The Use of Kahoot Application-Based Interactive Quiz Learning Media as an Effort to Improve Learning Outcomes of Class X Students at SMA Negeri 1 Rimba Melintang

Putri Rahmalasari(1), Caska Caska(2), Mujiono Mujiono(3),


(1) Universitas Riau
(2) Universitas Riau
(3) Universitas Riau
Corresponding Author

Abstract


This study aims to determine the increase in student learning outcomes through the use of interactive quiz learning media based on the kahoot application in class X-1 economics at SMA Negeri 1 Rimba Melintag. This research is a type of Classroom Action Research (CAR). The research subjects were 26 students of class X-1 SMA Negeri 1 Rimba Melintang. The data collection is done through documentation and tests. This study uses two cycles where there are several actions, namely action planning, action implementation, observation, and reflection. Data collection techniques using observation, and learning achievement tests. Based on the results of research on learning outcomes there is an increase in each cycle. In cycle I, the Pre-Test score of 65% (17 students) achieved a score above KKM 70 and 35% (9 students) had not achieved learning completeness, the Post-Test score (22 students) achieved learning completeness and (4 students students) have not yet achieved mastery learning. In cycle II, the Pre-Test score was 73% (19 students) achieving a score above the KKM and 27% (7 students) did not achieve learning completeness, the Post-Test score was 100% (26 students) learning completeness. Thus it can be concluded that the use of interactive quiz media based on the kahoot application can improve the learning outcomes of class X-1 students of SMA Negeri 1 Rimba Melintang.


Keywords


Use of Interactive Quiz, Kahoot Application, Learning Outcomes

References


Jalinus, J., & Alim, J. A. (2018). Pengembangan media pembelajaran matematika interaktif berbasis komputer pada topik bilangan bulat untuk siswa SD pendidikan matematika FKIP UNRI. Tunjuk Ajar: Jurnal Penelitian Ilmu Pendidikan, 1(1), 14-26.

Lestari, S., Gimin, & Mujiono. (2022). Pengembangan Media Pembelajaran siklus Akuntansi Berbasis Multimedia Interaktif /untuk Meningkatkan Motivasi Belajara SIswa di SMK Negeri 6 Pekanbaru. Jurnal Pendidikan Tambusai, 6(2), 12442-12452.

Manurung, M. R., Caska, C., & Sari, F. A. (2023). Penggunaan Model Pembelajaran Make A Match Terhadap Hasil Belajar Peserta Didik Pada Mata Pelajaran Ips. Jurnal Pendidikan Ekonomi (Jurkami), 8(1), 140-149.

Marlina, L., Caska, & Mahdum. (2017). Hubungan Minat Baca dan Motivasi Belajar Dengan Hasil Belajar Ekonomi Siswa Kelas XI IPS SMAN 10 Pekanbaru. Pekbis Jurnal, 33-47.

Nasir, M., Fakhruddin, Z., & Prastowo, R. B. (2019). Development of Physics Learning Media Based on Self-Efficacy Use Mobile Augmented Reality for Senior High School. Journal of Physics: Conference Series, 1351(1). https://doi.org/10.1088/1742-6596/1351/1/012018

Nurul Annisa, N. S. (2018). Pengembangan Media Pembelajaran Interaktif Ipa Berbasis Model Pembelajaran Guided Inquiry Pada Materi Gaya Di Kelas IV SD Negeri 101776 Sampali. School Education Journal Pgsd Fip Unimed, 2(2) 217–229. https://jurnal.unimed.ac.id/2012/index.php/school/article/download/10199/9306

Putriana, R. 2019. “Penerapan Model Cooperative Script Untuk Meningkatkan Hasil Belajar Siswa Kelas IV SDN 8 Teluk Dalam Simeulue”. Skripsi, Fakultas Ilmu Pendidikan, Surabaya: Universitas Negeri Surabaya (UNESA)

Ramadhona, S. F., Caska, C., & Trisnawati, F. (2019). Pengaruh Penggunaan Media Pembelajaran Animasi terhadap Minat dan Hasil Belajar Siswa pada Mata Pelajaran Ekonomi di Kelas X Jurusan IPS SMA Negeri 1 Kundur (Doctoral dissertation, Riau University).

Sari, S. W. (2022). Efektivitas Pemanfaatan Media Kuis Kahoot Dalam Meningkatkan Hasil Belajar Di Smk Kartika Xx-1 Makassar. Educandum, 8(1), 29-38.

Sumarsono, A., & Sianturi, M. (2019). Peluang media interaktif dalam menunjang efektivitas pembelajaran tematik di sekolah dasar. Jurnal Pendidikan Edutama, 6(2), 101.

Syahza, A., & Riau, U. (2021). Buku Metodologi Penelitian, Edisi Revisi Tahun 2021.

Yuliani, R. (2020). Upaya Peningkatan Hasil Belajar Sosiologi Materi Perbedaan, Kesetaraan, Dan Harmoni Sosial Melalui Media Aplikasi Kahoot Bagi Peserta Didik Kelas XI IPS 2 Semester I SMA Islam Hidayatullah Semarang Tahun Pelajaran 2020/2021. Habitus: Jurnal Pendidikan, Sosiologi, & Antropologi, 4(1), 121-132.


Full Text: PDF

Article Metrics

Abstract View : 58 times
PDF Download : 38 times

DOI: 10.57235/jetish.v3i1.1040

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Putri Rahmalasari, Caska Caska, Mujiono Mujiono

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.