Pengaruh Kuis Kahoot Terhadap Motivasi Belajar Peserta Didik Kelas IV Madrasah Ibtidaiyah
DOI:
https://doi.org/10.30736/atl.v6i1.681Keywords:
Gamifikasi pembelajaran, Kuis interaktif, Kahoot, Motivasi belajar, Kuis onlineAbstract
Abstrak: Kondisi belajar di rumah yang membuat peserta didik tidak bisa belajar bersama guru dan peserta didik lainnya di kelas. Hal ini membuat peserta didik menjadi malas untuk belajar dan lebih memilih bermain game yang ada pada handphonenya. Untuk itu dibutuhkan media pembelajaran salah satu media pembelajaran interaktif yang berbasis kuis online adalah kahoot. Metode dalam penelitian ini menggunakan kuantitatif untuk menguji peserta didik setelah diberikan treatment berupa menerapkan media pembelajaran kahoot. Instrumen penelitian ini menggunakan angket yang diberikan kepada peserta didik menggunakan google form. Teknik analisis data dalam penelitian ini mencari validitas, reliabilitas, uji normalitas serta linearitas, uji hipotesis dengan uji t. Berdasarkan hasil pengujian hipotesis diperoleh hasil uji thitung sebesar 4.163, sedangkan ttabel sebesar 2.101. Karena thitung > ttabel (4.163 > 2.101) artinya dengan adanya media pembelajaran berupa quiz seperti ini, apalagi yang bisa dimainkan oleh peserta didik pada smartphonenya masing-masing membuktikan bahwa kuis kahoot bisa menjadi salah satu pilihan media pembelajaran yang menyenangkan, karena dapat membuat kesan belajar yang baru dan menimbulkan motivasi belajar bagi peserta didik.
Abstract: The current learning condition at home makes the students unable to study with teachers and other students in class. This makes them feel lazy to study and prefer to play games. For this reason, learning media is needed. One of the interactive learning media based on online quizzes is Kahoot. The method used in this study was experimental quantitative to test the students’ learning motivation after being given a treatment in the form of Kahoot application. This research used a questionnaire as the instrument given to the students via Google Form. The data analysis procedure in this study covered validity, reliability, normality and linearity tests, and the hypothesis testing using t-test. Based on the results of the hypothesis testing, it was found the tobserved value 4.163, while the ttable value was 2.101. Because tobserved > ttable (4.163 > 2.101), it means that through the learning media in the form of an online interactive quiz where the students can play on their respective smartphones, using Kahoot can be one of the choices to create fun learning because it can create the good impression among the students and instil their learning motivation.Downloads
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