Penerapan Kahoot berbasis Games-Based Learning pada Mata Pelajaran Dasar Ketenagalistrikan

This study aims to determine the application of games-based learning assisted by Kahoot in improving student learning outcomes in basic electricity subjects at SMK Muhammadiyah 1 Padang. Conventional learning methods that tend to be monotonous and less interactive are one of the causes of low motivation and student learning outcomes. This study uses an experimental method with a one-group pretest-posttest design. The research instrument is a learning outcome test consisting of a pretest and a posttest. The data analysis techniques used in this study are the N-Gain test, effect size, and completeness of learning outcomes. The results of the study show that the application of games-based learning assisted by Kahoot significantly improves student learning outcomes. The average score of the posttest students increased compared to the pretest, with the results of the N-Gain test showing a moderate improvement category and an effect size in the large category. Student learning completeness was also achieved with a percentage of 86%. Thus, Kahoot is effective in increasing student motivation and learning outcomes in this subject.

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Publication Details

Journal
Jurnal pendidikan teknik elektro
Published
2025-04-12
DOI
https://doi.org/10.24036/jpte.v6i1.560
Primary Topic
Educational Methods and Media Use
Type
article
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article

Penerapan Kahoot berbasis Games-Based Learning pada Mata Pelajaran Dasar Ketenagalistrikan

Riki Mukhaiyar, Putri Zulina
Jurnal pendidikan teknik elektro
Educational Methods and Media Use
article

Penerapan Kahoot berbasis Games-Based Learning pada Mata Pelajaran Dasar Ketenagalistrikan

Riki Mukhaiyar, Putri Zulina
article en

Abstract

This study aims to determine the application of games-based learning assisted by Kahoot in improving student learning outcomes in basic electricity subjects at SMK Muhammadiyah 1 Padang. Conventional learning methods that tend to be monotonous and less interactive are one of the causes of low motivation and student learning outcomes. This study uses an experimental method with a one-group pretest-posttest design. The research instrument is a learning outcome test consisting of a pretest and a posttest. The data analysis techniques used in this study are the N-Gain test, effect size, and completeness of learning outcomes. The results of the study show that the application of games-based learning assisted by Kahoot significantly improves student learning outcomes. The average score of the posttest students increased compared to the pretest, with the results of the N-Gain test showing a moderate improvement category and an effect size in the large category. Student learning completeness was also achieved with a percentage of 86%. Thus, Kahoot is effective in increasing student motivation and learning outcomes in this subject.

Jurnal pendidikan teknik elektroVol. 6(1)
State University of Padang (ID)
Openalex Percentile: Top 85%
Educational Methods and Media Use
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Penerapan Kahoot berbasis Games-Based Learning pada Mata Pelajaran Dasar Ketenagalistrikan — Riki Mukhaiyar, Putri Zulina · Jurnal pendidikan teknik elektro (2025) | TGRS Research Map | TGRS