PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBASIS GAME KAHOOT TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN PPKn KELAS X DI SMAN 2 MATARAM

The purpose of this study is to see whether the application of the problem based learning model based on the kahoot game has an effect on student’s interest in learning in PPKn subject. The approach used is quantitative with the type of research, quasi-experimental and nonequivalent control type. The research sample consisted of two classes with a purposive sampling technique. Data analysis using prerequisite test, namely the normality test (Shapiro-Wilk Test), homogeneity test (Levene test), and Hypothesis test (t test) Based on the results of hypothesis testing using the t-test with a significance level of 5%, a significant value of < 0,001 < 0,05 was obtained, then H0 was rejected and Ha was accepted. Thus, it can said that there is an effect of the application of the problem based learning model based on the kahoot game on students interest in learning in PPKn subjects for class X at SMAN 2 Mataram. ABSTRAKPenelitian ini bertujuan untuk menganalisis apakah penerapan model pembelajaran problem based learning berbasis game kahoot memiliki pengaruh terhadap minat belajar siswa pada mata pelajaran PPKn. Pendekatan yang digunakan adalah kuantitatif dengan jenis penelitian quasi eksperimen dan tipe nonequivalent control. Sampel penelitian terdiri dari dua kelas dengan teknik purposive sampling. Analisis data menggunakan uji prasyarat yaitu uji normalitas (uji Shapiro-Wilk), uji homogenitas (Uji Levene), dan uji Hipotesis (Uji t). Berdasarkan hasil pengujian hipotesis menggunakan uji-t dengan taraf signifikan 5% diperoleh nilai signifikan < 0,001<0,05, maka H0 ditolak dan Ha diterima. Dengan demikian dapat dikatakan bahwa terdapat adanya pengaruh dari penerapan model pembelajaran problem based learning berbasis game kahoot terhadap minat belajar siswa pada mata pelajaran PPKn kelas X di SMAN 2 Mataram.

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Journal
SOCIAL Jurnal Inovasi Pendidikan IPS
Published
2024-11-08
DOI
https://doi.org/10.51878/social.v4i3.3414
Primary Topic
Educational Methods and Media Use
Type
article
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article

PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBASIS GAME KAHOOT TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN PPKn KELAS X DI SMAN 2 MATARAM

Ahmad Hudori, Addin Zuhrotul Aini, MOH. ZUBAIR, M. ISMAIL
SOCIAL Jurnal Inovasi Pendidikan IPS
Educational Methods and Media Use
article

PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBASIS GAME KAHOOT TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN PPKn KELAS X DI SMAN 2 MATARAM

Ahmad Hudori, Addin Zuhrotul Aini, MOH. ZUBAIR, M. ISMAIL
article en

Abstract

The purpose of this study is to see whether the application of the problem based learning model based on the kahoot game has an effect on student’s interest in learning in PPKn subject. The approach used is quantitative with the type of research, quasi-experimental and nonequivalent control type. The research sample consisted of two classes with a purposive sampling technique. Data analysis using prerequisite test, namely the normality test (Shapiro-Wilk Test), homogeneity test (Levene test), and Hypothesis test (t test) Based on the results of hypothesis testing using the t-test with a significance level of 5%, a significant value of < 0,001 < 0,05 was obtained, then H0 was rejected and Ha was accepted. Thus, it can said that there is an effect of the application of the problem based learning model based on the kahoot game on students interest in learning in PPKn subjects for class X at SMAN 2 Mataram. ABSTRAKPenelitian ini bertujuan untuk menganalisis apakah penerapan model pembelajaran problem based learning berbasis game kahoot memiliki pengaruh terhadap minat belajar siswa pada mata pelajaran PPKn. Pendekatan yang digunakan adalah kuantitatif dengan jenis penelitian quasi eksperimen dan tipe nonequivalent control. Sampel penelitian terdiri dari dua kelas dengan teknik purposive sampling. Analisis data menggunakan uji prasyarat yaitu uji normalitas (uji Shapiro-Wilk), uji homogenitas (Uji Levene), dan uji Hipotesis (Uji t). Berdasarkan hasil pengujian hipotesis menggunakan uji-t dengan taraf signifikan 5% diperoleh nilai signifikan < 0,001<0,05, maka H0 ditolak dan Ha diterima. Dengan demikian dapat dikatakan bahwa terdapat adanya pengaruh dari penerapan model pembelajaran problem based learning berbasis game kahoot terhadap minat belajar siswa pada mata pelajaran PPKn kelas X di SMAN 2 Mataram.

SOCIAL Jurnal Inovasi Pendidikan IPSVol. 4(3)
University of Mataram (ID)
Quality Education
Openalex Percentile: Top 68%
Educational Methods and Media Use
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