Efektivitas Penggunaan Model Pembelajaran Kooperatif Tipe TGT (Team Game Tournament) Menggunakan Media Kahoot dalam Meningkatkan Hasil Belajar Siswa Kelas 5 SD Negeri Rejomulyo
DOI:
https://doi.org/10.59024/atmosfer.v3i1.1166Keywords:
Kahoot, Media, MatematikaAbstract
Learning that lacks variety makes students less enthusiastic in learning activities which results in low motivation to learn in students. Therefore, the researcher applied Kahoot learning media to increase the learning motivation of grade V students of SD Negeri Rejomulyo in the science and science subjects for the 2024/2025 school year. This research aims to increase students' learning motivation through the use of word wall media. The research method used is Classroom Action Research (CAR) which consists of 2 cycles. There are 4 stages in each cycle, namely: Planning, Implementation, Observation, Reflection. The results of the study show that the application of Kahoot media has an impact on the change in attitude that occurs in students after applying learning with Kahoot media. The results of the research obtained were that the learning motivation of students in cycle 1 was 47% in the high category, in cycle II it increased to 93.47% in the very high category. The conclusion of this study is that the use of Kahoot media can increase students' learning motivation in learning social studies in grade V of SD Negeri Rejomulyo.
References
Arikunto, S., et al. (2015). Penelitian tindakan kelas. Jakarta: Bumi Aksara.
Dimyati, & Mudjiono. (2018). Belajar dan pembelajaran. Jakarta: Rineka Cipta.
Djamarah, S. B. (2002). Psikologi belajar. Jakarta: Rineka Cipta.
Gagne, R. M., & Briggs, L. J. (2020). Principles of instructional design (4th ed.). Japan: High Schools.
Hamdu, G., & Agustina, L. (2011). Pengaruh motivasi belajar siswa terhadap hasil belajar IPA di sekolah dasar. Edukatif: Jurnal Ilmu Pendidikan, 12(1), 90–96. https://doi.org/10.31004/edukatif.v1i3.63
Harisuddin, M. I. (2019). Secuil esensi berfikir kreatif dan motivasi belajar siswa. Bandung: PT. Panca Terra Firma.
Maghfiroh, K. (2018). Penggunaan media word wall untuk meningkatkan hasil belajar matematika pada siswa kelas IV MI Roudlotul Huda. Jurnal Profesi Keguruan, 4(1), 65.
Novidiantoko, D. (2020). Cara praktis meningkatkan motivasi siswa di sekolah dasar. Yogyakarta: Deepublish.
Nugroho, D. A., Harmastuti, & Uminingsih. (2017). Membangun game edukasi “Mathematic Maze” berbasis Android untuk meningkatkan kemampuan berhitung pada anak sekolah dasar. Jurnal Statistika Industri dan Komputasi, 2(1), 67-77.
Nurindah, & Kasman. (2021). Implementasi media pembelajaran berbasis Android terhadap hasil belajar bahasa Indonesia. Jurnal Teknologi Pendidikan, 10(1).
Rosdiani, et al. (2021). Pelatihan membuat game edukasi Kahoot untuk guru di Kelurahan Karaton. Jurnal Abnimas, 2(2), 247-255.
Sari, P. M., & Yarza, H. N. (2021). Pelatihan penggunaan aplikasi Quizizz dan Kahoot pada pembelajaran IPA bagi guru-guru SDIT Al-Kahfi. Jurnal Pengabdian Masyarakat Berkemajuan, 4(2), 195–199.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.