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PENGARUH GAMED BASED LEARNING MELALUI KAHOOT TERHADAP HASIL BELAJAR KELAS VII SMP MUHAMMADIYAH MARGASARI

Sosiolium: Jurnal Pembelajaran IPS · Vol. 8 No. 1 (2026) · hlm. 51–59

DOI
10.15294/sosiolium.v8i1.30039
ISSN
2685-4929
Terbit
2026-04-30
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

Penerapan game based learning melalui kahoot menjadi salah satu alternatif dalam mengatasi permasalahan pembelajaran IPS yang masih sering menggunakan metode konvensional sehingga kurang menarik dan kurang memotivasi siswa untuk terlibat aktif, ini juga dapat dijadikan sebagai variasi metode pembelajaran agar tidak monoton. Penelitian ini bertujuan untuk mengetahui pengaruh game based learning melalui kahoot terhadap hasil belajar kelas VII SMP Muhammadiyah Margasari. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian quasi experimental design bentuk non equivalent control group design. Sampel yang digunakan kelas VII A (25 siswa) dan VII ICT 1 (24 siswa) menggunakan teknik purposive sampling. Pengumpulan data menggunakan tes dan dianalisis menggunakan IBM SPSS Statistic 27. Hasil penelitian menunjukkan terdapat pengaruh game based learning melalui kahoot terhadap hasil belajar siswa kelas VII ICT 1 sebagai kelas eksperimen dengan hasil pretest sebesar 39,13 dan meningkat menjadi 71,13 pada posttest. Berdasarkan uji paired sample t-test mendapatkan nilai sig. (2-tailed) sebesar 0,000 < 0,05 yang artinya terdapat peningkatan hasil belaja setelah diberikan perlakuan berupa penerapan game based learning melalui kahoot. The implementation of game-based learning through Kahoot is considered an alternative solution to overcome issues in Social Studies learning, which still frequently uses conventional methods. These traditional approaches tend to be less engaging and fail to motivate students to actively participate in the learning process. Game-based learning offers a more engaging, enjoyable learning environment and serves as a variation to avoid monotonous instruction. This study aims to examine the effect of game-based learning through Kahoot on Social Studies learning outcomes among seventh-grade students at SMP Muhammadiyah Margasari. A quantitative approach was used with a quasi-experimental design, specifically the non-equivalent control group design. The research sample consisted of Class VII A (25 students) and Class VII ICT 1 (24 students), selected using the purposive sampling technique. Data were collected using tests and analyzed with IBM SPSS Statistics 27. The results revealed a significant effect of game-based learning on student achievement. The experimental class (VII ICT 1) showed an increase in the average score from 39.13 (pretest) to 71.13 (posttest). The paired sample t-test showed a significance value of 0.000 < 0.05, indicating that the treatment had a statistically significant impact. It can be concluded that game-based learning using Kahoot positively influences student learning outcomes.

