Abristadevi, Abristadevi
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Pengaruh Penggunaan Aplikasi Kahoot! terhadap Minat Belajar Siswa pada Mata Pelajaran Sejarah Kebudayaan Islam (SKI) di MAN 1 Kota Bogor Handayani, Dewi; Lisnawati, Santi; Abristadevi, Abristadevi
MASALIQ Vol 5 No 3 (2025): MEI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v5i3.5754

Abstract

This study is motivated by the limited research on the low interest in learning among students in the subject of Islamic Cultural History, despite the fact that this phenomenon has a significant impact on education. The purpose of this research is to investigate the effect of the Kahoot! application on student interest in the subject of Islamic Cultural History (Sejarah Kebudayaan Islam, SKI) in the twelfth grade at Madrasah Aliyah Negeri 1 Kota Bogor. The method used is quantitative with a quasi-experimental approach and a non-equivalent design, with a sample of 60 students selected through purposive sampling. Data were collected using a learning interest questionnaire instrument designed to measure student engagement, interest, attention, and enjoyment, and were analyzed using an independent sample t-test. The results indicate that there is a significant effect of the Kahoot! application on student interest in the SKI subject for twelfth grade at MAN 1 Kota Bogor. The main conclusion of this study is that the analysis results from the independent sample t-test using SPSS 26.0 show that Kahoot! is an effective interactive learning tool for increasing student interest, evidenced by higher evaluation scores in the experimental class. Therefore, Kahoot! is recommended as an alternative for teaching SKI as it creates a fun and engaging learning environment. The implications of this research encompass theoretical aspects, where this study contributes to strengthening the theory regarding the importance of interactive learning media in enhancing student interest, as well as practical aspects for teachers, where the use of Kahoot! can be a fun teaching strategy that improves student engagement in the classroom. These findings can serve as a basis for schools or educational institutions to integrate interactive digital media into the curriculum, especially in technology-based learning.
Peran Penggunaan Media Pembelajaran Berbasis Wordwall dalam Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran PAI Tria Putra, Aufa Rafiqi; Alwahid, Muhamad Azhar; Abristadevi, Abristadevi
YASIN Vol 5 No 5 (2025): OKTOBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v5i5.6631

Abstract

The low academic performance of students in Islamic Religious Education (PAI) at the elementary school level remains a concern, partly due to the limited use of interactive digital learning media. One promising yet underexplored medium is Wordwall. This study aims to assess the effectiveness of Wordwall in improving the learning outcomes of fifth-grade students in PAI at SDN Cimanggu Kecil. A quantitative approach was employed using a quasi-experimental design of the Nonequivalent Control Group type. The sample consisted of 73 students divided into experimental and control groups through purposive sampling. Data were collected using pretest and posttest assessments and analyzed using normality, homogeneity, and independent sample t-tests via SPSS version 27. The results show a significant difference in posttest scores between the experimental group (mean = 84.86) and the control group (mean = 68.24), with a significance value of 0.000 (< 0.05). This indicates that the use of Wordwall has a significant effect on improving student learning outcomes. The findings align with constructivist and behaviorist theories that support active and interactive learning. The study concludes that Wordwall is an effective medium for creating a more engaging and meaningful PAI learning process. The implications include theoretical contributions to the literature on digital media in religious education and practical recommendations for teachers and schools to integrate game-based media into instructional practices.