Muhammad Farras Alghifari, - (2023) PENGARUH KAHOOT! SEBAGAI ALAT EVALUASI TERHADAP MINAT DAN HASIL BELAJAR SISWA KELAS XI PADA MATA PELAJARAN KEAMANAN DAN KESELAMATAN KERJA (KEAMANAN PANGAN) DI SMK BINA WISATA LEMBANG. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Pemanfaatan teknologi dalam proses pembelajaran telah membawa dampak positif yang signifikan dalam meningkatkan efisiensi, aksesibilitas, dan kualitas pendidikan. Tujuan penelitian ini adalah untuk mengetahui apakah penerapan kahoot! sebagai alat evaluasi pembelajaran dapat meningkatkan hasil belajar dan untuk mengetahui apakah kahoot! berpengaruh terhadap minat belajar siswa di SMK Bina Wisata Lembang. Desain penelitian yang digunakan adalah eksperimen semu atau Quasi eksperiment dengan bentuk Nonequivalent Control Group Design. Populasinya adalah kelas XI TB dan sample XI TB 1 sebanyak 31 siswa sebagai kelas eksperimen dan XI TB 2 sebanyak 2 siswa sebagai kelas kontrol. Pada penilaian minat belajar berdasarkan angket yang telah disebar mendapatkan hasil nilai signifikansi sebesar 0.000 < 0.05, sehingga dapat disimpulkan bahwa Kahoot! berpengaruh terhadap minat belajar dan kahoot cukup efektif digunakan sebagai alat evaluasi. Pada kelas ekperimen diperoleh rata-rata nilai sebesar 68 sementara kelas kontrol memperoleh nilai rata-rata 60,8 dan diketahui bawa nilai pada kelas eksperimen lebih tinggi dari kelas kontrol. ; The use of technology in the learning process has had a significant positive impact in increasing efficiency, accessibility, and quality of education. The purpose of this research is to find out whether the application of Kahoot! as a learning evaluation tool can improve learning outcomes and to find out whether Kahoot! influence on students' interest in learning at Bina Wisata Lembang Vocational School. The research design used was a quasi-experiment or Quasi-experimental in the form of a Nonequivalent Control Group Design. The population was class XI TB and a sample of XI TB 1 was 31 students as the experimental class and XI TB 2 was 2 students as the control class. In assessing interest in learning based on the questionnaire that was distributed, the results obtained a significance value of 0.000 < 0.05, so it can be concluded that Kahoot! has an effect on interest in learning and Kahoot is quite effective as an evaluation tool. In the experimental class, the average score was 68, while the control class obtained an average score of 60.8 and it was found that the score in the experimental class was higher than the control class.
Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?user=YfMDeNsAAAAJ&hl=id&authuser=1 ID SINTA Dosen Pembimbing: Rosita: 5997470 Abih Gumelar: 6715297 |
Uncontrolled Keywords: | Kahoot!, Efektivitas, Minat Belajar, dan Hasil Belajar Kahoot!, Effectiveness, Interest in Learning, and Learning Results |
Subjects: | G Geography. Anthropology. Recreation > GV Recreation Leisure L Education > L Education (General) L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
Divisions: | Fakultas Pendidikan Ilmu Pengetahuan Sosial > Program Studi Kepariwisataan |
Depositing User: | Muhammad Farras Alghifari |
Date Deposited: | 16 Feb 2024 09:09 |
Last Modified: | 16 Feb 2024 09:09 |
URI: | http://repository.upi.edu/id/eprint/115295 |
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