Implementasi Kahoot untuk Meningkatkan Critical Thinking dan Problem Solving Anak Usia SD Kelas Tinggi

Caesar Izzatin Nafsi, Ajo Sutarjo, Muhammad Hanif

Abstract


People of all ages and various walks of life are very commonly seen not taking care of and caring for the environment. There are so many elementary school-age children who are still ordinary and even indifferent in maintaining their environment, including children who live in Gg. Kp Hajimena Village RW 002 Natar District, South Lampung Regency. One of the causes of indifference to the environment in children is that they do not have critical thinking and problem-solving abilities. Kahoot is expected to increase creativity and attract children's curiosity, so as to improve critical thinking and problem-solving in children. This research was carried out using the R&D method with the aim of validating Kahoot products in an effort to improve critical thinking and problem-solving on research subjects, namely elementary school-aged children living on Jl Kp. Hajimena Village. Based on the results of observations of the use of Kahoot game media, students responded well and easily understood how to use Kahoot media. Students were active throughout the learning activities and product testing activities, and they seemed enthusiastic about playing the Kahoot game quiz. Based on the calculation results of the Paired-Samples T-Test through SPSS, the probability value (Asymp. Sig) is 0.000 <0.05 so then Ho is rejected and Ha is accepted. Then, the result is the conclusion of using Kahoot game-based applications can increase critical thinking and problem solving for high-grade elementary school-aged children in Gg. Kp Hajimena Village RW 002 Natar District, South Lampung Regency.

Keywords


Kahoot; Critical Thinking; Problem Solving; Elementary School

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References


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DOI: https://doi.org/10.17509/didaktika.v4i3.45083

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