Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres

PENGARUH APLIKASI KAHOOT BERBASIS GAME EDUKATIF TERHADAP MINAT DAN HASIL BELAJAR SISWA KELAS IV DI UPTD SDN 130 INPRES GANTARANG TOMPOBULU KECAMATAN MAROS

Muhajir, Muhajir (Unknown)
Darmawati, Darmawati (Unknown)
Mutmainnah, Mutmainnah (Unknown)
Nurhasanah, Nurhasanah (Unknown)



Article Info

Publish Date
08 Sep 2024

Abstract

One educational tool that can increase students' interest and motivation to learn is Kahoot. Research using the Kahoot app was also conducted in the only dasar school in one of the two provinces in Maros, UPTD Dasar Negeri 130 Inpres Gantarang Tompobulu, for fourth-grade students studying pancasila. The purpose of this study is to examine the effects of using Kahoot as an educational medium on student learning outcomes. The sample population used in this study is made up of students in grades IV, whereas the sample size that was selected is a subset of approximately fifteen students. The type of analysis used in this study is experimentation analysis using the method of experimentation.One Posttest and Pretest Group. The data collection technique used is called a test. According to the study, there are differences in the learning outcomes before and after the experiment.

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Journal Info

Abbrev

pendas

Publisher

Subject

Other

Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...