PENGARUH MEDIA INTERAKTIF KAHOOT DALAM MENINGKATKAN MOTIVASI BELAJAR PESERTA DIDIK DI SMA NEGERI 2 RANTAU UTARA

(1) * Sri Fadhilah Mail (PPG Calon Guru, LPTK Universitas Labuhan Batu, Indonesia)
*corresponding author

Abstract


This study aims to see the effect of Kahoot interactive media in increasing student learning motivation at SMA Negeri 2 Rantau Utara. The research method used is Classroom Action Research (CAR). Classroom Action Research was conducted at SMA Negeri 2 Rantau Utara. The subjects in this study were students of class XII IIS 3 SMA Negeri 2 Rantau Utara in the 2024/2025 academic year with a total of 35 students. The results of the study showed that there was a significant increase in the application of Kahoot interactive media on student learning motivation, starting from the pre-action stage by 40%, at the cycle I stage by 65%, and at the cycle II stage by 92%. Therefore, interactive learning media in the form of Kahoot is very influential in increasing student learning motivation because students will learn in a fun way so that it can involve student activity in the learning process, increase interaction between students and teachers, involve student emotions, and students can show their satisfaction in the learning process so that they have the awareness to continue to improve their learning process and increase their insight.

   

DOI

https://doi.org/10.31604/ptk.v8i3.1050-1057
      

Article metrics

10.31604/ptk.v8i3.1050-1057 Abstract views : 0 | PDF views : 0

   

Cite

   

Full Text

Download

References


Anviani, R., & Pujiriyanto, P. (2022). Penggunaan Aplikasi Kahoot! dalam Meningkatkan Hasil Belajar Siswa. Epistema, 3(1), 1–9. https://doi.org/10.21831/ep.v3i1.31746

Hafizah, Z., Syafitri, E., & Daulay, N. (2024). Peningkatan Motivasi Belajar Siswa Melalui Media Pembelajaran Berbasis Kahoot! Di SMA Negeri 4 Kisaran. Jurnal Inovasi Pendidikan, 7(10). https://doi.org/10.13140/RG.2.2.16895.83367

Kristanto, A. (2016). Media Pembelajaran. Penerbit Bintang Surabaya.

Putra, A. D., & Salsabila, H. (n.d.). Pengaruh Media Interaktif dalam Perkembangan Kegiatan Pembelajaran pada Instansi Pendidikan. Inovasi Kurikulum. https://ejournal.upi.edu/index.php/JI

Sapriyah. (2019). Media Pembelajaran Dalam Proses Belajar Mengajar. Prosiding Seminar Nasional Pendidikan FKIP, 2(1), 470–477.

Suhirman. (2021). Penelitian Tindakan Kelas (Pendekatan Teoritis & Praktis) (H. Efendi, Ed.; Cetakan 1). Sanabil. www.sanabil.web.id

Tanwir, M. (2023). Efektivitas Penerapan Aplikasi Kahoot Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Matematika di Sekolah SMAN 4 DKI Jakarta Banda Aceh.

Undang-Undang Republik Indonesia Nomor 20 Tahun 2003 Tentang Sistem Pendidikan Nasional. (n.d.).

Wati, N. M. S. N., & Dewi, N. W. D. P. (2024). Pengaruh Penggunaan Media Pembelajaran Game Kahoot Terhadap Motivasi Dan Hasil Belajar Siswa SMP.

Widyadari, 25(2), 303–314. https://doi.org/10.59672/widyadari.v25i2.4132


Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
UM-Tapsel Press : Institusional Publisher | Universitas Muhammadiyah Tapanuli Selatan
http://jurnal.um-tapsel.ac.id/index.php/ptk
email : peteka@um-tapsel.ac.id

Creative Commons Licence
This work is licensed under a Creative Commons Attribution 4.0 International License.