Vicratina : Jurnal Ilmiah Keagamaan
Vol 7 No 9 (2022)

PEMANFAATAN APLIKASI KAHOOT! SEBAGAI DIGITAL GAME BASED LEARNING PADA MATA PELAJARAN FIQH DI SMP NEGERI 6 SINGOSARI MALANG

Rahmad Yoga Nugroho (FAI UNISMA)
Qurroti A'yun (Universitas Islam Malang)
Atika Zuhrotus Sufiyana (Universitas Islam Malang)



Article Info

Publish Date
16 Aug 2022

Abstract

The importance of learning media used in the learning process makes a lot of innovations in terms of learning media that can be used by teachers. One of the learning media used by teachers at SMP Negeri 6 Singosari Malang is Kahoot! This study aims to determine the effect and level of student learning outcomes in using the Kahoot! As a digital game based learning on Fiqh subjects. The method used in this research is quantitative research with quasi-experimental research type. The results of this study are the use of the pre-test and post-test design group learning models have differences between the control and experimental classes so that significant results are obtained, namely 0.000.

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Journal Info

Abbrev

fai

Publisher

Subject

Education Other

Description

Vicratina : Jurnal Ilmiah Keagamaan adalah Jurnal Keagamaan Islam yang berfokus pada Hasil Penelitian tentang Pendidikan ...