Effectiveness of use of online games kahoot! chemical to improve student learning motivation

Leony Sanga Lamsari Purba, Elferida Sormin, Nelius Harefa, Sumiyati Sumiyati

Abstract


Qualitative descriptive study quasi-experimental method is intended to determine the effectiveness of using online games Kahoot! to increase student motivation to learn chemistry. The population in this study were all students of class X private secondary schools (SMAs) Pusaka 1 Jakarta. The sample was selected by random sampling technique, the entire class X MIA 1 with the number of 40 students. The results showed the use of online games Kahoot! effective to increase student motivation to learn chemistry. Increased motivation to learn by using the test gain with the gain of 0.73 with the interpretation of the increase motivation to learn the high category. All the indicators of motivation to learn, which has the intention to succeed in learning, to feel the need to be learned, have ideals, appreciate the lessons and study give a percentage increase motivation to learn different. The most significant increase occurred in the indicator have a desire to succeed in learning, with high gain values, namely 0.82. The lowest increase occurred in the indicator value learning, the value of the gain medium, which is 0.70. Thus, the use of online games Kahoot! help improve students' motivation to learn chemistry when applied to learning. Kahoot! use of online games! help improve students' motivation to learn chemistry when applied to learning. Kahoot! use of online games! help improve students' motivation to learn chemistry when applied to learning.

Keywords:

Chemical; industry 4.0; kahoot!; learning; media; motivation

Full Text:

PDF

References


Barnes, R. (2017). Kahoot! in the classroom: Student engagement technique. Nurse Educator, 42(6), 280, doi: 10.1097/NNE.0000000000000419

Bolat, Y. İ., Şimşek, Ö., & Ülker, Ü. (2017). Oyunlaştırılmış çevrimiçi sınıf yanıtlama sisteminin akademik başarıya etkisi ve sisteme yönelik görüşler. Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi, 17(4), 1741–1761, doi: 10.17240/aibuefd.2017.17.32772-363964

Brophy, J. L. and Good, T. E. (1990). Educational psychology: A realistic approach. 4th edn: White Plains, NY: Longman.

Çetin, H. S. (2018). Implementation of the digital assessment tool ‘Kahoot!’ in elementary school. International Technology and Education Journal, 2, 9-20.

Chang, R., Weissman, K. (2004). Kimia dasar konsep-konsep inti. Edisi ke-3. Penerbit Erlangga; Jakarta

Cope, D. (2014). Methods and meanings: credibility and trustworthiness of qualitative research. Oncology Nursing Forum, 41(1), 89–91, doi: 10.1188/14.onf.89-91

Van-Rossum, E. J., & Hamer, R. (2010). The meaning of learning and knowing. Rotterdam: Sense Publishers.

Irwan, I., Luthfi, Z. F., & Waldi, A. (2019). Efektifitas Penggunaan Kahoot! untuk meningkatkan hasil belajar siswa [Effectiveness of using Kahoot! to improve student learning outcomes]. PEDAGOGIA: Jurnal Pendidikan, 8(1), 95, doi: 10.21070/pedagogia.v8i1.1866

Hamzah, U. B. (2008). New orentation on learning psychology. Jakarta: Bumi Aksara.

Hamzah. B. Uno. (2013). Teori motivasi dan pengukurannya. Jakarta: Bumi Aksara

Hoffmann, D. (2003). Medical herbalism: The science and practice of herbal medicine, Rochester: Inner Traditions/Bear and Company. 101-103.

Kemendikbud. (2012). Undang-Undang RI No 12 Tahun 2012 Tentang Pendidikan Tinggi. (Online), http://sipuu.setkab.go.id/PUUdoc/17624/UU0122012_Full.pdf. Diakses 23 Mei 2018 pukul 18.30

Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13–24, doi: 10.1016/j.iheduc.2004.12.001

Licorish, S. A., George, J. L., Owen, H. E., & Daniel, B. (2017). Go Kahoot!” enriching classroom engagement, motivation and learning experience with games. In Proceedings of the 25th International Conference on Computers in Education (pp. 755-764).

Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1), 9, doi: 10.1186/s41039-018-0078-8

Melani, Agustina, “Jack Ma: Ubah Pendidikan agar Bersaing dengan Robot,” Liputan 6, 25 Jan 2018, 13:04 WIB. (Online), https://www.liputan6.com/bisnis/read/3238241/jack-ma-ubah-pendidikan-agar-bersaing-dengan-robot.

Nokham, Y. C. R. (2017). The effect of Kahoot, Quizizz and Google Forms on thestudent’s perception in classrooms response system,. Econ. Sustain. Growth, ICDAMT , 178–182

Oskay, O., Erdem, E., Akkoyunlu, B., and Yilmaz, A., (2009). Prospective Chemistry Teachers’ Learning Styles And Learning Preferences, Innovation and Creativity in Education 2:1362-1367

Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12. doi: 10.1016/j.compedu.2008.06.004

Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for elearning novices. Management Teaching Review, 2(2), 151–158, doi: 10.1177/2379298116689783

Purba, L. S. L. (2019). Peningkatan konsentrasi belajar mahasiswa melalui pemanfaatan evaluasi pembelajaran quizizz pada mata kuliah kimia fisika I. Jurnal Dinamika Pendidikan, 12(1), 29-39.

Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., et al. (2003). Beyond nintendo: Design and assessment of educational video games for first and second grade students. Computers and Education, 40(1), 71–94, doi: 10.1016/s0360-1315(02)00099-4

Shaheen, S., Nighat Perveen, N., & Malikz, S. K. (2013). Motivational techniques for effective learning: a meta analysis motivational techniques for effective learning: A meta analysis. Elixir International Journal, 19170-19176.

Suprijono, A. (2009). Cooperative learning teori dan aplikasi PAIKEM. Yogyakarta: Pustaka Pelajar.

Susanti, S. (2017). Fun Activities in English by Using Kahoot!!. 2nd International Seminar on Education 2017 Empowering Local Wisdom on Education for Global Issue.

Susiwi, S. (2007). Pendekatan Pembelajaran dan Pembelajaran Kimia. Bandung: Jurusan Pendidikan Kimia FMIPA UPI

Sasmaz, O. F. (2014). Fen bilimlerinde alternatif ölçme değerlendirme. S. S. Anagun ve N. Duban (Ed.), Fen bilimleri öğretimi (pp.277-340). Ankara: Anı Yayıncılık.

Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217-227, doi: 10.1016/j.compedu.2014.11.004

Wichadee, S., & Pattanapichet, F. (2018). Enhancement of performance and motivation through application of digital games in an English language class. Teaching English with Technology, 18(1), 77-92.

Winkel, W. S. (2003). Educational psychology and learning evauation. Jakarta: Gramedia




DOI: https://doi.org/10.24114/jpkim.v11i2.14463

Article Metrics

Abstract view : 547 times
PDF - 390 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2019 JURNAL PENDIDIKAN KIMIA

Lisensi Creative Commons
Jurnal Pendidikan Kimia is licensed under a Lisensi Creative Commons Atribusi 4.0 Internasional.

© JURNAL PENDIDIKAN KIMIA. All rights reserved