Qolbi, Safira Naurin (2024) THE APPLICATION OF KAHOOT LEARNING GAME MEDIA IN IMPROVING STUDENTS ACTIVENESS AND LEARNING RESULTS OF 5TH GRADE STUDENTS SDN KALITENGAH 1 TANGGULANGIN ON SUBJECT OF ISLAMIC EDUCATION AND CHARACTER IN THE ACADEMIC YEAR 2024-2025. S1 Undergraduate thesis, Universitas Darussalam Gontor.
Abstract
This research centred on the finding that fifth-grade students at SDN Kalitengah 1 Tanggulangin in Islamic Religious Education and Budi Pekerti did not actively participate in class and did not achieve satisfactory test results. Only a few students got good passing grades on their exams, so the students' test results were unsatisfactory. During learning, students are not fully focused, they talk with friends more often than with the teacher. And the results of the fifth-grade daily test in the subject of Islamic Religious Education and Budi Pekerti at SDN Kalitengah 1 Tanggulangin showed a cause for concern, where most students did not reach the minimum passing standard of 70%. Specifically, only 28.57% of the 21 students tested achieved the standard, with the following score distribution: two students scored 80, three students scored 70, five students scored 60, five students scored 50, two students scored 40, two students scored 30, and one student scored 20. This finding emphasizes the need for improved instructional strategies and the provision of more engaging learning materials to improve student performance and create a more active learning environment. Therefore, the results of this baseline study will inform the development of targeted interventions to improve students' activeness and learning results on the subject of Islamic Religious Education and Character. So it requires a learning method that can improve their activeness and final score. One of them is by using Kahoot learning game media. The purpose of this study was to determine whether students' learning activeness and learning results can improve when Kahoot learning games are used in Islamic Education and Character subjects in class 5 SDN Kalitengah 1 Tanggulangin. The method used in this research is the Classroom Action Research method using the Kemmis and Mc Taggart model which consists of two cycles containing planning, implementation, observation, and reflection. By using research instruments in the form of tests, observations, interviews, and documentation, the target participants were grade V elementary school students. The results showed that Kahoot learning game media can improve student learning activeness and learning results. This happened in cycle I and II, with an average level of student learning activeness of 70% in cycle I and 84% in cycle II. The average value of student learning outcomes was recorded at 94.74% in cycle I and 100% in cycle II, respectively. With this study, the researcher suggests that teachers prioritize the use of media or learning strategies that are appropriate to the subject. In addition, researchers can also develop teachers' skills in using educational technology, including using Kahoot learning game media to improve student learning results. Keywords: Students Activeness, Learning Results, Kahoot Learning Game Media, Islamic Education and Character
Item Type: | Thesis ( S1 Undergraduate ) |
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Additional Information: | Skripsi : Safira Naurin Qolbi NIM : 422021118131 |
Uncontrolled Keywords: | Students Activeness, Learning Results, Kahoot Learning Game Media, Islamic Education and Character |
Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Tarbiyah UNIDA Gontor > Pendidikan Agama Islam |
Depositing User: | 44 Safira Naurin Qolbi |
Date Deposited: | 22 Oct 2024 07:35 |
Last Modified: | 22 Oct 2024 07:35 |
URI: | http://repo.unida.gontor.ac.id/id/eprint/3530 |
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