Pengaruh Penggunaan Media Pembelajaran Berbasis Aplikasi (Kahoot) terhadap Hasil Belajar Peserta Didik pada Mata Pelajaran Fiqih Kelas VII di MTs Muhammadiyah 06 Banyutengah

Nisa’atul Wahidah, M. Chotibuddin
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Abstract

This research is motivated by the increasing development of technology in the era of the industrial revolution 4.0, educators can make learning innovations to make the learning process more interesting, namely by utilizing various programs that are able to produce an interactive learning media. The lack of use of learning media that is used especially in Fiqh learning, makes students' learning motivation decreases and feels bored in the learning process which tends to use conventional methods. One of the latest application programs that can be used as interactive learning media is the Kahoot educational game application. The purpose of this study was to determine whether there is an influence of application-based learning media (Kahoot) on student learning outcomes at MTs Muhammadiyah 06 Banyutengah. This study uses a quantitative approach with a One-group pretest-posttest research design and the number of respondents is 26 respondents, using sample data. Collecting data using pre-test and post-test questions. The collected data were analyzed by validity test, reliability test, normality test, homogeneity test, correlation test, significance test and coefficient of determination. Based on the calculation results obtained manually by testing the hypothesis using the product moment correlation formula, the results obtained are rcount = 0.730 > rtable = 0.3882. Meanwhile, for the significance test, the results obtained tcount = 5,228 > ttable = 2,063 at a significance level of 5%. From the discussion as mentioned above, it can be concluded that Ho is rejected and Ha is accepted or there is a positive and significant influence between Application-Based Learning Media (Kahoot) on Student Learning Outcomes in Fiqh Subjects Class VII at MTs Muhammadiyah 06 Banyu Middle School Year 2020/2021.
应用学习媒体(Kahoot)对MTs Muhammadiyah 06班学生学习成绩的影响
本研究的动机是在工业革命4.0时代,技术的日益发展,教育工作者可以进行学习创新,使学习过程更有趣,即利用各种能够产生互动学习媒体的程序。特别是在Fiqh学习中使用的学习媒体的使用不足,使学生的学习动机下降,在学习过程中感到无聊,倾向于使用传统的方法。最新的一款可以作为互动学习媒体的应用程序是Kahoot教育游戏应用程序。本研究的目的是确定基于应用程序的学习媒体(Kahoot)是否对MTs Muhammadiyah 06 Banyutengah的学生学习成果有影响。本研究采用定量方法,采用一组前测后测研究设计,调查对象为26人,采用样本数据。使用测试前和测试后的问题收集数据。采用效度检验、信度检验、正态性检验、齐性检验、相关检验、显著性检验和决定系数对收集到的资料进行分析。利用积矩相关公式对假设进行人工检验得到的计算结果为:rcount = 0.730 > rtable = 0.3882。同时,对于显著性检验,在5%显著性水平下,得到tcount = 5228 > ttable = 2063的结果。从上面的讨论可以得出结论,Ho被拒绝,Ha被接受,或者基于应用程序的学习媒体(Kahoot)对MTs Muhammadiyah 06 Banyu Middle School 2020/2021学年Fiqh Subjects Class VII的学生学习成果有积极而显著的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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