PENGARUH PEMANFAATAN PLATFORM KAHOOT TERHADAP MINAT BELAJAR SISWA KELAS IX DALAM PEMBELAJARAN IPS DI SMPN 1 PANGALENGAN KAB.BANDUNG

Habib Husni Al Azis, - (2023) PENGARUH PEMANFAATAN PLATFORM KAHOOT TERHADAP MINAT BELAJAR SISWA KELAS IX DALAM PEMBELAJARAN IPS DI SMPN 1 PANGALENGAN KAB.BANDUNG. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Pandemi covid-19 telah memberikan pengaruh terhadap kehidupan, termasuk juga pada aspek pendidikan. Pembelajaran saat pandemi covid-19 didominasi oleh kegiatan secara online. Pembelajaran secara online menyebabkan terjadinya penurunan semangat belajar, sehingga diperlukan platform pembelajaran tertentu. Penelitian ini menganalisis pemanfaatan platform Kahoot terhadap minat belajar. Metode yang digunakan adalah Pre-experimental dengan design model one group pretest-posttest design, satu kelompok yang akan diberi perlakuan lalu dibandingkan keadaan sebelum dan sesudah diberi perlakuan dengan di beri pre-test dan post-test. Pengumpulan data minat belajar siswa menggunakan angket. Setelah data terkumpul, dilakukan analisis kuantitatif dengan uji paired test dan uji N-Gain melalui SPSS. Hasil penelitian menunjukkan terjadi perubahan minat belajar dengan kahoot ini sehingga siswa menjadi lebih semangat dalam belajar, lalu terjadi kenaikan saat dikenalkan dengan kahoot dengan nilai paling tinggi berada di indikator keterlibatan dalam belajar dengan nilai 573 dan paling rendah kenaikan berada di indikator perhatian dalam belajar dengan nilai 390. Pembelajaran dengan kahoot terjadi perbedaan dengan nilai sig. (2 tailled) 0,000 < 0,05 pada uji t tetapi dengan nilai N-Gain score 0,2 < 0,3 maka untuk N-Gain persen 24,9% < 40% pada uji N-Gain. Dari hasil tersebut dapat disimpulkan bahwa terjadi perbedaan sebelum dan sesudah pembelajaran dengan kahoot tetapi tidak berpengaruh secara signifikan. The COVID-19 pandemic has impacted our lives, including education. Learning during the covid-19 pandemic is dominated by online activities. Online learning causes a decrease in enthusiasm for learning, so a certain learning platform is needed. This study analyzes the use of the Kahoot platform on learning interest. The method used is Pre-experimental with a one group pretest-posttest design model, one group that will be treated and then compared before and after being treated by giving a pre-test and post-test. Collecting data on student interest in learning using a questionnaire. After the data was collected, quantitative analysis was carried out with paired test and N-Gain test through SPSS. The results showed that there was a change in interest in learning with this kahoot so that students became more enthusiastic in learning, then an increase when introduced to kahoot with the highest value being in the indicator of involvement in learning with a value of 573 and the lowest increase was in the indicator of attention in learning with a value of 390. Learning with kahoots makes a difference with a sig value. (2 tailled) 0.000 < 0.05 in the t test but with an N-Gain score of 0.2 < 0.3 then for N-Gain percent 24.9% < 40% in the N-Gain test. From these results it can be concluded that there is a difference before and after learning with kahoot but it does not have a significant effect.

Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?hl=en&user=2Ih8tPoAAAAJ ID SINTA DOSEN PEMBIMBING: Kokom Komalasari : 5984369 Mamat Ruhimat : 5979213
Uncontrolled Keywords: Platform Kahoot, Minat Belajar, Pembelajaran IPS
Subjects: L Education > L Education (General)
T Technology > T Technology (General)
Divisions: Fakultas Pendidikan Ilmu Pengetahuan Sosial > Pendidikan IPS
Depositing User: Habib Husni Al Azis
Date Deposited: 29 Aug 2023 06:20
Last Modified: 29 Aug 2023 06:20
URI: http://repository.upi.edu/id/eprint/99301

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