Application of Kahoot Game Application Based Assessment in Class Discussion Learning Model Action to Improve Students' Arabic Learning Outcomes
DOI:
https://doi.org/10.59653/jimat.v2i01.551Keywords:
Class Discussion Learning Model, Kahoot Application, Learning ResultsAbstract
The more advanced the times, the more sophisticated the development of technology. No exception to the technology that should be utilized as much as possible by educators in teaching and learning activities in the classroom. possible by educators in teaching and learning activities in the classroom. One of them is of which is that educators can apply the Kahoot application as an assessment tool for learning in the classroom as an effort to create a learning atmosphere so that learning in the classroom as an effort to create a conducive learning atmosphere and conducive and save time in the process of assessing student learning outcomes.This research aims to overcome the problems that occur in the classroom during teaching and learning activities. classroom when teaching and learning activities take place as an action taken to improve students' learning outcomes. to improve the learning outcomes of Arabic language of class X students by applying Kahoot game-based assessment in the action model. Kahoot game-based assessment in the action of Class Discussion learning model. This research uses the Classroom Action Research (PTK) method which was implemented in SMA Muhammadiyah 25 Setiabudi Pamulang, South Tangerang. This research was conducted in two cycles. First, the pre-cycle stage and cycle 1 in its implementation using the Classroom Discussion learning model which learning model consisting of 5 phases (Clarifying the purpose and estabilishing the set, Focusing the Discussion, Controlling the Discussion, Ending the Discussion). Discussion, Controlling Discussion, Ending Discussion, Debriefing)The results of the study found that students' Arabic language learning outcomes The pre-cycle stage to the cycle 1 stage. the completeness of student learning outcomes only reached 47% while the cycle 1 stage the completeness of student learning outcomes has increased. Motivation of students to learn and foster the spirit of challenged students to participate in classroom learning activities
Downloads
References
Arifin A (2017), The Role of Language Games in the Teaching and Learning Process of Arabic Subjects, An Nabighoh Journal.
Arikunto S (2007), Classroom Action Research, (Jakarta: PT. Bumi Aksara, 2007)
Busiri A et al (2020), Utilization of Kahoot Media in Learning Arabic Listening Skills at IAIN Sunan Kalijogo Malang, Journal of Arabic Language Education
Hermawan, C. M., Rosfiani, O. (2018). R&H classroom action research model. Jakarta: Ministry of Law and Human Rights of the Republic of Indonesia.
Hidayat R (2021), Optimizing Kahoot Learning Game in Mathematics Online Learning Evaluation at Smkn 1 Singgahan Tuban, Journal of Education and Learning.
Indriastuti L (2022), Kahoot as a Media Assessment of Learning Outcomes of Human Digestive System Disorders, Journal of Intellectual Education.
Kesume G.C., Fauziyah A (2016), Application of the Imla' Method to Improving Arabic Writing Skills of Students of class X SMA IT PP AlMujtama' Al-Islami, Karang Anyar South Lampung, Thesis.
Kunandar (2011), Easy Steps for Classroom Action Research as a Teacher Professional Developer, (Jakarta: PT.Raja Grafindo Persada)
Kurnia N et al (2018), The Effectiveness of Utilizing Learning Multimedia Assisted by Ispring in Improving Motivation and Learning Outcomes in Arabic Subjects, Journal of Educational and Learning Technology.
Luhando D (2022), Using Kahoot as a Formative Assessment Tool, International Journal of Higher Education
Salfadilah F et al (2023), Kahoot Application as a HOTS-Based Cognitive Assessment Media in Elementary Schools, Journal of Basic Education Research
Putri A (2019), Classroom Action Research (As an Effort to Improve the Quality of Learning Quality, Teacher Professionalism and Student Learning Competencies), Yogyakarta, CV Budi Utama
Sibel H (2018), Implementation of Digital Assessment Tool 'Kahoot!' in Elementary School, International Journal of Technology and Education.
Sukmawati R et al (2022), Utilization of Game-Based Learning Media Using Kahoot, Journal of Character Education Society.
Wigati S (2019), The Use of Kahoot Media to Improve Mathematics Learning Outcomes and Interest, Journal of Mathematics Education Study Program.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Okta Rosfiani, Rizki Shaputra, Ahmad Dedi Muchtar, Fidi Razaq

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).