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Image of Pengaruh Model Pembelajaran Kooperatif Tipe Teams Games Tournament Berbantuan Kahoot Terhadap Minat Belajar Siswa SMAN 2 Kampar Timur
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Pengaruh Model Pembelajaran Kooperatif Tipe Teams Games Tournament Berbantuan Kahoot Terhadap Minat Belajar Siswa SMAN 2 Kampar Timur

Asih Meilinda Sari / 2005110319 - Nama Orang;

Education has an important role and is the main focus in developing a quality generation for the future. Students' learning interests play a key role in achieving learning goals. However, at SMAN 2 East Kampar students' interest in learning is very low because they still use conventional learning models. One of the learning models that is very effective for teachers is the cooperative learning model, tournament game team type with the help of Kahoot, where this learning model will later be carried out with team formed heterogeneously by educators. This research uses an experimental method with a research design that is post questionnaire only control group design. The results of the research show that the use of the Teams Games Tournaments Cooperative learning model assisted by Kahoot significantly increases students' interest in learning at SMAN 2 Kampar Timur. These results are also strengthened by data from the Paired Sample T-Test which shows the influence of the cooperative learning model of the team game tournament type assisted by Kahoot on students' learning interest. This research is in line with previous research which shows that the Kahoot-assisted tournament team game learning model can increase students' interest in learning. Therefore, the Teams Games Tournaments type cooperative learning model assisted by Kahoot can be an effective solution to increase students' interest in learning in the learning process at school. The conclusion of this research is that the use of the cooperative learning model, team games tournament type, assisted by Kahoot, has an effect on students' interest in learning at SMAN 2 Kampar Timur. It is hoped that this learning approach that integrates technology can be widely used in education to create a more interesting learning atmosphere and motivate students to learn better.
Keywords: Kahoot, Learning Media, Interest in Learning.


Ketersediaan
#
Perpustakaan Universitas Riau 2005110319
2005110319
Tersedia
Informasi Detail
Judul Seri
-
No. Panggil
2005110319
Penerbit
Pekanbaru : Universitas Riau - FKIP – Pendidikan Ekonomi., 2024
Deskripsi Fisik
-
Bahasa
Indonesia
ISBN/ISSN
-
Klasifikasi
2005110319
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subjek
PENDIDIKAN EKONOMI
Info Detail Spesifik
-
Pernyataan Tanggungjawab
Jaka
Versi lain/terkait

Tidak tersedia versi lain

Lampiran Berkas
  • COVER
  • ABSTRAK
  • DAFTAR ISI
  • BAB I PENDAHULUAN
  • BAB II KAJIAN PUSTAKA
  • BAB III METODE PENELITIAN
  • BAB IV HASIL PENELITIAN DAN PEMBAHASAN
  • BAB V PENUTUP
  • DAFTAR PUSTAKA
  • LAMPIRAN
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