Penggunaan Games Interaktif Kahoot! sebagai Media Pembelajaran dalam Meningkatkan Kemampuan Berpikir Kritis Siswa SD

Dewi Komalasari, Muhammad Hanif, Ajo Sutarjo

Abstract


In this study, the researchers applied Kahoot! which can be used as learning media in social studies subjects to improve students' critical thinking skills in fourth grade at SDN Buah Gede Serang-Banten with 29 students. Because at SDN Buah Gede the application of technology in learning has not yet been implemented. Judging from the problems the researchers found at SDN Buah Gede, the researchers felt that there should be innovation from the teacher in classroom learning activities to foster critical thinking skills, one of which is in the learning media. So that students' critical thinking skills can develop. The learning media that will be applied by researchers is Kahoot! Application because Kahoot is an interactive quiz which can measure students' insight on the material that has been given by the teacher. This study uses an experimental method with the research design of One Group Pretest-Posttest. With a quantitative approach where data processing uses the Wilcoxon Test which is carried out in the SPSS application. Initial conditions before the application of Kahoot! students' critical thinking skills have not been seen. This is evident from the average value of the class when answering the pretest is only 35.17 Furthermore, after doing the posttest there is a good increase which is known to be the average value of the class to be 66.90. The results of the Wilcoxon test also obtained a sig value from the pretest and posttest, namely 000, meaning that there was an increase in students' critical thinking skills in social studies subjects.

Keywords


Critical Thinking; Kahoot!; Interactive Games Learning Media

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References


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DOI: https://doi.org/10.17509/didaktika.v3i4.49955

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