Kocakoyun, S. (2018). Perceptions of Students for Gamification Approach: Kahoot as a Case Study. International Journal of Emerging Technologies in Learning (IJET), 13(02), 72. https://doi.org/10.3991/ijet.v13i02.7467
Chaiyo, Y., & Nokham, R. (2017). The effect of Kahoot, Quizizz and Google Forms on the student’s perception in the classrooms response system. 2017 International Conference on Digital Arts, Media and Technology (ICDAMT), 178–182. https://doi.org/10.1109/ICDAMT.2017.7904957
Correia, M., & Santos, R. (2018). Game-based learning: The use of kahoot in teacher education. 2017 International Symposium on Computers in Education, SIIE 2017. https://doi.org/10.1109/SIIE.2017.8259670
Curto Prieto, M., Orcos Palma, L., Blázquez Tobías, P., & León, F. (2019). Student Assessment of the Use of Kahoot in the Learning Process of Science and Mathematics. Education Sciences. https://doi.org/10.3390/educsci9010055
Cutri, R., Marim, L., Cordeiro, J., Gil, H., & Guerald, C. (2016). Kahoot, A New and Cheap Way to Get Classroom-Response Instead of Using Clickers. 2016 ASEE Annual Conference & Exposition Proceedings. https://doi.org/10.18260/p.25512
Darmawan, A. (2019a). Pengaruh Penggunaan Kahoot Terhadap Hasil Belajar Biologi Materi Perubahan Lingkungan. Seminar Poster pada seminar internasional P4TK IPA.
_______. (2019b). Kahoot Make Learning Awesome. Bojonegoro: Putra Mandiri
Ismail, M. A.-A., & Mohammad, J. A.-M. (2017). Kahoot: A Promising Tool for Formative Assessment in Medical Education. Education in Medicine Journal, 9(2), 19–26. https://doi.org/10.21315/eimj2017.9.2.2
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1), 9. https://doi.org/10.1186/s41039-018-0078-8
Lin, D. T. A., Ganapathy, M., & Kaur, M. (2018). Kahoot! It: Gamification in higher education. Pertanika Journal of Social Sciences and Humanities.
Nisa Omar, N. (2017). The Efffectiveness Of Kahoot Application Towards Students’ Good Feedback Practice. People: International Journal of Social Sciences. https://doi.org/10.20319/pijss.2017.32.25512562
Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the Classroom to Create Engagement and Active Learning. Management Teaching Review. https://doi.org/10.1177/2379298116689783
Rafnis, R. (2019). Pemanfaatan Platform Kahoot Sebagai Media Pembelajaran Interaktif. E-Tech : Jurnal Ilmiah Teknologi Pendidikan. https://doi.org/10.24036/ET.V2I2.101336
Utama, C., Sajidan, Nurkamto, J., & Wiranto. (2019). A conceptual model for electronic learning cycle on schoology. IOP Conference Series: Earth and Environmental Science, 243, 012108. https://doi.org/10.1088/1755-1315/243/1/012108
Copyright (c) 2020 EduTeach : Jurnal Edukasi dan Teknologi Pembelajaran
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.