The Implementation of the Game-Based Learning Model through Kahoot on Mathematics Learning Outcomes of Students at SMP Negeri 2 Loceret

The mathematics ability of students in Indonesia remains low, as shown by PISA and TIMSS results. One contributing factor is conventional teaching methods that do not actively engage students. This study aimed to examine the difference in mathematics learning outcomes on Data and Diagram material between conventional learning and Game-Based Learning using the Kahoot application for seventh-grade students at SMP Negeri 2 Loceret in the 2024/2025 academic year. A quasi-experimental method with a Post-test Only Control Group design was used. The population included 109 students, with purposive samples: class VII-A (32 students) as the control group and VII-B (26 students) as the experimental group. The instrument was a 16-item multiple-choice post-test. Data were analyzed using descriptive and inferential statistics, including normality, homogeneity, and t-tests. The experimental class scored higher (77.27) than the control class (60.00), with a significance value of 0.000 (<0.05), indicating a significant difference. Game-Based Learning through Kahoot effectively improves mathematics learning outcomes.

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Publication Details

Journal
Journal of Scientific Research Education and Technology (JSRET)
Published
2025-09-08
DOI
https://doi.org/10.58526/jsret.v4i3.859
Primary Topic
Educational Methods and Media Use
Type
article
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article

The Implementation of the Game-Based Learning Model through Kahoot on Mathematics Learning Outcomes of Students at SMP Negeri 2 Loceret

Reza Dimas Pravangasta, Addin Zuhrotul Aini, Eka Fadhilah
Journal of Scientific Research Education and Technology (JSRET)
Educational Methods and Media Use
article

The Implementation of the Game-Based Learning Model through Kahoot on Mathematics Learning Outcomes of Students at SMP Negeri 2 Loceret

Reza Dimas Pravangasta, Addin Zuhrotul Aini, Eka Fadhilah
article en

Abstract

The mathematics ability of students in Indonesia remains low, as shown by PISA and TIMSS results. One contributing factor is conventional teaching methods that do not actively engage students. This study aimed to examine the difference in mathematics learning outcomes on Data and Diagram material between conventional learning and Game-Based Learning using the Kahoot application for seventh-grade students at SMP Negeri 2 Loceret in the 2024/2025 academic year. A quasi-experimental method with a Post-test Only Control Group design was used. The population included 109 students, with purposive samples: class VII-A (32 students) as the control group and VII-B (26 students) as the experimental group. The instrument was a 16-item multiple-choice post-test. Data were analyzed using descriptive and inferential statistics, including normality, homogeneity, and t-tests. The experimental class scored higher (77.27) than the control class (60.00), with a significance value of 0.000 (<0.05), indicating a significant difference. Game-Based Learning through Kahoot effectively improves mathematics learning outcomes.

Journal of Scientific Research Education and Technology (JSRET)Vol. 4(3)
Universitas PGRI Semarang (ID)
Openalex Percentile: Top 60%
Educational Methods and Media Use
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