Jurnal Vokasi Informatika (JAVIT)
Vol 5 No 1 (2025)

Pemanfaatan Aplikasi Game Edukasi Kahoot! Dalam Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Engine dan Unit Alat Berat Fase F Teknik Alat Berat di SMK Muhammadiyah 1 Pekanbaru

Ananda, Enjela Dwi (Unknown)
Ambiyar (Unknown)
Mahesi Agni Zaus (Unknown)
Sadly Firmansyah (Unknown)



Article Info

Publish Date
28 Feb 2025

Abstract

This study investigates the effect of the Kahoot! educational game on student learning outcomes in the Engine and Heavy Equipment Unit course for Phase F students at SMK Muhammadiyah 1 Pekanbaru. A quasi-experimental design with equivalent control and experimental groups (n=18 each) was employed. Data were analyzed using normality and homogeneity tests, confirming suitability for parametric testing. Hypothesis testing using an independent t-test revealed a significant improvement in the experimental group’s mean post-test score (80.3) compared to the control group (74.2), with t (34) = 3.618, p < 0.05. The pre-test scores showed no significant difference between groups, ensuring comparability. These findings demonstrate that Kahoot! as an interactive gamified learning tool effectively enhances student engagement and academic performance in vocational engineering education. This study contributes novel empirical evidence supporting the integration of gamification in technical skill development, addressing a research gap in vocational ICT-based pedagogy.

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Journal Info

Abbrev

javit

Publisher

Subject

Computer Science & IT Education

Description

Jurnal Vokasi Informatika (JAVIT) merupakan jurnal berskala nasional yang berfokus pada publikasi penelitian dalam bidang pendidikan vokasi informatika. Semua artikel yang masuk ke JAVIT harus melalui proses peer-review yang cepat namun komprehensif yang ditangani oleh editorial yang professional. ...