Maxalina, Nora (2026) PENGEMBANGAN GAMIFIKASI BERBASIS KAHOOT MATA PELAJARAN MATEMATIKA MATERI PERKALIAN UNTUK SISWA KELAS 4 SEKOLAH DASAR. Undergraduate thesis, Universitas Muhammadiyah Malang.
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Abstract
This research is supported by the low ability to solve multiplication problems by elementary school students and have not utilized learning media optimally in the mathematics learning process. Learning is still classical causing students to lack enthusiasm in learning. Therefore, learning media is needed that aims to increase the motivation and spirit of learners in learning. One of the alternatives that can be used is Kahoot-based gamification media which aims to improve the ability to solve multiplication problems in grade 4 elementary school students. This research aims to (1) improve multiplication problem solving skills in 4th grade elementary school students (2) the application of mathematical learning multiplication material by using kahoot-based gamification
This research uses the R & D (Research and Development) research method with 5 stages, namely analysis, design, development, implementation and evaluation. The subjects of this study are elementary school grade IV students. In this research using collection techniques through observation, interview, questionnaire and documentation. The instruments used in this research include material expert validation sheets, media expert validation sheets, teacher questionnaires, student questionnaires, and evaluation questions. Data analysis techniques are obtained quantitatively and qualitatively descriptively which aims to determine the level of media feasibility and problem-solving skills in primary school grade IV students.The results of this study show that the development of kahoot-based gamification is declared suitable for use after going through the material validation test stage and the media validation test. This is also proven when the use of media shows the ability of students in solving problems in story questions and working on other questions at each level. From the results of this research, Kahoot-based gamification media can be an interactive and innovative digital learning media in mathematics subjects, especially in multiplication materials. The implication of the results of this study is that the development of kahoot-based gamification is suitable for use by teachers as one of the strategies to increase learning interest and motivation of students and efforts to improve problem-solving skills in multiplication materials.
| Item Type: | Thesis (Undergraduate) |
|---|---|
| Student ID: | 202210430311087 |
| Keywords: | gamification, Kahoot, improving, skills, problem solving, multiplication, elementary school |
| Subjects: | L Education > LB Theory and practice of education > LB1501 Primary Education |
| Divisions: | Faculty of Teacher Training and Education > Teacher Professional Education (86902) |
| Depositing User: | 202210430311087 noramaxalina11gmailcom |
| Date Deposited: | 26 May 2026 03:10 |
| Last Modified: | 26 May 2026 03:10 |
| URI: | https://eprints.umm.ac.id/id/eprint/30194 |