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  • State University of Semarang
  • Muhammadiyah University of Surakarta
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Rekan penulisOrganisasiArtikel bersama
Noviani Achmad PutriState University of Semarang4
Aisyah Nur Sayidatun NisaState University of Semarang4
Asep GinanjarState University of Semarang3
Arif PurnomoState University of Semarang3
Afif Abdan SyakuroAfiliasi tidak diketahui1
Deny ListiyoState University of Semarang1
Alifia Putri Tisa FandilahState University of Semarang1
Septya NurhayatiState University of Semarang1
Ochita IriannaState University of Semarang1
Pramudya Akbar DewanggaState University of Semarang1
Heldy PrasetyaState University of Semarang1
Ngainun NisaState University of Semarang1
Siti Ekowati RusdiniState University of Semarang1
Lukki LukitawatiState University of Semarang1
Zabidi Agus WinantoAfiliasi tidak diketahui1
YunitaState University of Semarang1
Adi SaputraState University of Semarang1
Nolix PratitiState University of Semarang1
Tukidi .State University of Semarang1
Sri LestariMuhammadiyah University of Surakarta1
Erfina Ayu WulandariState University of Semarang1
Isni Yun LasiState University of Semarang1
Tukidi TukidiState University of Semarang1
Fatrikha Najma UntsaState University of Semarang1
Reza NurmeipanState University of Semarang1
Muhammad Jaenal ArifinState University of Semarang1
Muhammad Fathur RofikState University of Semarang1
Rahmawati Dian PratiwiState University of Semarang1
Farid ShalihudinState University of Semarang1
Tri Wulan SariState University of Semarang1
Muhammad Hilmi HafidhuddinState University of Semarang1
Rahma Aulia FitriyanaState University of Semarang1
Ropi Ropi OktapianaState University of Semarang1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/sosiolium/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">PENGARUH GAMED BASED LEARNING MELALUI KAHOOT TERHADAP HASIL BELAJAR KELAS VII SMP MUHAMMADIYAH MARGASARI</dc:title>
	<dc:creator xml:lang="en">Rizqi Hanifah</dc:creator>
	<dc:creator xml:lang="en">Fredy Hermanto</dc:creator>
	<dc:subject xml:lang="en">game based learning</dc:subject>
	<dc:subject xml:lang="en">kahoot</dc:subject>
	<dc:subject xml:lang="en">hasil belajar</dc:subject>
	<dc:description xml:lang="en">Penerapan game based learning melalui kahoot menjadi salah satu alternatif dalam mengatasi permasalahan pembelajaran IPS yang masih sering menggunakan metode konvensional sehingga kurang menarik dan kurang memotivasi siswa untuk terlibat aktif, ini juga dapat dijadikan sebagai variasi metode pembelajaran agar tidak monoton. Penelitian ini bertujuan untuk mengetahui pengaruh game based learning melalui kahoot terhadap hasil belajar kelas VII SMP Muhammadiyah Margasari. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian quasi experimental design bentuk non equivalent control group design. Sampel yang digunakan kelas VII A (25 siswa) dan VII ICT 1 (24 siswa) menggunakan teknik purposive sampling. Pengumpulan data menggunakan tes dan dianalisis menggunakan IBM SPSS Statistic 27. Hasil penelitian menunjukkan terdapat pengaruh game based learning melalui kahoot terhadap hasil belajar siswa kelas VII ICT 1 sebagai kelas eksperimen dengan hasil pretest sebesar 39,13 dan meningkat menjadi 71,13 pada posttest. Berdasarkan uji paired sample t-test mendapatkan nilai sig. (2-tailed) sebesar 0,000 &amp;lt; 0,05 yang artinya terdapat peningkatan hasil belaja setelah diberikan perlakuan berupa penerapan game based learning melalui kahoot. 
The implementation of game-based learning through Kahoot is considered an alternative solution to overcome issues in Social Studies learning, which still frequently uses conventional methods. These traditional approaches tend to be less engaging and fail to motivate students to actively participate in the learning process. Game-based learning offers a more engaging, enjoyable learning environment and serves as a variation to avoid monotonous instruction. This study aims to examine the effect of game-based learning through Kahoot on Social Studies learning outcomes among seventh-grade students at SMP Muhammadiyah Margasari. A quantitative approach was used with a quasi-experimental design, specifically the non-equivalent control group design. The research sample consisted of Class VII A (25 students) and Class VII ICT 1 (24 students), selected using the purposive sampling technique. Data were collected using tests and analyzed with IBM SPSS Statistics 27. The results revealed a significant effect of game-based learning on student achievement. The experimental class (VII ICT 1) showed an increase in the average score from 39.13 (pretest) to 71.13 (posttest). The paired sample t-test showed a significance value of 0.000 &amp;lt; 0.05, indicating that the treatment had a statistically significant impact. It can be concluded that game-based learning using Kahoot positively influences student learning outcomes. </dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2026-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/sosiolium/article/view/30039</dc:identifier>
	<dc:identifier>10.15294/sosiolium.v8i1.30039</dc:identifier>
	<dc:source xml:lang="en">Sosiolium: Jurnal Pembelajaran IPS; Vol. 8 No. 1 (2026): April; 51-59</dc:source>
	<dc:source>2685-4929</dc:source>
	<dc:source>10.15294/sosiolium.v8i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/sosiolium/article/view/30039/9363</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Sosiolium: Jurnal Pembelajaran IPS</dc:rights>
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