The Use of Kahoot! Interactive Learning Media to Improve Learning Motivation in Vocational Schools
DOI:
https://doi.org/10.29407/3cvp1802Abstract
This study aimed to describe students learning motivation before and after the use of Kahoot! and to examine whether there was a significant difference in students' learning motivation before and after the implementation of the interactive learning media. This study employed a quantitative approach using a quasi-experimental method with a One Group Pretest-Posttest Design. The participants were 34 students of class XI TKR-1 at SMK Negeri 1 Kota Kediri. Data analysis consisted of descriptive statistics, the Shapiro-Wilk normality test, Levene's homogeneity test, and paired sample t-test. The results showed that the mean learning motivation score increased from 79.12 before the intervention to 93.85 after the use of Kahoot!, representing an increase of 14.73 points. The paired sample t-test yielded a t-value of 7.102 with a significance value of < 0.001, which was lower than 0.05. Therefore, the null hypothesis was rejected and the alternative hypothesis was accepted. These findings indicate that there was a statistically significant difference in students' learning motivation before and after the implementation of Kahoot!. The findings suggest that Kahoot! can serve as an alternative interactive learning medium for supporting student participation and learning motivation in Pancasila Education in vocational schools
Keywords:
interactive learning media, kahoot!, learning motivation, pancasila education, vocational schoolDownloads
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