Penerapan game based learning (GBL) berbantuan media kahoot! dalam mendorong keaktifan belajar siswa pada materi statistika

Pardede, Ayu Agustina (2023) Penerapan game based learning (GBL) berbantuan media kahoot! dalam mendorong keaktifan belajar siswa pada materi statistika. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Pemahaman yang baik sebagai aspek belajar yang fundamental pada dasarnya melibatkan partisipasi aktif siswa dalam kelas. Realitanya, pada salah satu sekolah Kristen di Karawaci didapati masalah keaktifan belajar seperti siswa mengantuk, terfokus pada device, cenderung pasif bertanya atau menjawab, serta tidak mengerjakan tugas ataupun berdiskusi. Menanggapi hal ini, guru berperan menyajikan pembelajaran yang menolong siswa bertindak dan berkarakter sebagaimana hakikat Imago Dei. Salah satunya melalui pengajaran yang variatif dan menarik dengan menerapkan Game Based Learning (GBL) berbantuan Kahoot!. Oleh karena itu, tujuan penelitian ini adalah untuk menunjukkan sejauh mana GBL berbantuan Kahoot! dapat mendorong keaktifan belajar serta mendeskripsikan penerapannya dalam mendorong keaktifan belajar siswa pada materi statistika. Metode penelitian yang digunakan adalah kualitatif deskriptif. Hasil penelitian menunjukkan peningkatan keaktifan belajar setelah diterapkannya GBL berbantuan Kahoot!, yaitu dari 42,4% meningkat menjadi 71,3%. Keberhasilan ini didukung dengan adanya motivasi, apresiasi, teguran, serta interaksi yang menciptakan suasana nyaman untuk siswa dapat terlibat. Saran bagi penelitian berikutnya mencakup pengulangan penerapan GBL berbantuan Kahoot!, eksplorasi penggunaan game lain, dan penerapan pada jenjang kelas yang berbeda. Siswa disarankan agar menggunakan teknologi untuk mendukung pembelajaran, sementara sekolah hendaknya selalu memberikan dukungan dalam rangka penanganan masalah di kelas. / Good understanding as a fundamental aspect of learning basically involves students' active participation in class. In reality, at one Christian school in Karawaci, learning activeness problems were found, such as students being sleepy, focused on devices, tending to passively ask or answer questions, and not doing assignments or discussing. In response to this, the teacher's role is to provide learning that helps students act and have character according to the essence of the Imago Dei. One of them is through varied and interesting teaching by implementing Game Based Learning (GBL) assisted by Kahoot!. Therefore, the aim of this research is to show to what extent GBL assisted by Kahoot! can encourage learning activeness and describe its application in encouraging student learning activeness in statistics material. The research method used is descriptive qualitative. The research results showed an increase in learning activity after implementing GBL assisted by Kahoot!, namely from 42.4% to 71.3%. This success is supported by motivation, appreciation, warnings, and interactions that create a comfortable atmosphere for students to be involved. Suggestions for future research include repeating the application of GBL assisted by Kahoot!, exploring the use of other games, and application at different grade levels. Students are advised to use technology to support learning, while schools should always provide support in handling problems in the classroom.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Pardede, Ayu AgustinaNIM01401200027ayuagustinapardede25@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorListiani, TantiNIDN0321089101tanti.listiani@uph.edu
Subjects: L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Mathematics Education
Current > Faculty/School - UPH Karawaci > Faculty of Education > Mathematics Education
Depositing User: Ayu Agustina Pardede
Date Deposited: 02 Dec 2023 04:51
Last Modified: 02 Dec 2023 04:53
URI: http://repository.uph.edu/id/eprint/58955

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