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Wolfgang Asindo Seran; Stefania Sonia Manek; Ivony Sarlin Asa

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

This research is motivated by the gap between the demands of the digital era on cutting-edge geography and the geography learning process at SMA Plus St. Albertus Agung Weleun, Malaka Regency. The learning process tends to be verbal and teacher-centered, the use of media with cutting-edge technology is still lacking in attention so that educators have minimal or lack of variation in using learning models and media. This has an impact on learning that is often boring and this condition affects student learning outcomes which are not yet satisfactory, which is the problem of this research. This study aims to determine: 1) the effect of the e-learning learning model assisted by the Kahoot application on student learning outcomes at SMA Plus St. Albertus Agung Weleun; 2) the difference in the effectiveness of the e-learning learning model assisted by the Kahoot application on student learning outcomes at SMA Plus St. Albertus Agung Weleun. This research is a quasi-experimental study with a Nonequivalent-Group Pretest-Posttest Design. The sample in this study were students in grades XA and XB where class XA was the experimental class and class XB was the control class. The data collection technique was carried out using a test instrument consisting of a pretest and posttest developed based on teaching materials. The instrument has met the requirements for validity and reliability. The difference in learning outcomes between the control group and the experimental group was analyzed using the T-test, while in this study it was the independent sample t-test and the n-gain score test. The various analysis techniques were analyzed using SPSS version 24.00. The results of the study showed that: 1) there is a significant effect of the e-learning learning model assisted by the Kahoot application on the learning outcomes of students at SMA Plus St. Albertus Agung Weleun with a sig value (2-tailed) of 0.000 ≤ 0.05. 2) the e-learning learning model assisted by the Kahoot application is less effective in improving student learning outcomes, the experimental class value is 54.9550 and the control class using conventional methods is not effective in improving student learning outcomes, the value is 15.1133.

Yuni Setiani Merlianta Girsang; Emmeria Tarihoran

Jurnal Magistra 2024 STP Dian Mandala Gunungsitoli Nias Keuskupan Sibolga

In this rapid development of technology, digital catechesis for early childhood takes a role in the process of faith education for them. In providing education and teaching to children, new methods are needed that provide new innovations, especially in the catechesis process. Educational games play their role in educating the faith of early childhood children by utilizing platforms available in digital development, namely Quizizz and Kahoot which can be a means for parents and catechists to educate children's faith by utilizing technology so that faith education provided to children gains new innovations.

Dila Rizki Amanda

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

The focus of this research is to investigate the influence of visual learning media on students' Indonesian language learning outcomes. The aim is to reveal the use of YouTube as an Indonesian language learning tool, explore students' perceptions of using Kahoot (a game-based learning application), describe the impact of using Quizizz on student motivation and learning outcomes, and analyze the e-learning learning process via the Edmodo platform in subjects Indonesian. It is also believed that the use of this media can increase students' interest in reading and stimulate the development of their ideas. With stimulated ideas, students' thinking abilities, especially higher level thinking, can be improved directly. In this rapidly developing era, the role of teachers is increasingly vital in the world of education. They are expected to actively develop insight and skills, including in the use of learning media. Visual media is an effective tool in learning, helping students understand the material better. Therefore, it is important for teachers to continue to innovate in creating learning media that suits the needs of the subjects being taught, in order to increase learning effectiveness and student engagement.

Rayhanah Maulani Raghdah; Esti Raihana; Riyanti Nasution

Jurnal Pelayanan Hubungan Masyarakat 2024 International Forum of Researchers and Lecturers

Media for learning is a crucial part in the world of education. Well-crafted media is likely to influence classroom teaching and, ideally, improve student performance. This article discusses education on using Kahoot! as an interactive learning media to increase students' motivation and understanding in learning English. The method used is by providing socialization and increasing students' abilities in using social network-based learning media with the web and mobile-based Kahoot application which will be delivered face-to-face or offline. By holding this socialization, it is hoped that students will be able to use the application well and can take advantage of the Kahoot! as an interesting medium for learning English. The results achieved in this socialization were that students agreed that the Kahoot! can help make the atmosphere more fun and less boring.

