PENGEMBANGAN GAME KAHOOT SEBAGAI MEDIA EVALUASI HASIL BELAJAR SISWA - ARIEF MASYRUFIN (EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi, 2022)
The increasingly rapid development of technology can be used as an innovation that can support optimization in the evaluation of effective learning, because technology offers various kinds of convenience in it. Utilization and use of technology in the learning process is able to maximize student learning activities. One form of utilizing technological advances in education is the Kahoot learning application. The development model used by the researcher is the 4D model, formed from 4 main stages such as: define, design, development, and disseminate. The results of the validation by material experts obtained a percentage of 80% "valid". Media experts get a percentage of 84% “valid”. Evaluation experts get a percentage of 80% "valid". Furthermore, the test results obtained an average score of 42 students pretest and posttest 88 there was an increase in the value of 46. Finally, the assessment of student responses to the use of the Kahoot game obtained a percentage of 92% "very good". So it can be concluded that the game application Kahoot! developed by researchers is relevant and interesting to serve as a medium for evaluating student learning outcomes. ABSTRAKPerkembangan teknologi yang semakin pesat dapat dijadikan suatu inovasi yang dapat mendukung optimalisasi dalam evaluasi pembelajaran yang efektif, karena teknologi menawarkan berbagai macam kemudahan didalammnya. Pemanfaatan dan penggunaan teknologi dalam proses pembelajaran mampu memaksimalkan kegiatan belajar siswa. Salah satu bentuk pemanfaatan kemajuan tekonologi dalam dunia pendidikan yaitu aplikasi pembelajaran Kahoot. Model pengembangan yang digunakan peneliti yaitu model 4D, terbentuk dari 4 tahapan utama seperti : define, design, development, dan disseminate. Hasil validasi oleh ahli materi memperoleh persentase 80% “valid”. Ahli media mendapatkan persentase 84% “valid”. Ahli evaluasi mendapatkan persentase 80% “valid”. Selanjutnya hasil uji coba didapatkan rata-rata nilai pretest siswa 42 dan posttest 88 terdapat peningkatan nilai sebesar 46. Terakhir penilain respon siswa terhadap penggunaan game Kahoot memperoleh persentase 92% “sangat baik”. Sehingga dapat disimpulkan aplikasi game Kahoot! yang dikembangkan peneliti relevan dan menarik untuk dijadikan sebagai media evaluasi hasil belajar siswa.