The Implementation of Kahoot!: (A Game-Based Student Response System): A Tool Used in Improving Learning Motivation of Elementary School Students

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Sukowati, E. Kus Eddy Sartono

2020 ACM International Conference Proceeding Series Conference paper Cited by 1 Quartile

Abstract

Learning motivation will encourage students to be actively involved in a learning process. Nevertheless, learning motivation of students in grade 5 of Taman Muda Ibu Pawiyatan Elementary School is still low showed by the less motivation of students in joining the learning activities. Then, a classroom action research aimed to solve the problems found. Therefore, the objects in this research were 12 male students and 10 female students in grade 5 of Elementary School. This research was using the model of Stephen Kemmis and Robbin Mc Taggart. The data collection technique is questionnaire, meanwhile the data analysis technique was descriptive-statistic. The findings showed that there was the improvement of students' learning motivation by the implementation of kahoot! In the pre-action, based on the questionnaire about students' learning motivation obtained the score of 26,59% (medium). After the action was implemented, cycle 1 obtained the score 48,7% (medium) and cycle 2 obtained 77,85% (very high). Therefore, the implementation of kahoot! (A Game Based Student Respont System) improved the learning motivation of students in grade 5 of Taman Muda Ibu Pawiyatan Elementary School. © 2020 ACM.

Affiliations

Primary Education Study Program, Graduate School Program, YogyakartaState University, Yogyakarta, Indonesia; PrimaryEducation, Yogyakarta State University, Yogyakarta, Indonesia