Amalina Amalina; Esti Raihana; Warminah Warminah

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2024 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

 Learning media is one aspect of increasing the success of learning. Using creative and interesting learning media will certainly make it easier for students to accept lessons. Kahoot! is a learning media in the form of a game that can be accessed on the website. The purpose of this outreach is to see whether the learning media Kahoot! useful for increasing students' interest in adding vocabulary. The methods used in carrying out this socialization are lecture methods, application use demos and question and answer sessions. The series of socialization activities include: (1) Students do practice questions regarding vocabulary manually (without game teaching media) (2) Then go to the step of providing an explanation about the Kahoot! learning application! (3) During this explanation session students will be explained the steps for using the Kahoot! application, (4) Followed by a question and answer session, (5) After the question and answer session several students are selected to come forward to try the Kahoot! (6) Students download the Kahoot! on their smartphone/laptop and work on the questions given. (7) Students do practice questions regarding vocabulary in the Kahoot! application. This socialization was carried out at the Pekanbaru Professional Development Vocational School. The subjects of this socialization are students of class X Tourism Travel Business with a learning time of 2 hours.

Sunarti Rasdin; Ananda Amalia Rahma; Nasir Nasir; Sadriana Ayu; Muhammad Wahyu

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

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.  

Zaitun Qomariah; Hesty Widiastuty; Iffa Kharimah; Winna Winna; Lafifah Suliyya

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to explore innovative approaches in integrating English-language religious content as a means of strengthening religious values ​​and improving listening skills in junior high school students at Alam School. This research uses a descriptive method, an innovative approach that illustrates the condition of the subject or object of research by detailing existing facts. The results of the research show that community service activities that use English religious content are successful in strengthening religious values ​​and improving students' listening skills. Students are able to understand and remember new vocabulary through listening to videos. They can also internalize the moral values ​​contained in the video. Apart from that, the use of gamification through the Kahoot application can motivate students to learn in an interactive and fun way. An innovative learning approach that integrates elements of religion and English can help students develop holistically, both spiritually, morally and in language skills. This approach can be an alternative that can be applied in learning English at school.

Hendriko Yanmil Yoas Tumangger; Erlinawaty Simanjuntak

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This study aims to improve mathematical problem solving through the inquiry learning model assisted by the kahoot! in SMA Negeri 1 Pahae Julu students T.A.2022/2023. The subjects in this study were 34 students of SMA Negeri 1 Pahae Julu T.A.2022/2023 and the object of this study was an increase in mathematical problem solving through the inquiry learning model assisted by the kahoot! application. Before conducting the research, the researcher first gave a pre-test on 2 the initial observation, which was carried out in 1 meeting. From the results of data analysis, it was obtained that the average mathematical problem solving was 65.176 with the percentage of students who completed 52.94%. Therefore, an effort is needed to improve mathematical problem solving through an inquiry learning model assisted by the kahoot! in SMA Negeri 1 Pahae Julu students T.A.2022/2023. An effort made is called research. This type of research is classroom action research conducted in 2 cycles, each cycle consisting of 2 meetings. The results of data analysis in cycle I obtained an average of 71.941 mathematical problem solving with a percentage of students who completed 76.47% experienced an increase in cycle II obtained an average of 76.059 mathematical problem solving with the percentage of students who completed 79.41%. The class has completely solved the problem in cycle II research. Thus it can be concluded that the research objectives have been achieved, namely to improve mathematical problem solving through the inquiry learning model assisted by the kahoot! in SMA Negeri 1 Pahae Julu students T.A.2022/2023.

Sulistiawati Sulistiawati; Tita Mulyati; Yayang Furi Furnamasari

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

In research conducted at SDN Lojikobong II on learning Civics learning in elementary schools regarding diversity. In the current era, there are many problems that arise and the existing culture fades. The purpose of the research is to find out the design of teaching materials for learning PPKn, diversity material for grade IV elementary schools, the feasibility of teaching materials and user responses to kahoot teaching materials. This study uses the Design and Development model, namely D&D, with the design and development of Analysis, Design, Development, Implementation, Evaluation (ADDIE) research procedures. Media validation and kahoot learning materials use experts, namely media experts and material experts. The trials in this study were carried out by class teachers and students in class IV to obtain user responses. In this research, data collection techniques used questionnaires and interviews, research used media experts, material experts, teachers and students with instruments used questionnaires and interviews. The results of the study show that the assessment from the expert's point of view is in the very good category and the ratings from the users are very good. The recommendation from this study is that kahoot learning media can be used in the learning process with guidance on the use of teacher media and learning understanding of diversity material in students.  

