EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN KAHOOT SEBAGAI GAME EDUKASI TERHADAP HASIL BELAJAR PPKN DI KELAS X SMKS GAMALIEL 1 MADIUN

Nurfikasari, Dwi (2024) EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN KAHOOT SEBAGAI GAME EDUKASI TERHADAP HASIL BELAJAR PPKN DI KELAS X SMKS GAMALIEL 1 MADIUN. S1 thesis, Universitas PGRI Madiun.

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Abstract

This research was conducted at SMKS Gamaliel 1 Madiun. This school is located at Jl. Slamet Riyadi No.48, KecKartoharjo, Madiun City. Identify the problem as follows: 1. Lack of student enthusiasm in learning, 2. Lack of utilization of learning media, 3. Still using old habits in learning with lectures and notes, 4. Still not maximizing student learning, especially in the use of learning media. This study itself aims to determine whether there is an effect of Kahoot Game multimedia-based learning media on student learning outcomes in Civics Class X SMKS Gamaliel 1Madiun. This study uses Quantitative research techniques using the type of Quasi Experimental with Nonequivalent Control Group Design. In this type of design, it is divided into 2 groups, namely the control group and the experimental group. The experimental group was given a certain treatment (X) by using Kahoot Game media in learning Indonesian. While the control group was not given certain treatment using Kahoot Game media in Civics learning (Y) In this study, before being given the experimental class treatment, a pretest was given first, which obtained an average of 64,25 experimental class students, while after taking the pretest, students were given treatment using Kahoot Game as a learning media, then students were given a posttest to see the final score where students got an average of 87. Based on the results of the normality test using Shapiro-Wilk, it is known that the significance value of the experimental class pretest-posttest, the significance value is> 0.005. Likewise, the significance value of the control class from the pretest-posttest, the significance value is> 0.005. So it can be concluded that the pretest and posttest data of both groups are normally distributed. Then it is known that the Sig. Based on Mean for the Civics learning outcomes variable is 0.07. Because the value of Sig. 0.07> 0.05, it can be concluded that the variance of the Civics posttest learning outcomes data in experimental and control class students is homogeneous. It is also known that the value of Sig. (2-tailed) is < ,000 < 0.005, then Ho is rejected and Ha is accepted. So it can be concluded that there is an average difference between pretest and posttest learning outcomes, which means that there is an effect of using learning media using Kahoot Game in improving learning outcomes at SMKS Gamaliel 1 Madiun. Keywords: Kahoot Game; Educational Game; Learning Outcomes; Civics.

Item Type: Thesis/Skripsi/Tugas Akhir (S1)
Kata Kunci: Kahoot Game; Educational Game; Learning Outcomes; Civics.
Subjects: A Social Sciences > HN Social history and conditions. Social problems. Social reform
L Education > L Education (General)
T Technology > T Technology (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Pancasila dan Kewarganegaraan
Depositing User: DWI NURFIKASARI DWI
Date Deposited: 13 Aug 2024 02:38
Last Modified: 13 Aug 2024 02:38
URI: http://eprint.unipma.ac.id/id/eprint/1544

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