Implementation of Game-Based Learning (GBL) with Kahoot! in Encouraging Active Learning on Statistics

Good understanding is a fundamental aspect of learning, and it involves the active participation of students. In one school in Karawaci, there were problems with learning activities, such as sleepy students who focused on devices, tended to ask or answer passively, and did not do assignments or discuss. In response to this, teachers play a role in presenting learning that helps students, namely through varied and exciting teaching by implementing Game-Based Learning (GBL) assisted by Kahoot! This study aimed to show the extent to which Kahoot-assisted GBL! Can encourage active learning and describe its application in encouraging active learning in statistical material. The research method used is descriptive qualitative. The results showed an increase in learning activity after the implementation of Kahoot!-assisted GBL, from 42.4% to 71.3%. This success is supported by motivation, appreciation, reprimand, and interaction that creates a comfortable atmosphere for students. Suggestions for future research include repeating the application of Kahoot!-assisted GBL, exploring the use of other games and applying them to different grade levels

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Publication Details

Journal
Mathline Jurnal Matematika dan Pendidikan Matematika
Published
2024-12-01
DOI
https://doi.org/10.31943/mathline.v9i4.649
Citations
1
Primary Topic
Mathematics Education and Pedagogy
Type
article
Field-Weighted Citation Impact
0.97
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article

Implementation of Game-Based Learning (GBL) with Kahoot! in Encouraging Active Learning on Statistics

Tanti Listiani, Ayu Agustina Pardede
1 citations
Mathline Jurnal Matematika dan Pendidikan Matematika
Mathematics Education and Pedagogy
0.97
article

Implementation of Game-Based Learning (GBL) with Kahoot! in Encouraging Active Learning on Statistics

Tanti Listiani, Ayu Agustina Pardede
article en
1 citations

Abstract

Good understanding is a fundamental aspect of learning, and it involves the active participation of students. In one school in Karawaci, there were problems with learning activities, such as sleepy students who focused on devices, tended to ask or answer passively, and did not do assignments or discuss. In response to this, teachers play a role in presenting learning that helps students, namely through varied and exciting teaching by implementing Game-Based Learning (GBL) assisted by Kahoot! This study aimed to show the extent to which Kahoot-assisted GBL! Can encourage active learning and describe its application in encouraging active learning in statistical material. The research method used is descriptive qualitative. The results showed an increase in learning activity after the implementation of Kahoot!-assisted GBL, from 42.4% to 71.3%. This success is supported by motivation, appreciation, reprimand, and interaction that creates a comfortable atmosphere for students. Suggestions for future research include repeating the application of Kahoot!-assisted GBL, exploring the use of other games and applying them to different grade levels

Mathline Jurnal Matematika dan Pendidikan MatematikaVol. 9(4)
Pelita Harapan University (ID)
Quality Education
Openalex Percentile: Top 22%
Mathematics Education and Pedagogy
0.97
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Implementation of Game-Based Learning (GBL) with Kahoot! in Encouraging Active Learning on Statistics — Tanti Listiani, Ayu Agustina Pardede · Mathline Jurnal Matematika dan Pendidikan Matematika (2024) | TGRS Research Map | TGRS