The Effect of Implementing Kahoot-Based Quiz Media on Interest in Learning Mathematics
Abstract
This research aims to determine the differences and increase of interest in learning mathematics before and after using Kahoot-based quiz media in class XI SMA Muhammadiyah 5 Yogyakarta. This type of research uses Quasi Experiment only using one class using a total sampling technique from class XI IPS 1. The data collection technique used a questionnaire. The sample of research respondents was measured using a Likert scale with a scale value category of 4. The results of the research can be concluded that: 1) There is a difference in influence between students' interest in learning mathematics before and after learning Kahoot-based quiz media, namely t count = 3.27 and t table = 1.725, so t count is greater than t table at the 5% significance level, namely 3.27>1.725. 2) there was an increase in students' interest in learning mathematics after using Kahoot-based quiz media. The average interest in learning mathematics for students before using Kahoot was 2.91 in the high category and the average interest in learning mathematics for students after using Kahoot was 3.04 in the very high category.
Keywords
Full Text:
PDFReferences
Dito, S. B., & Pujiastuti, H. (2021). Dampak Revolusi Industri 4.0 Pada Sektor Pendidikan: Kajian Literatur Mengenai Digital Learning Pada Pendidikan Dasar dan Menengah. Jurnal Sains dan Edukasi Sains, 4(2), 59–65. https://doi.org/10.24246/juses.v4i2p59-65
Efendi, A. M., & Yudhi, P. (2022). Penerapan Game Interaktif Aplikasi Kahoot untuk Meningkatkan Minat Belajar Matematika Siswa. 2(2), 177–187.
Purba, L. S. L., Sormin, E., Harefa, N., & Sumiyati, S. (2019). Effectiveness of use of online games kahoot! chemical to improve student learning motivation. Jurnal Pendidikan Kimia, 11(2), 57–66. https://doi.org/10.24114/jpkim.v11i2.14463
Sholehah, S. H., Handayani, D. E., & Prasetyo, S. A. (2018). Minat Belajar Siswa Pada Mata Pelajaran Matematika Kelas Iv Sd Negeri Karangroto 04 Semarang. Mimbar Ilmu, 23(3), 237–244. https://doi.org/10.23887/mi.v23i3.16494
Sugiyono. (2013). Metode Penelitian Kuantitatif, Kualitatif, dan Tindakan. Alfabeta.
Sumarso. (2019). Pembimbingan Guru Membuat Kuis Online Kahoot Dengan Combro. Deepublish.
DOI: http://dx.doi.org/10.18415/ijmmu.v11i8.6082
Refbacks
Copyright (c) 2024 International Journal of Multicultural and Multireligious Understanding
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
https://ijmmu.com
editor@ijmmu.com
facebook.com/ijmmu
Copyright © 2014-2018 IJMMU. All rights reserved.