Utilization of Learning Game Kahoot to Improve Students Preparedness in Facing Disasters Forest and Land Fires at SMAN 1 Rantau Badauh

The application of learning using the kahoot game media can be applied to improve student learning outcomes. This research is aimed at finding out the effect of using the Kahoot learning game media on student learning outcomes. The population of this research is class XII IPS 2 students at SMAN 1 Rantau Badauh, with a total of 22 students. The research carried out is included in the type of experimental research. The method in this research is Pre-Experimental Design (Pre-Experimental Design) using a quantitative approach with a series of One-Group Pretest-Posttest research. The results of the research using the N-Gain test are an average value of 56.4989 or 56%, which is quite effective and according to the N-Gain category is moderate. Based on the hypothesis using a paired difference test (Paired Sample t-Test) it is known that the Sig value. (2-tailed) is 0.000 < 0.05, so H0 is rejected and H1 is accepted. So the conclusion is that there is a difference in the average of pretest and posttest learning outcomes, meaning that there is an influence on the use of the Kahoot learning game media on student learning outcomes to increase preparedness in facing forest and land fire disasters in class XII IPS 2 at SMAN 1 Rantau Badauh.

Authors

Publication Details

Journal
JPG (Jurnal Pendidikan Geografi)
Published
2025-03-27
DOI
https://doi.org/10.20527/jpg.v12i1.21600
Primary Topic
Mathematics Education and Pedagogy
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Utilization of Learning Game Kahoot to Improve Students Preparedness in Facing Disasters Forest and Land Fires at SMAN 1 Rantau Badauh

Eva Alviawati, Aswin Nur Saputra, Deasy Arisanty, Muhammad Muhaimin et al.
JPG (Jurnal Pendidikan Geografi)
Mathematics Education and Pedagogy
article

Utilization of Learning Game Kahoot to Improve Students Preparedness in Facing Disasters Forest and Land Fires at SMAN 1 Rantau Badauh

Eva Alviawati, Aswin Nur Saputra, Deasy Arisanty, Muhammad Muhaimin, Arendra Yanuardi
article en

Abstract

The application of learning using the kahoot game media can be applied to improve student learning outcomes. This research is aimed at finding out the effect of using the Kahoot learning game media on student learning outcomes. The population of this research is class XII IPS 2 students at SMAN 1 Rantau Badauh, with a total of 22 students. The research carried out is included in the type of experimental research. The method in this research is Pre-Experimental Design (Pre-Experimental Design) using a quantitative approach with a series of One-Group Pretest-Posttest research. The results of the research using the N-Gain test are an average value of 56.4989 or 56%, which is quite effective and according to the N-Gain category is moderate. Based on the hypothesis using a paired difference test (Paired Sample t-Test) it is known that the Sig value. (2-tailed) is 0.000 < 0.05, so H0 is rejected and H1 is accepted. So the conclusion is that there is a difference in the average of pretest and posttest learning outcomes, meaning that there is an influence on the use of the Kahoot learning game media on student learning outcomes to increase preparedness in facing forest and land fire disasters in class XII IPS 2 at SMAN 1 Rantau Badauh.

JPG (Jurnal Pendidikan Geografi)Vol. 12(1)
Openalex Percentile: Top 89%
Mathematics Education and Pedagogy
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.