Implementasi Model Pembelajaran Problem Based Learning Berbasis Media Interaktif KALEGA (Kahoot Learning Games) untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Ekonomi Kelas X SMAN 1 JIWAN

Harum, Ramandha (2024) Implementasi Model Pembelajaran Problem Based Learning Berbasis Media Interaktif KALEGA (Kahoot Learning Games) untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Ekonomi Kelas X SMAN 1 JIWAN. S1 thesis, Universitas PGRI Madiun.

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Abstract

SMA 1 Negeri Jiwan is one of the high schools in Jiwan District, Madiun Regency that implements the Independent Curriculum in class X, there are 3 classes with the number of students in class XA 25 students, XB 25 students and XC 23 students. At SMA Negeri 1 Jiwan, the Independent Curriculum learning uses the lecture method and students are given the freedom to find material using their gadgets to develop material that has been explained by the teacher and use gadgets to find answers to the assignments given by the teacher, so that learning becomes monotonous and students become saturated with the learning atmosphere in the classroom, this learning atmosphere has an impact on student learning outcomes. This study aims to determine the application of the KALEGA interactive media-based problem-based learning model (Kahoot Learning Games) as well as the improvement of learning outcomes in grade X students in economics subjects with non-bank financial institution materials at SMAN 1 Jiwan. The method in this study uses class observation research (COR). Data collection was carried out in class XB with a total of 25 students, 14 male students and 11 female students. Data collection by observation, tests and documentation. Results Data analysis techniques use data analysis of learning outcomes and problem-solving analysis. The results showed that there was an increase in student learning outcomes in the first cycle by 60% with the number of students who completed as many as 15 students. while in the second cycle there was an increase of 84% with the number of 21 students who completed. By reflecting on the suitability of the use of the problem-based learning model with the interactive media KALEGA (Kahoot Learning Game) used in learning.

Item Type: Thesis/Skripsi/Tugas Akhir (S1)
Kata Kunci: Problem-Based Learning; Kahoot Learning Games; Learning Outcomes
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Ekonomi
Depositing User: RAMANDHA HARUM ERLINDA
Date Deposited: 02 Aug 2024 06:05
Last Modified: 02 Aug 2024 06:05
URI: http://eprint.unipma.ac.id/id/eprint/415

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