Rafisya, Annisa Risqi
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Journal : Journal of Information Technology and Education (JITED)

PENERAPAN GAME BASED LEARNING UNTUK MENINGKATKAN KEAKTIFAN DAN MOTIVASI BELAJAR KELAS X TKJ SMK NEGERI 1 PUNDONG Rafisya, Annisa Risqi; Utomo, Pramudi; Fajaryati, Nuryake
Journal of Information Technology and Education (JITED) Vol. 2 No. 2 (2024): September 2024
Publisher : Department of Electronics and Informatics Engineering Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jited.v2i2.738

Abstract

The purpose of this study is to increase the activity and motivation of students in class X TKJ B SMK Negeri 1 Pundong through the application of game-based learning in the subject of Fundamentals of Computer Network Engineering and Telecommunication. The type of research carried out is Classroom Action Research (PTK) which is carried out in two cycles. Each cycle consists of four stages, namely planning, implementation of actions, observation and reflection. The subjects in this study are 36 students in class X TKJ B SMK Negeri 1 Pundong for the 2023/2024 academic year. The analysis technique used is quantitative descriptive analysis.The results of this study show that the application of game-based learning carried out using the Quizizz and Kahoot! can increase learning activity and cannot increase the learning motivation of students in class X TKJ B SMK Negeri 1 Pundong in the subject of Fundamentals of Computer Network Engineering and Telecommunications. This can be seen from the increase in the average percentage of learning activity from the first cycle by 45%, in the second cycle it increased to 69%. The average percentage of learning motivation in cycle I learning motivation in cycle I was 79%, in cycle II it was 79%. Keyword: game-based learning, classroom action research, learning activity, learning motivation