Crossmark

Main Article Content


Abstract

This research is motivated by the   current learning atmosphere which has not been able to motivate students well, resulting in student learning outcomes that are not yet optimal. This is because the exercises in the learning process are still not varied enough, one example of training that can be used is Kahoot. This research aims to determine the effectiveness of using the Kahoot quiz game on the learning outcomes of class IX students at SMA Negeri 1 Lembang Jaya. This research uses a quantitative approach with the experimental method "post test only control group design". The population in this study were all class IX students of SMA Negeri 1 Lembang Jaya. The research sample consisted of 23 students of class XI IPS as the experimental class and 23 students of class The test results were compared using the t-test formula to determine the effectiveness of using the Kahoot quiz game. Based on the t-test results, it was concluded that learning using Kahoot was significantly effective for PAI learning for class XI students at SMA Negeri 1 Lembang Jaya. The results of effectiveness testing using an effect size of 1.814 show that the effect of using the Kahoot online game is high (d=1.814>0.8). This indicates that the use of Kahoot has a significant positive impact on improving student learning outcomes in class XI PAI subjects at SMA Negeri 1 Lembang Jaya.

Downloads

Download data is not yet available.

Citation Metrics & Similar Scopus Articles

Data source Crossref
0
citations
Citation counts are source-specific and may differ because database coverage, reference matching, and update schedules are different. Counts are not added together. Crossref values represent citation links registered and matched by Crossref.
Check Secondary Documents in Scopus
Open this article in Scopus, then check the Secondary documents tab. Use Manual Citation Fallback only for counts you have verified manually.
Open in Scopus
Similar Scopus Articles
Scopus
  1. Ratnaningsih E. (2027)
    Designing a Data-Driven E-Learning Module for Teaching English to Young Learners: Integrating Needs Analysis and the ISAV Learning Model
    Asean Journal of Educational Research and Technology, 6(2), 269-286
  2. Unyaphatariyakool S. (2027)
    Science Teachers’ Learning Management Competency through Professional Learning Communities to Promote Scientific Creativity and Sustainable Development Goals (SDGs)
    Asean Journal of Educational Research and Technology, 6(2), 241-252
  3. Naemi Z. (2027)
    The Relationship between Second Language Learning Strategies, Learning Engagement, and Writing Skill in the Arabic Writing Curriculum
    Language Related Research, 17(4), 331-360

Article Details

How to Cite
Wahyuni, S. P., & Alfurqan, A. (2023). Efektivitas Penggunaan Game Kahoot terhadap Hasil Belajar Siswa Mata Pelajaran PAI XI SMAN 1 Lembang Jaya. ALSYS, 3(6), 614-621. https://doi.org/10.58578/alsys.v3i6.1965

Most read articles by the same author(s)

1 2 > >>