Penerapan Aplikasi Kahoot! sebagai Media Evaluasi dalam Meningkatkan Minat Belajar Informatika Peserta Didik di SMAN 11 Samarinda
DOI:
https://doi.org/10.62007/joupi.v4i2.772Keywords:
Evaluation Media, Gamification, Informatics, Kahoot! Application, Learning OutcomesAbstract
This research was driven by the low level of student engagement and interest in conventional learning evaluation methods, despite SMAN 11 Samarinda being supported by adequate computer laboratory and projector facilities. Implementing an innovative gamification-based medium like Kahoot! serves as an alternative solution to establish a competitive and interactive assessment climate. The population as well as the sample in this study involved all 37 twelfth-grade students at SMAN 11 Samarinda, selected through the Total Sampling (saturated sample) technique. Data were collected via multiple-choice test instruments (pre-test and post-test) which had been validated by content experts with a feasibility percentage of 88% (Highly Valid). Data analysis techniques utilized descriptive analysis and non-parametric inferential analysis via the Wilcoxon The results demonstrated a significant shift in score frequency toward higher categories. Descriptively, the mean score of students' Informatics learning outcomes increased from 82.51 in the pre-test phase to 89.11 in the post-test phase. Based on the Wilcoxon Signed Rank Test, the Asymp. Sig. (2-tailed) value obtained was 0.000. Since the significance value is smaller than 0.05 (0.000 < 0.05), $H_0$ was rejected and $H_a$ was accepted. A total of 25 students experienced an increase in their cognitive scores after receiving the treatment. In conclusion, the implementation of the Kahoot! application as an evaluation medium is proven to be significantly effective in improving the Informatics learning outcomes of twelfth-grade students at SMAN 11 Samarinda. Teachers are advised to utilize this platform while maintaining attention to internet connection stability and question time allocations.
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