Dwi Putri Oktaviani
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PENINGKATAN MINAT BELAJAR SISWA KELAS IV PADA MATA PELAJARAN AL-QURAN HADITS DI MIS AL-HASANAH MEDAN TP. 2019/2020 Rahmat hidayat; Fauzi Lubis; Dwi Putri Oktaviani
Almufida : Jurnal Ilmu-Ilmu Keislaman Vol 4, No 1 (2019): Almufida: Jurnal Ilmu-Ilmu Keislaman
Publisher : Universitas Dharmawangsa

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Abstract

Hasil analisis data menunjukkan bahwa adanya peningkatan minat belajar siswa kelas IV MIS AL-HASANAH Medan mulai dari pelaksanaan pra tindakan hingga siklus II. (1) Hasil pra tindakan menunjukkan rata-rata nilai individu adalah 25%; (2) Pada siklus I menunjukkan adanya peningkatan dimana secara individu siswa adalah 55%; (3) Hasil siklus II rata-rata mencapai 80%; (4) Kendala yang dihadapi guru dalam penerapan strategi inkuiri adalah; (a) Kesulitan mengontrol kegiatan dan keberhasilan siswa; (b) Sulitnya merencanakan pembelajaran oleh karena terbentur dengan kebiasaan siswa dalam belajar; (c) Guru kurang mengaplikasikan melalui teknologi.
Pemanfaatan Game Edukasi Kahoot dalam Membangun Suasana Belajar yang Menyenangkan di MI As Shaffah Bengkulu Naziroh, Nikmatun; Febriani Melinda Putri; Dwi Putri Oktaviani; Khodijah
JPT : Jurnal Pendidikan Tematik Vol 6 No 1 (2025): April
Publisher : Yayasan Darussalam Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62159/jpt.v6i1.1715

Abstract

In today's digital era, the utilization of technology in learning is one of the solutions to create an interesting and fun learning atmosphere. Monotonous and teacher-centered learning often causes boredom in students, resulting in decreased motivation and learning outcomes. One of the innovations that has begun to be widely applied is the use of educational games such as Kahoot!, a digital-based interactive quiz platform that combines elements of games with education. Kahoot allows students to learn competitively while still having fun, increasing active participation and engagement in the learning process. This research was conducted at MI As Shaffah Bengkulu to describe the utilization of Kahoot in building a more fun and interactive learning atmosphere. The results of this study are expected to provide an overview that the use of educational game-based learning media is able to increase students' enthusiasm, focus and motivation to learn.