Zalma Niendya Pangestika1
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PENGARUH PRESEPSI SISWA PADA MEDIA GAME KAHOOT TERHADAP EVALUASI BELAJAR SISWA MATAPELAJARAN EKONOMI KELAS XI SMA AL-KAUTSAR BANDAR LAMPUNG Zalma Niendya Pangestika1; Dian Khoiriyani Putri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.26639

Abstract

Learning media is a tool teachers to deliver learning materials, increase student creativity, and increase student interest in the learning process. Educational technology is the application of knowledge-based principles in overcoming learning challenges. In education, learning media is very important to be applied in the world of education. A need to involve this application in the learning process if it is said to be necessary to support learning that tends to be boring. The research method used in this research is a quantitative approach. This approach is carried out through data collection through survey research with questionnaire collection. The technical sampling distributed by purposive sampling was filled by 55 respondents from a total population of 123 students. The respondents came from active students class XI Al-Kautsar High School Bandar Lampung. Data analysis uses Simple Linear Regression and is processed with the SPSS 26 program. Based on the results of this study, it shows that the influence of student perception in using kahoot games affects the evaluation of economic learning. With a determination level 0.467 (64.6%) of the students' perception of using kahoot games was influenced by learning evaluation and other factors that were not included in this model was 35.4.