PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS WEB KAHOOT UNTUK MENINGKATKAN KONSENTRASI DAN HASIL BELAJAR SISWA PADA MATA PELAJARAN ILMU PENGETAHUAN SOSIAL DI MI GIRILOYO 1 BANTUL

Lusi Oktavia, NIM.: 21204082016 (2023) PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS WEB KAHOOT UNTUK MENINGKATKAN KONSENTRASI DAN HASIL BELAJAR SISWA PADA MATA PELAJARAN ILMU PENGETAHUAN SOSIAL DI MI GIRILOYO 1 BANTUL. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

This research is motivated by students' lack of concentration in learning which can affect student learning outcomes. Based on the results of the analysis, the researchers obtained low concentration and student learning outcomes based on the learning media used which was still not optimal in facilitating students to improve concentration and learning outcomes. The aim of this research is to 1) Produce web-based learning media using Kahoot. 2) Testing the feasibility of Kahoot web-based learning media. 3) Find out whether Kahoot web-based learning media is effective in improving student concentration and learning outcomes. This type of research and development research uses the ADDIE analysis (analysis) development model, this stage the researcher carries out problem identification, needs analysis and curriculum analysis, design (design) this stage determines the title, provides the required image illustrations and designs the media, development (development) this stage Kahoot educational game-based interactive learning media was developed, implementation at this stage the media was applied and tested and evaluated. Product trials go through three stages, namely: trial design, trial subjects and data types. Data collection techniques and instruments use observation, questionnaires, interviews and documentation. The qualitative data analysis technique uses the Miles Huberman model (data collection, data reduction, data presentation, and conclusions), while quantitative data analysis uses SPSS 22. The research results show that, 1) The development of Kahoot learning media was developed using the ADDIE model. 2) The development of Kahoot learning media is very suitable for use based on expert validation assessments and student responses. Media expert validation was 89.33%. Material expert validation is 90%. Student response in small group trials was 94% and field trials was 94.4%. 3) The development of Kahoot web-based learning media is effective in improving student concentration and learning outcomes. The results of the paired sample t test show that there is a difference or increase in student learning concentration with a sig value. 0,000. As for the increase in student learning outcomes based on the paired sample t test before and after the application of learning media using Kahoot, the scores were 62.00 and 89.20. Meanwhile for the N-Gain test it was 81%. Thus, it can be concluded that the development of Kahoot web-based learning media is effective in increasing student concentration and learning outcomes.

Item Type: Thesis (Masters)
Additional Information: Pembimbing: Prof. Dr. Hj. Erni Munastiwi, MM.
Uncontrolled Keywords: Pengembangan Media Pembelajaran, Game Edukasi, Kahoot, Konsentrasi dan Hasil Belajar, Ilmu Pengetahuan Sosial
Subjects: Ilmu Sosial
Pendidikan > Media Pembelajaran
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Guru Madrasah Ibtidaiyah (S2)
Depositing User: Muh Khabib, SIP.
Date Deposited: 18 Jan 2024 10:14
Last Modified: 18 Jan 2024 10:14
URI: http://digilib.uin-suka.ac.id/id/eprint/63048

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