The Use of "Kahoot" as an Assessment Media in Pancasila Education Subjects to Improve Participants' Motivation
and Learning Outcomes Class X Education of Hang Tuah 4 High School
Kahoot merupakan media pembelajaran berbasis internet mempunyai fitur dengan bentuk permainan kuis. Penelitian ini bertujuan untuk menguji pemanfaatan “kahoot” sebagai media asesmen yang dapat meningkatkan motivasi dan hasil belajar peserta didik. Metode penelitian ini menggunakan Quasi-Experimental Design. Peneliti menggunakan desain Posttest Only Control Design sehingga pengaruh treatment dapat dihitung dengan cara membandingkan nilai pada kelas control dan kelas eksperimen. Teknik pengumpulan data terdiri atas pemberian tes melalui aplikasi kahoot dan angket respon peserta didik terhadap penggunaan kahoot mendapatkan persentase sebanyak 84% dan motivasi belajar awal sebanyak 51% dengan kriteria cukup baik dan motivasi belajar akhir sebanyak 86% dengan kriteria sangat baik. Teknik analisis data yang digunakan adalah uji hipotesis dengan menggunakan rumus one sample t test. Berdasarkan hasil uji hipotesis one sample t test, output nilai tes diperoleh nilai sig.(2-tailed) sebesar 0,002 < 0,05, dengan pengambilan keputusan jika nilai sig < 0,05 maka Ho ditolak dan Ha diterima, jika nilai sig > 0,05 maka Ho diterima dan Ha ditolak. Maka dapat disimpulkan bahwa Ho ditolak dan Ha diterima karena sig.(2-tailed) sebesar 0,002 < 0,05 yakni pemanfaatan kahoot sebagai media asesmen dapat meningkatkan motivasi dan hasil belajar peserta didik pada mata pelajaran Pendidikan Pancasila materi pengenalan norma dalam kehidupan sehari-hari.
Kahoot is an internet-based learning media with features in the form of a quiz game. This study aims to test of using "kahoot" as an assessment media to improve student motivation and learning outcomes. This research method uses Quasi-Experimental Design. The researcher used the Posttest Only Control Design so that the effect of treatment could be calculated by comparing the values in the control class and the experimental class. The data collection technique consisted of giving tests through the kahoot application and questionnaire of students' responses to the use of kahoot with a percentage of 84% and initial learning motivation of 51% with good criteria and final learning motivation of 86% with very good criteria. The data analysis technique used is a hypothesis test using the one sample t test formula. Based on the results of the one sample t test hypothesis, the output of the test value was obtained with a value of sig. (2-tailed) of 0.002 < 0.05, with decision-making if the sig value is < 0.05 then Ho is rejected and Ha is accepted, if the sig value is > 0.05 then Ho is accepted and Ha is rejected. So it can be concluded that Ho was rejected and Ha was accepted because of sig. (2-tailed) of 0.002 < 0.05, namely the use of kahoot as an assessment medium can increase students' motivation and learning outcomes in the subject of Pancasila Education, the introduction of norms in daily life.