Ananda, Enjela Dwi
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Pemanfaatan Aplikasi Game Edukasi Kahoot! Dalam Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Engine dan Unit Alat Berat Fase F Teknik Alat Berat di SMK Muhammadiyah 1 Pekanbaru Ananda, Enjela Dwi; Ambiyar; Mahesi Agni Zaus; Sadly Firmansyah
Jurnal Vokasi Teknik Informatika Vol 5 No 1 (2025)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v5i1.218

Abstract

This study investigates the effect of the Kahoot! educational game on student learning outcomes in the Engine and Heavy Equipment Unit course for Phase F students at SMK Muhammadiyah 1 Pekanbaru. A quasi-experimental design with equivalent control and experimental groups (n=18 each) was employed. Data were analyzed using normality and homogeneity tests, confirming suitability for parametric testing. Hypothesis testing using an independent t-test revealed a significant improvement in the experimental group’s mean post-test score (80.3) compared to the control group (74.2), with t (34) = 3.618, p < 0.05. The pre-test scores showed no significant difference between groups, ensuring comparability. These findings demonstrate that Kahoot! as an interactive gamified learning tool effectively enhances student engagement and academic performance in vocational engineering education. This study contributes novel empirical evidence supporting the integration of gamification in technical skill development, addressing a research gap in vocational ICT-based pedagogy.