IMPLEMENTATION OF KAHOOT APPLICATION TO IMPROVING OF INTEREST OF CIVIC EDUCATION LEARNING (EXPERIMENTAL RESEARCH IN CLASS XI OF SMA NEGERI 1 GARUT).

Yogga Mar Muhammad, T. Tetep
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引用次数: 4

Abstract

This research aims to determine the implementation of the kahoot application in increasing learning interest of  Civic Education Learning, the achievement result of increased interest in learning Civic Education by using the kahoot application, and the achievement result of the effect the implementation of the kahoot application in increasing Civic Education learning interest. This study uses a quantitative research design with the experimental model, True Experimental with the Pretest-Posttest of  Control Group Design conducted on students in class XI with a research technique using Random sampling. Techniques of Data collection were carried out by giving a pretest in one group that was given a treatment or what was called an experimental class. After that, students are given a final test and questionnaire at the end of the lesson. The results of the study in terms of cognitive aspects (learning interest) showed that the study class results had a gain normalized by 0.75 or 75%, with an average pretest of students at 60.5 and an average posttest score of 90.5. Based on the results of the processing of research data shows that there is a significant influence between the use of the kahoot application and increasing interest in PKn Subject, namely 54.6%.
本研究旨在确定kahoot应用程序在提高公民教育学习兴趣方面的实施情况,使用kahoot应用程序提高公民教育学习兴趣的成果结果,以及实施kahoot应用程序在提高公民教育学习兴趣方面的效果的成果结果。数据收集的技术是通过在一组接受治疗或被称为实验班的人中进行预测来进行的。之后,在课程结束时,学生们会进行期末测试和问卷调查。在认知方面(学习兴趣)的研究结果表明,学习班成绩有0.75或75%的归一化增益,学生的平均前测分数为60.5,平均后测分数为90.5。根据研究数据的处理结果显示,使用核桃应用程序与提高PKn Subject的兴趣之间存在显著影响,为54.6%。
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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