SciRepID - Gamfication dalam Evaluasi Pembelajaran untuk Meningkatkan Hasill Belajar dengan Aplikasi Kahoot Mata Pelajaran Informatika SMA Negeri 14 Maros

📅 22 January 2024
DOI: 10.61132/jbpai.v2i1.57

Gamfication dalam Evaluasi Pembelajaran untuk Meningkatkan Hasill Belajar dengan Aplikasi Kahoot Mata Pelajaran Informatika SMA Negeri 14 Maros

Jurnal Budi Pekerti Agama Islam
Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia (ARIPAFI)

📄 Abstract

This research is clossroom action research (Classroom Action research) which aims to deretmine tha improvement in student learning outcomes in the informatics subject class X.1 SMA Negeri 14 Maros. The research subjects were students in class X.1 of SMA Negeri 14 Maros for the 2023/2024 academic year with a tital of 36 students. This research was conducted in two cycles and each cycle consisted of 4 meetings. The results of this research show that the application of kahoot game-based media can increase student activity and learning outcomes in informatics subjects. Quatitative analysis shows that learning outcomes in the initial test were 33.33%, in cycle i there was an increase of 55.55% and then in cycle II it became 88.88%. This means that there is a significant increase in student learning outcomes.
 

🔖 Keywords

#Gamification; Learning Evaluation; Kahoot Application; Motivation; Engagement; Students

ℹ️ Informasi Publikasi

Tanggal Publikasi
22 January 2024
Volume / Nomor / Tahun
Volume 2, Nomor 1, Tahun 2024

📝 HOW TO CITE

Sunarti Rasdin; Ananda Amalia Rahma; Nasir Nasir; Sadriana Ayu; Muhammad Wahyu, "Gamfication dalam Evaluasi Pembelajaran untuk Meningkatkan Hasill Belajar dengan Aplikasi Kahoot Mata Pelajaran Informatika SMA Negeri 14 Maros," Jurnal Budi Pekerti Agama Islam, vol. 2, no. 1, Jan. 2024.

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