PENGARUH PENGGUNAAN APLIKASI KAHOOT TERHADAP MOTIVASI BELAJAR SISWA DALAM PEMBELAJARAN SEJARAH KELAS XI IPS SMA NEGERI 1 GEBOG KABUPATEN KUDUS TAHUN PELAJARAN 2022/2023


Naili Risqiya, 3101418041 (2022) PENGARUH PENGGUNAAN APLIKASI KAHOOT TERHADAP MOTIVASI BELAJAR SISWA DALAM PEMBELAJARAN SEJARAH KELAS XI IPS SMA NEGERI 1 GEBOG KABUPATEN KUDUS TAHUN PELAJARAN 2022/2023. Under Graduates thesis, Universitas Negeri Semarang.

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Abstract

Development of the world of education in the digital era requires teachers to be able to develop learning media to facilitate students in the learning process. Fun learning is expected to attract students' attention and increase student learning motivation. Digital-based learning innovation in this study uses the Kahoot application as a learning medium. This study aims to: 1) Knowing the learning process of Indonesian history in class XI IPS SMA Negeri 1 Gebog, 2) Knowing the differences in student learning motivation in classes that use the Kahoot application and classes that do not use Kahoot, 3) Knowing the effect of using the Kahoot application on learning motivation students in learning history at SMA Negeri 1 Gebog. This study uses an experimental method in the form of Nonequivalent Control Group Design , data collection techniques through observation and questionnaires. The population in this study were students of class XI IPS SMA Negeri 1 Gebog, Kudus Regency. Sampling was carried out using purposive sampling technique and selected class XI IPS 4 as the control class and class XI IPS 3 as the experimental class. The data analysis technique used independent ttest and simple linear regression test. The results showed that the process of learning Indonesian history in class XI IPS went quite well. The learning media used by the history teacher of SMA Negeri 1 Gebog only uses textbooks and smartphones to find additional material. The monotonous learning media makes Indonesian history subjects less interesting and boring. This study also shows that there are differences in learning motivation between classes that use Kahoot and classes that do not use Kahoot. The experimental class got an average score of 97.83 this value is higher than the posttest average of the control class's learning motivation. The results of the analysis using the independent t-test showed a significance value of 0.000 < 0.05, and a value of > , which was 4.575 > 1.688, so it was accepted and rejected, which means that there is an effect of using Kahoot on students' learning motivation. Thus, it can be concluded that the better the use of the Kahoot application in learning, the student's learning motivation also increases. Referring to the results of the research and the findings of the researchers, it can be concluded that the Kahoot application has an effect on students' learning motivation in learning history. Suggestions for this research, namely learning history using the Kahoot application can be used by teachers in increasing student learning motivation and can evaluate the level of students' understanding of the material that has been delivered.

Item Type: Thesis (Under Graduates)
Uncontrolled Keywords: Kahoot Application, Learning Motivation, History Learning
Subjects: L Education > LA History of education
Fakultas: Fakultas Ilmu Sosial > Pendidikan Sejarah, S1
Depositing User: Sri Wahyuningsih
Date Deposited: 05 Jan 2023 00:55
Last Modified: 05 Jan 2023 00:55
URI: http://lib.unnes.ac.id/id/eprint/54658

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