Learning Interest: How Effective is Kahoot-Based Digital Game Based Learning Model?

This study aims to analyze the effectiveness of the Game-Based Learning (GBL) model using the Kahoot game in enhancing the interest in learning Islamic Religious Education (PAI) at SMA Negeri 15 Bandar Lampung. The research employs a quantitative experimental approach with a quasi-experimental design. The experimental class is class X.2, while class X.6 serves as the control group. This study proposes a different approach by integrating the Game-Based Learning model using Kahoot with students' learning interest, particularly in PAI. The implications of this research highlight the importance of integrating technology in PAI learning and the necessity for teachers to develop innovative and relevant teaching strategies for the future. The results of the normality test indicate a significance of 0.200 (data is normally distributed), and the homogeneity test shows a significance of 0.893 (data is homogeneous). The t-test results show significance values of 0.204 and 0.201, which means that the sig (2-tailed) values of 0.204 < 0.05 and 0.201 < 0.05, leading to the conclusion that is accepted and is rejected, indicating that the Game-Based Learning model using Kahoot is not effective in improving students' interest in learning.

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Publication Details

Journal
Inspiratif Pendidikan
Published
2024-12-31
DOI
https://doi.org/10.24252/ip.v13i2.52852
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Learning Interest: How Effective is Kahoot-Based Digital Game Based Learning Model?

Baharudin Baharudin, Umi Hijriah, Nurul Azizah, Ganis Novitriani et al.
1 citations
Inspiratif Pendidikan
Educational Games and Gamification
0.79
article

Learning Interest: How Effective is Kahoot-Based Digital Game Based Learning Model?

Baharudin Baharudin, Umi Hijriah, Nurul Azizah, Ganis Novitriani, Riyan Terna Kuswanto
article en
1 citations

Abstract

This study aims to analyze the effectiveness of the Game-Based Learning (GBL) model using the Kahoot game in enhancing the interest in learning Islamic Religious Education (PAI) at SMA Negeri 15 Bandar Lampung. The research employs a quantitative experimental approach with a quasi-experimental design. The experimental class is class X.2, while class X.6 serves as the control group. This study proposes a different approach by integrating the Game-Based Learning model using Kahoot with students' learning interest, particularly in PAI. The implications of this research highlight the importance of integrating technology in PAI learning and the necessity for teachers to develop innovative and relevant teaching strategies for the future. The results of the normality test indicate a significance of 0.200 (data is normally distributed), and the homogeneity test shows a significance of 0.893 (data is homogeneous). The t-test results show significance values of 0.204 and 0.201, which means that the sig (2-tailed) values of 0.204 < 0.05 and 0.201 < 0.05, leading to the conclusion that is accepted and is rejected, indicating that the Game-Based Learning model using Kahoot is not effective in improving students' interest in learning.

Inspiratif PendidikanVol. 13(2)
Universitas Islam Negeri Raden Intan Lampung (ID)
Openalex Percentile: Top 20%
Educational Games and Gamification
0.79
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