Woso, Yustina Almira (2025) PENGARUH PENERAPAN MEDIA GAME KAHOOT UNTUK MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR SISWA KELAS X UMUM 7 SMA NEGERI 1 BAJAWA DALAM PEMBELAJARAN PENDIDIKAN AGAMA KATOLIK. Other thesis, STIPAR ENDE.
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Abstract
ABSTRACT
Woso, Yustina. 2025. "Application of the Kahoot Game Media to Increase the
Activeness and Learning Outcomes of Class X General 7 Students at SMA Negeri 1
Bajawa". Thesis. Catholic Religious Education Study Program. Atma Reksa Ende
Pastoral College.
Supervisior Ignasius Suswakara, M. Th
Keywords: media, kahoot game, active learning outcomes.
In the current digital era, the use of technology has become important in the world of
education, this is because learning has made a lot of use of technology and digital
media. One use of technology is online-based learning media. Learning media is an
important part and influences the success of the learning process. The Kahoot game is
an internet-based interactive learning media that is able to create an active and
conducive learning atmosphere. Student learning activeness can be seen from the active
involvement of students in the learning process both physically and mentally.
Meanwhile, learning outcomes are the result of an activity that has been carried out,
created, and obtained through hard work, both individually and in groups after
experiencing the learning process. The formulation of the problem in this research is
what effect does the application of the Kahoot game media have on the activeness and
learning outcomes of Catholic religious education for class X 7 general students at
SMA Negeri 1 Bajawa? This research aims to describe the application of the Kahoot
game media and to analyze the influence of the application of the Kahoot game media
on the activeness and learning outcomes of class X 7 general students at SMA Negeri 1
Bajawa. This research method is qualitative descriptive research. The object of this
research is the influence of the application of the Kahoot game media in increasing the
activity and learning outcomes of class X 7 general students at SMA Negeri 1 Bajawa in
learning Catholic Religious Education. The instruments used were observation,
learning test results in the form of a Kahoot game quiz, interviews and documentation.
Based on the analysis of research results, it was concluded that Kahoot game-based
learning can increase the activity and learning outcomes of class X 7 general students
at SMA Negeri 1 Bajawa.
| Item Type: | Thesis (Other) |
|---|---|
| Uncontrolled Keywords: | media, game kahoot, keaktifan belajar, hasil belajar. |
| Subjects: | L Education > Pendidikan Keagamaan Katolik |
| Depositing User: | Josias Gregorius Naro Reda |
| Date Deposited: | 22 Jun 2026 05:00 |
| Last Modified: | 22 Jun 2026 05:02 |
| URI: | http://repository.stipar-ende.ac.id/id/eprint/362 |

