Implementasi Kahoot dan Teams Games Tournament dalam Meningkatkan Motivasi dan Hasil Belajar Siswa terhadap Matematika

  • Lilik Mustofiyah Universitas Muhammadiyah Surakarta, Surakarta, Jawa Tengah,  Indonesia
  • Markhamah Markhamah Universitas Muhammadiyah Surakarta, Surakarta, Jawa Tengah,  Indonesia
  • A. Fathoni Universitas Muhammadiyah Surakarta, Surakarta, Jawa Tengah,  Indonesia
  • Sutama Sutama Universitas Muhammadiyah Surakarta, Surakarta, Jawa Tengah,  Indonesia
  • Yulia Maftuhah Hidayati Universitas Muhammadiyah Surakarta, Surakarta, Jawa Tengah,  Indonesia

Abstract

The purpose of this study was to determine the implementation of Kahoot and Teams Games Tournament in improving student motivation and learning outcomes in the field of mathematics. The research method applied is a mixed method with a concurrent model. The subjects of this study were 34 grade 6 students. The data collection methods employed encompassed observation, questionnaires, interviews, and testing. Learning motivation was measured by applying a questionnaire that had previously been tested for validity and reliability, with a Likert scale (score 1-5). The interview used 10 questions, while the test instrument included pretest and posttest. Sampling was conducted using the purposive-sampling method. The results showed that the use of Kahoot and TGT increased students' learning motivation by 86%. In addition, the integration of Kahoot with TGT cooperative learning model improved the mathematics learning outcomes of grade VI students at MI Muhammadiyah Madiun City. The pre-test results showed 65.15% completeness, while the post-test reached 81.62%. Interviews and questionnaires indicated 100% of students were interested, active, and had positive emotional responses and a desire to repeat learning with this method. The integration of Kahoot and TGT proved to be an effective and fun learning tool.

Keywords: Kahoot, Teams Group Tournament, motivation, learning outcomes Math Learning

PDF Downloads

Download data is not yet available.
Published
2025-02-13
How to Cite:
Mustofiyah, L., Markhamah, M., Fathoni, A., Sutama, S., & Hidayati, Y. M. (2025). Implementasi Kahoot dan Teams Games Tournament dalam Meningkatkan Motivasi dan Hasil Belajar Siswa terhadap Matematika. Ideguru: Jurnal Karya Ilmiah Guru, 10(2), 972-981. https://doi.org/10.51169/ideguru.v10i2.1330
Section
Research Articles
Abstract viewed: 185 times
PDF (Bahasa Indonesia) downloaded: 106 times

References

A. M Sardiman. (2014). Interaksi dan Motivasi Belajar Mengajar. Rajawali Press.

Anik Sugiani, K. (2023). Pengaruh Media Pembelajaran Kahoot Berbasis Game Based Learning Terhadap Minat Dan Hasil Belajar Siswa Smk Di Buleleng. EDUSAINTEK: Jurnal Pendidikan, Sains Dan Teknologi, 10(2), 457–474. https://doi.org/10.47668/edusaintek.v10i2.770

Avivah, N. M., & Suryaningrat, E. F. (2019). Pengaruh Model Pembelajaran Kooperatif Tipe TGT (Team Games Tournament) Terhadap Motivasi Belajar dan Pemahaman Konsep Matematika. Social, Humanities, and Educational Studies (SHEs): Conference Series, 2(2), 171. https://doi.org/10.20961/shes.v2i2.38613

Azhari, D. S., Afif, Z., Kustati, M., & Sepriyanti, N. (2023). Penelitian Mixed Method Research untuk Disertasi. INNOVATIVE: Journal Social Science Research, 3(2), 8010–8025.

Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications.

Hikmah, M., Anwar, Y., & Hamid, R. (2018). Penerapan Model Pembelajaran Team Games Tournament (TGT) Terhadap Motivasi dan Hasil Belajar Peserta Didik pada Materi Dunia Hewan Kelas X di SMA Unggul Negeri 8 Palembang. Journal Pembelajaran Biologi, vol 5 (1), 56–73. https://api.semanticscholar.org/CorpusID:150739654

Irwan, I., Luthfi, Z. F., & Waldi, A. (2019). Efektifitas Penggunaan Kahoot! untuk Meningkatkan Hasil Belajar Siswa. Pedagogia : Jurnal Pendidikan, 8(1), 95–104. https://doi.org/10.21070/pedagogia.v8i1.1866

Janattaka, N., & Tiyana, F. A. D. (2022). Pemanfaatan Aplikasi Kahoot Sebagai Media Pembelajaran Matematika Kelas 2 Di SDI Aisyiyah. Arus Jurnal Pendidikan, 2(2), 116–123. https://doi.org/10.57250/ajup.v2i2.78

Jauhari, W., Izza, A. R., & Eko Susilo, B. (2024). Pengaruh Model TGT Berbasis Kahoot Terhadap Keterampilan Berpikir Tingkat Tinggi Siswa Dalam Pembelajaran Matematika. PRISMA, Prosiding Seminar Nasional Matematika, 7, 396–404. https://proceeding.unnes.ac.id/prisma ISSN 2613-9189%0APengaruh

Magfirah, A. D., Sukardi, S., Wahidah, A., & Suryanti, N. M. N. (2023). Penerapan Model Teams Games Tournament Berbantuan Kahoot Untuk Meningkatkan Hasil Belajar Sosiologi Siswa. Jurnal Ilmiah Pendidikan Dasar, 08(Vol. 8 No. 2 (2023): Volume 08 No 02, September 2023), 1–23. https://doi.org/https://doi.org/10.23969/jp.v8i2.9595

