APPLICATION OF KAHOOT LEARNING MEDIA BASED ON GAME-BASED LEARNING TO INCREASE MOTIVATION, ACTIVENESS, AND LEARNING OUTCOMES OF STUDENTS IN CLASS X MACHINING TECHNIQUES SMKN 2 SURABAYA
Berdasarkan observasi yang telah dilakukan peneliti di SMKN 2 Surabaya, terdapat berberapa kendala yang dihadapi yaitu pada proses pembelajaran karena media pembelajaran masih kurang efektif. Mayoritas guru yang masih menggunakan media buku dan papan tulis. Tujuan penelitian ini untuk mengetahui peningkatan motivasi dan keaktifan siswa terhadap penerapan media pembelajaran Kahoot berbasis game based learning.
Jenis penelitian yang digunakan penelitian tindakan kelas (PTK) dengan metode kuantitatif desain model Kemmis dan Mc. Taggart. Subjek kelas X Teknik Pemesinan 1 SMKN 2 dengan jumlah 35 siswa. Pengumpulan data berupa observasi, hasil belajar, angket, dan dokumentasi. Analisis data yang dilakukan yaitu analisis validasi, analisis angket, analisis lembar observasi, dan analisis hasil belajar.
Hasil belajar siklus I dari penerapan media pembelajaran Kahoot berbasis Game Based Learning menunjukkan bahwa siswa mencapai ketuntasan pembelajaran sebesar 88%. Pada siklus II, mendapatkan nilai persentase ketuntasan hasil belajar siswa sebesar 94%. Setelah diterapkannya media pembelajaran Kahoot berbasis game based learning ini persentase ketuntasan hasil belajar siswa naik sebesar 69% dibanding dengan sebelum diterapkannya media dan pembelajaran ini. Motivasi belajar siswa pada siklus I didapatkan nilai persentase 78%. Pada siklus II didapatkan nilai persentase 94%. Keaktifan siswa siklus I nilai persentase 75%. Pada siklus II didapatkan nilai persentase 97%. Observasi keaktifan siswa pada siklus I didapatkan hasil persentase 76%. Pada siklus II didapatkan hasil persentase 92%. Setelah diterapkannya media pembelajaran Kahoot berbasis game based learning ini persentase ketuntasan motivasi belajar siswa naik sebesar 91%, pada keaktifan siswa mengalami kenaikan sebesar 88% dibanding dengan sebelum diterapkannya media dan model pembelajaran ini. Pada hasil observasi keaktifan siswa mengalami kenaikan sebesar 16%, yang berarti siswa sangat termotivasi dan aktif dengan diterapkannya media pembelajaran Kahoot berbasis game based learning.
Based on observations made by researchers at SMKN 2 Surabaya, there are several obstacles faced, namely in the learning process because the learning media is still ineffective. The majority of teachers still use book and blackboard media. The purpose of this study was to determine the increase in student motivation and activeness towards the application of Kahoot learning media based on game-based learning.
The type of research used is class action research (PTK) with a quantitative method of Kemmis and Mc model design. Taggart model design. Subject class X Machining Engineering 1 SMKN 2 with a total of 35 students. Data collection in the form of observation, learning outcomes, questionnaires, and documentation. The data analysis carried out is validation analysis, questionnaire analysis, observation sheet analysis, and learning outcomes analysis.
Cycle I learning results from the application of Kahoot learning media based on Game Based Learning showed that students achieved learning completeness of 88%. In cycle II, getting the percentage value of student learning outcomes completeness of 94%. After the application of Kahoot learning media based on game-based learning, the percentage of students' learning completeness increased by 69% compared to before the application of this media and learning. Student learning motivation in cycle I obtained a percentage value of 78%. In cycle II, the percentage value was 94%. Student activeness in cycle I percentage value 75%. In cycle II, a percentage value of 97% was obtained. Observation of student activeness in cycle I obtained a percentage of 76%. In cycle II, the percentage result was 92%. After the application of Kahoot learning media based on game-based learning, the percentage of student learning motivation completeness increased by 91%, on student activeness increased by 88% compared to before the application of this media and learning model. In the observation of student activeness, it increased by 16%, which means that students are very motivated and active with the application of Kahoot learning media based on game-based learning.