Peningkatan Aktivitas dan Hasil Belajar Siswa melalui Model TGT Berbantuan Kahoot!
DOI:
https://doi.org/10.56013/edu.v9i1.3055Keywords:
Kahoot; Learning Activities; Learning Outcomes; TGT Learning ModelAbstract
The purpose of this study was to describe the increase in activity and learning outcomes of class VII students of MTs Miftahul Ulum on social arithmetic material through the Teams Games Tournament (TGT) learning model with Kahoot! This research is a Classroom Action Research (CAR) with 12 student respondents. Data collection methods used were observation, interviews, tests, and documentation. The data analysis method used is qualitative and quantitative data analysis. Based on the results of the study, the percentage of student learning activities before the study was 47.5%, then in the first cycle 62.5% and 95% in the second cycle. Students' learning completeness before the study was 25% then in secluse I 75% and cycle II 100%. This shows that from cycle I to cycle II there is an increase in student activity and learning outcomes.
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Copyright (c) 2024 Achmad Zainullah Imron Zawawi; Tri Susilaningtyas; Tri Novita Irawati
This work is licensed under a Creative Commons Attribution 4.0 International License.