M Iqbal Arrosyad; Fanika Yuliana; Siti Nurjannah; Marina Marina

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2023 CV. Alim's Publishing

The purpose of this study is to review more deeply the use of digital media kahoot: by dragon box in learning mathematics accompanied by a description of the obstacles experienced during the use of digital-based learning media: kahoot number by dragon box in learning mathematics in training children to think critically.  Qualitative description methods with interview techniques and the application of digital media include participatory observation, interviews, and documentation.  The subjects of this study were students aged 6-9 years from Kindergarten to Grade 3 Elementary School. The results of this study indicated that the implementation of digital teaching media was carried out in four stages, namely the action planning stage to develop a plan for using digital teaching media that is suitable for use in learning mathematics in training children to think critically,  the stage of carrying out the action by learning mathematics material using digital media through the educational game kahoot: numbers by dragon box, the stage of the action results as an effort to successfully use digital teaching media that is good for the development of children's thinking from the beginning to the end of use, and the stage of reflection by assessing how the process  implementation and results in the use of digital teaching media for children aged 6-9 years.  And the obstacles found in the use of digital teaching media are in the form of installing applications and registering accounts, the process of carrying out digital teaching media.

Silvia Permatasari; Tengku Hamid Darmawan; Rendy Rendy; Nabila Azzahra; Lola Zulaika +6 more

Jurnal Inovasi Ilmu Pendidikan 2022 Pusat Riset dan Inovasi Nasional

The Industrial Revolution 4.0, which coincided with the presence of the Covid-19 pandemic, demanded that the world of education implement a different system. Classroom learning that involves students directly is now starting to switch to online learning. One of the learning media used is the Kahoot application. Interactive quizzes in this application can be implemented on an ongoing basis, including in face-to-face learning after the pandemic. Unfortunately, not all educational institutions know about the existence and benefits of this application. Sungai Putih High School, Kampar Regency, which is our service partner, is one of them. This dedication to introducing interactive learning through online media has had satisfactory results. From 38 respondents covering all classes and teachers at the high school, 100% of respondents felt interested in this learning and 96% of respondents agreed that learning evaluation using Kahoot was felt to be more effective than tests in general. For the continuity of implementation, the service team provided a Kahoot Usage Guide book which was designed directly by the service team.

Diah Harmawati; Retno Wuri Sulistyowati; Beatus Tambaip

Jurnal Pengabdian Kepada Masyarakat 2022 Sekolah Tinggi Pastoral Kateketik Santo Fransiskus Assisi

Salah satu penyebab mata pelajaran IPA kurang diminati peserta didik di SD YPPK Hati Kudus Merauke adalah cara menyampaikan materi dari guru yang tidak menarik dan sifatnya kontekstual. Perlu pendekatan dan memerlukan media pembelajaran yang tepat sehingga peserta didik bisa memahami materi dan manfaatnya dalam konteks kehidupan nyata. Salah satunya adalah memanfaatkan melalui Kahoot diharapkan guru mampu menguasai perkembangan zaman dan selalu update informasi terkini dalam memberikan materi kepada peserta didik maupun penggunaan media. Aplikasi Kahoot hadir pada zaman sekarang dimana pada masa ini kecanggihan teknologi sangat cepat. Hasil pengabdian menunjukkan bahwa guru dapat menggunakan aplikasi Kahoot sehingga jika diaplikasikan ke peserta didik membuat peserta didik merasa senang karena bentuk soalnya berupa media interaktif yang bisa dikerjakan dan langsung mengetahui nilainya.

Rr. Diana Insyafari

Jurnal Riset Rumpun Ilmu Pendidikan 2022 Lembaga Pengembangan Kinerja Dosen

Percussion music is one of the musical art materials in Surakarta State SLB. Teaching percussion music to Deaf children is difficult because they cannot hear and speak. This research develops a strategy and method of learning percussion music that is easily understood by Deaf children. The strategies used are: 1) Creating Percussion Notation that can be understood by Deaf children, 2) Creating sign language for the basic techniques of playing percussion, 3) Creating lip movements about the basic techniques of percussion playing, 4) Making a summary of the material with sentences that simple that can be understood by Deaf children, 5) Using Kahoot for learning evaluation.