PENGARUH PENGGUNAAN MEDIA KAHOOT BERBASIS GAME PRESENTATION TERHADAP HASIL BELAJAR DOMAIN KOGNITIF SISWA DALAM MATA PELAJARAN DESAIN GRAFIS PERCETAKAN KELAS XI MULTIMEDIA SMK NEGERI 2 BONE

Authors

  • Syamsul Risal Universitas Muhammadiyah Bone

DOI:

https://doi.org/10.62667/begibung.v3i5.273

Keywords:

Kahoot, Learning, Outcomes, Cognitive Domain, Graphic Design

Abstract

This study aims to determine whether or not there is an effect of video media Kahoot Game-Based Presentation Media on Cognitive Domain Learning Outcomes of Students in Printing Graphic Design Subjects. The type of research used is quasi-experimental. The population and sample are classes XI MM 1 and XI MM 2, which consist of 46 students. Class XI MM 1 was the control class and class XI MM 2 was the experimental class. The sampling technique used was purposive sampling. The variables studied included: the effect of using Kahoot Game-Based Media Presentation on students' cognitive domain learning outcomes and the use of conventional learning. The data collection technique for this study involved administering a pre-test to measure students' initial abilities and a post-test to measure their learning outcomes. Data analysis was conducted using normality tests, homogeneity tests, and hypothesis tests with the assistance of SPSS version 20. The results of this study indicate that there is an effect of using Kahoot game-based media Presentation Media on Students' Cognitive Domain Learning Outcomes in the Graphic Design Printing Subject in Grade XI Multimedia at SMK Negeri 2 Bone. This can be seen in the hypothesis testing using the T-test. The analysis results show that the sig value is 0.000< 0.05 at a significance level of 5%, thus H1 is accepted and H0 is rejected.

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References

Abidin & Zaman. (2017), Students’ Perceptions On Game-Based Classroom Response System In A Computer Programming Course. International Conference on Engineering Education (ICEED). 2017. pp. 254–259.

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Plump & LaRosa. (2017). Using kahoot! In the classroom to create engagement and active learning. manag. teach. rev.

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Sugiyono. (2015) Metode Penelitian Kuantitatif Kualitatif Dan R&D. Bandung: Alfabeta.

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Published

30-11-2025

How to Cite

Syamsul Risal. (2025). PENGARUH PENGGUNAAN MEDIA KAHOOT BERBASIS GAME PRESENTATION TERHADAP HASIL BELAJAR DOMAIN KOGNITIF SISWA DALAM MATA PELAJARAN DESAIN GRAFIS PERCETAKAN KELAS XI MULTIMEDIA SMK NEGERI 2 BONE. BEGIBUNG: Jurnal Penelitian Multidisiplin, 3(5), 16–22. https://doi.org/10.62667/begibung.v3i5.273