JOURNAL ARTICLE

Efektifitas Penggunaan Kahoot! untuk Meningkatkan Hasil Belajar Siswa

Irwan IrwanZaky Farid LuthfiAtri Waldi

Year: 2019 Journal:   PEDAGOGIA Jurnal Pendidikan Vol: 8 (1)Pages: 95-104   Publisher: Universitas Muhammadiyah Sidoarjo

Abstract

This study aims to measure the effectiveness of the use of assessment learning media based on online games which is Kahoot to improve student learning outcomes. This study uses a quantitative approach with the quasi experiment method. The number of samples in each group is 30 people. The results shows that Kahoot can be an alternative interactive learning media in higher education because it is proven to significantly improve student learning outcomes with F (1.58) = 0.001, p <0.05 that means there are deferences between control and experiment class which is mean of experiment class (SD = 13.33, SD = 3.30) is higher than control class (M = 10.50, SD = 2.81)

Keywords:
Mathematics education Class (philosophy) Psychology Control (management) Multimedia Computer science Advertising Artificial intelligence Business

Metrics

107
Cited By
17.69
FWCI (Field Weighted Citation Impact)
11
Refs
0.99
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Educational Games and Gamification
Social Sciences →  Psychology →  Developmental and Educational Psychology
Technology-Enhanced Education Studies
Social Sciences →  Social Sciences →  Education
Educational Methods and Media Use
Physical Sciences →  Computer Science →  Information Systems

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