Mardiyanti, L. R., Imran, I., Ramadhan, I., & Wijaya, T. (2023). Implementasi Model Kooperatif Teams Games Tournament Pada Pembelajaran Sosiologi Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas XII. Jurnal Muara Pendidikan, 8 No. 2(Vol. 8 No. 2 (2023): Jurnal Muara Pendidikan, Vol 8 No 2, Desember 2023), 345–353. https://doi.org/https://doi.org/10.52060/mp.v8i2.1491

Mattawang, M. R., & Syarif, E. (2023). Dampak Penggunaan Kahoot Sebagai Platform Gamifikasi Dalam Proses Pembelajaran. Journal of Learning and Technology, 2(1), 33–42. https://doi.org/10.33830/jlt.v2i1.5843

Murtiyasa, B., & Hayuningtyas, W. (2020). Pengaruh Strategi Pembelajaran Tipe Kooperatif Dan Kreativitas Siswa Terhadap Hasil Belajar Matematika. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(2), 358–368. https://doi.org/10.24127/ajpm.v9i2.2765

Muzayanati, Apriliyanti , Maemonah, P. P. (2022). Efektivitas Aplikasi Game Kahoot Dalam Meningktkan Motivasi dan Hasil Belajar Siswa Pada Materi Matematika di Sekolah Dasar. 11(January), 161–173.

Nuraeni, I., Ni’mah, K., & Rahayu, D. V. (2020). Implementasi Focusky Dan Kahoot Membantu Meningkatkan Motivasi Belajar Peserta Didik Terhadap Matematika. Jurnal Derivat: Jurnal Matematika Dan Pendidikan Matematika, 7(2), 46–52. https://doi.org/10.31316/j.derivat.v7i2.856

Prayitno, T. (2021). Penerapan Model Pembelajaran Teams Games Tournament (Tgt) Berbantuan Aplikasi Kahoot! Jurnal Bhakti Pendidikan, 2(2), 4–11. https://jurnal.pbgkudus.or.id/index.php/jbpi/article/view/133/115

Puspitasari, R., Suparman, S., & Fahrunnisa, F. (2023). Pengaruh Media Pembelajaran Kahoot Berbasis Game Based Learning terhadap Minat dan Hasil Belajar Peserta Didik. Edukatif : Jurnal Ilmu Pendidikan, 4(6), 8211–8220. https://doi.org/10.31004/edukatif.v4i6.4382

Rahmi, A. Y., & Ariawan, R. (2022). Development of Mathematics Learning Media Using Kahoot Application. Jurnal Prinsip Pendidikan Matematika, 4(1), 65–72. https://doi.org/10.33578/prinsip.v4i1.104

Ristyanti, A., & Widiyono, A. (2024). Model Teams Games Tournament (TGT) Berbasis Kahoot Terhadap Motivasi Belajar Siswa Sekolah Dasar. Jurnal Riset Pendidikan Dasar (JRPD), 5(1), 53. https://doi.org/10.30595/jrpd.v5i1.17385

Rosyida, U., Islami, N., & Azhar, A. (2022). The Effectiveness of Cooperative Learning Model Type Tgt Assisted by Kahoot Application To Improve Students’ Cognitive Learning Outcomes Material Pressure Substance Class VIII Middle School. Journal of Educational Sciences, 6(4), 637. https://doi.org/10.31258/jes.6.4.p.637-644

Sappaile, B. I., Ahmad, Z., Putu, I., Dharma Hita, A., Razali, G., Lokita, R. D., Dewi, P., & Punggeti, R. N. (2023). Model Pembelajaran Kooperatif: Apakah efektif untuk meningkatkan motivasi belajar peserta didik. Journal on Education, 6(1), 6261–6269. https://jonedu.org/index.php/joe/article/view/3830

Setiawati, H. D., Sihkabuden, & Adi, E. P. (2018). Pengaruh Kahoot! Terhadap Hasil Belajar Siswa Kelas XI di SMAN 1 Blitar. Jurnal Kajian Teknologi Pendidikan, 1(4), 273–278.

Slavin, R. E. (2011). Cooperative Learning: theory, research, and practice (terjemahan). Nusa Media.

Slavin, R. E. (2018). Educational Psychology : theory and practice. Pearson Education, Inc.

Sugiyono. (2013). Metode Penelitian Kuantitatif, Kualitatif, dan R & D (cetakan ke). Alfabeta, CV.

Sugiyono. (2022). Metode Penelitian Kualitatif (Untuk Penelitian yang bersifat:eksploratif, Enterpretif, Interaktif dan Konstruktif). Alfabeta, CV.

Sukadi. (2018). Metodologi Penelitian Pendidikan:Kompetensi dan Praktiknya (R. Damayanti (ed.)). Bumi Aksara. https://books.google.co.id/books?id=gJo_EAAAQBAJ&printsec=frontcover#v=onepage&q&f=false

Sultani, H. R., Syamsiah, & Tahir, I. (2023). Penerapan Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT) Berbantuan Media Games Interaktif Untuk Meningkatkan Motivasi Belajar Siswa SMA Negeri 2 Enrekang. Jurnal Pemikiran Dan Pengembangan Pembelajaran, 5(2), 365–371.

Yani, S., & Febriani, E. A. (2024). Penerapan Model TGT (Teams Games Tournament) Berbantu Kahoot dalam Meningkatkan Keaktifan Belajar Peserta Didik pada Mata Pelajaran Sosiologi Kelas XI IPS 3 SMA Adabiah 2 Padang. Naradidik: Journal of Education and Pedagogy, 3(1), 95–106. https://doi.org/10.24036/nara.v3i1.187

Most read articles by the same author(s)