Penerapan Aplikasi Kahoot dalam Meningkatkan Hasil Belajar Peserta Didik

Rendi Dermawan, Tyas Masito Mutiara, Kurnisar Kurnisar
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Abstract

The purpose of this study was to determine the increase in student learning outcomes using the Kahoot application in class XI IPS 1 SMA Negeri 3 Palembang. The research method used was classroom action research (CAR) with a sample size of 35. The data collection method used tests to obtain learning outcomes in the pre-cycle with an average grade of 65.4, then cycle I with an average grade of 73.5 , and cycle II with an average value of 85.6 which experienced an increase. It can be concluded that the application of the Kahoot application can improve the learning outcomes of students in class XI IPS 1 SMA Negeri 3 Palembang.
Kahoot应用于提高学习者的学习成果
研究方法为课堂行动研究(CAR),样本量为35人。数据收集方法采用测试的方法,在pre-cycle获得学习成果,平均成绩为65.4分,然后是cycle I,平均成绩为73.5分,cycle II平均成绩为85.6分,成绩有所提高。
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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