Widyasmara, Diva Anindya
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Keefektifan Pembelajaran “Game Digital” Menggunakan Kahoot! terhadap Kemampuan Numerasi Widyasmara, Diva Anindya; Indiati, Intan; Setyawati, Rina Dwi
Imajiner: Jurnal Matematika dan Pendidikan Matematika Vol 8, No 4 (2026): Imajiner: Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/imajiner.v8i4.21751

Abstract

This study aims to analyze the effectiveness of “Digital Game”-based learning with Kahoot! media on students’ numeracy skills. The method used is Quasi Experimental with Posttest Only Control Design. The study population included students of grade VII MTs N 1 Semarang, with two classes as samples: an experimental class that implemented “Digital Game” learning using Kahoot! and a control class that used traditional learning methods. Sample selection was done through cluster random sampling technique. Data were collected through observation to monitor student activity during the learning process, a post-test essay test to assess students’ numeracy skills, and documentation to obtain information such as student names, the learning process in class, and test scores. The results showed that the numeracy skills of students who participated in “Digital Game”-based learning using Kahoot! were higher than students who studied using conventional methods. In addition, there was an influence of student activity in learning using Kahoot! on their numeracy skills, and students in the experimental group achieved completion.