Implementation Of Hot Seat Game-Based Interactive Learning In Economics Subjects At State Senior High School 3 Blitar
Educational transformation is useful for developing one's knowledge and technology to create a more comfortable and interactive classroom impression. The author wrote this article with the aim of determining the level of student interest in receiving learning with hot seat game learning media. The researcher conducted the research using the type of classroom action research (classroom action research) this research was carried out at the Teaching Assistance placement school in 2024 for class X at SMAN 3 Blitar. The use of hot seat game learning media, using the Kurt Lewin model, through several stages such as planning, acting, observing, reflecting. The results obtained were that students were interested in learning using the hot seat game model, but almost half of the students felt bored because the questions given were not challenging enough.
Authors
- Nur Anita Yunikawati
- Naning Eko Noviana
- Fiolisa Adinda Putri Karniawan
- Sigit Kriswanto
Publication Details
- Journal
- Classroom Action Research Journal
- Published
- 2025-04-26
- DOI
- https://doi.org/10.17977/um013v7i12025p30-40
- Primary Topic
- Mathematics Education and Pedagogy
- Type
- article
- Field-Weighted Citation Impact
- 0.00