Pengaruh Penggunaan Aplikasi Kahoot! Sebagai Digital Game-Based Learning Terhadap Hasil Belajar Siswa pada Mata Pelajaran IPS Kelas IX di SMP Negeri 15 Padang
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Abstract
Kahoot! is a aplication as digital game-based learning . This study aims to determine the effect of using the Kahoot! on student learning outcomes in social studies subject class IX at SMP Negeri 15 Padang. This study uses a quantitative research approach in the form of a Quasy Experiment. The population of this research is grade IX students of SMP Negeri 15 Padang in 2021/2022. Samples were taken from 2 classes, namely class IX.E as a experimental class and IX.F as a control class. The data needed from this research is learning outcomes data obtained using a test in the form of an objective question of 30 questions, and the data is analyzed by using a diffrence test (t-test). The result showed the average value of the class using the Kahoot! that is 80,8 higher than the average class that uses the lecture method, namely 66,5. With a t-test with a significant level of 0,05, it is obtained that tcount > ttable is 2,1140 > 1,734. This shows that there is a significant difference in student learning outcomes using the Kahoot! compared to student learning outcomes using the lecture method. So it can be concluded that using the Kahoot! in learning has a significant effect onthe learning outcomes of class IX students in social studies subject at SMP Negeri 15 Padang.