The Effect of Kahoot-based Team Game Tournament Type Cooperative Model and Learning Motivation on Indonesian Language Learning Outcomes

Afifah Afifah, Atmazaki Atmazaki

Abstract


This study aims to interpret the effect of the application of the Cooperative learning model type Team Game Tournament assisted by Kahoot application and learning motivation on learning outcomes on the material of writing official letters and personal letters of SMP Negeri 02 Gunung Talang students. This research is classified as experimental research with a population of 355 students and a sample of 64 students. Data on learning outcomes were obtained through objective question tests on the material of writing official and personal letters, while learning motivation data were obtained from distributing learning motivation questionnaires. Data analysis was conducted manually and using the IBM SPSS Statistics 27 application. Based on the results of the analysis, the Team Game Tournament type Cooperative learning model assisted by Kahoot application was proven effective in improving student learning outcomes significantly compared to the Conventional learning model. This is evidenced by tcount> ttable (df = 62; α = 0.05), namely 8.444> 1.66980 and Sig. (2-tailed) = 0.000 < 0.05 then H0 is rejected. These findings indicate that the application of the Team Game Tournament type Cooperative learning model assisted by the Kahoot application can significantly improve student learning outcomes. In addition, the results showed that students' learning motivation, both high and low, did not significantly affect learning outcomes in the context of using the Cooperative learning model of Team Game Tournament type assisted by Kahoot application. The analysis also showed no significant interaction between the learning model and students' learning motivation, with an interaction F value (FoA*B) = 0.013 and p-value = 0.908. Thus, the effectiveness of the Team Game Tournament type cooperative learning model assisted by Kahoot application was consistent across various levels of student learning motivation, both high and low. This finding indicates that the learning model is effective for all students regardless of their learning motivation level.

Keywords


Cooperative Model; Team Game Tournament; Kahoot; Learning Motivation; Official Letters; Personal Letters

Full Text:

FULL PDF

References


Afifah, U. U. N. (2020). Pengaruh Penggunaan Pendekatan Teams Games Tournament (TGT) Terhadap Kemampuan Menyusun Kalimat Bahasa Indonesia. Jurnal Pendidikan Modern, 6(1). https://doi.org/10.37471/jpm.v6i1.115

Akram, H., Abdelrady, A. H., Al-Adwan, A. S., & Ramzan, M. (2022). Teachers’ Perceptions of Technology Integration in Teaching-Learning Practices: A Systematic Review. In Frontiers in Psychology (Vol. 13). https://doi.org/10.3389/fpsyg.2022.920317

Al-Fath, A. M. (2021). Teams Games Tournament Assisted by Tic Tac Toe Media on the Effectiveness of Students in Learning. AL-ISHLAH: Jurnal Pendidikan, 13(2). https://doi.org/10.35445/alishlah.v13i2.784

Ames, H., Glenton, C., & Lewin, S. (2019). Purposive sampling in a qualitative evidence synthesis: A worked example from a synthesis on parental perceptions of vaccination communication. BMC Medical Research Methodology, 19(1). https://doi.org/10.1186/s12874-019-0665-4

Amni, Z., Ningrat, H. K., & -, R. (2021). Pengaruh Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT) Berbantuan Media Destinasi Terhadap Motivasi dan Hasil Belajar pada Materi Larutan Penyangga. Jurnal Inovasi Pendidikan Kimia, 15(2). https://doi.org/10.15294/jipk.v15i2.25716

Astuti, N. F., Suryana, A., & Suaidi, E. H. (2022). Model Rancangan Pembelajaran Kooperatif Learning Team Game Tournament (TGT) pada Pelajaran Ilmu Pengetahuan Sosial di Sekolah Dasar. Tarbiatuna: Journal of Islamic Education Studies, 2(2). https://doi.org/10.47467/tarbiatuna.v2i2.1098

Atmazaki, A., Agustina, A., Indriyani, V., & Abdurahman, A. (2020). Teachers Perception of Character Education Integration In Learning Language. Jurnal Pendidikan Karakter, 10(2). https://doi.org/10.21831/jpk.v10i2.32276

Baumgartner, D., & Kolassa, J. (2023). Power considerations for Kolmogorov–Smirnov and Anderson–Darling two-sample tests. Communications in Statistics: Simulation and Computation, 52(7). https://doi.org/10.1080/03610918.2021.1928193

Cahyani, N., & Mustadi, A. (2021). Learning Motivation of Elementary School Children: Is it Possible to be Increased Using the Teams Games Tournament Model? Al-Bidayah: Jurnal Pendidikan Dasar Islam, 12(2). https://doi.org/10.14421/al-bidayah.v12i2.583

Campillo-Ferrer, J. M., Miralles-Martínez, P., & Sánchez-Ibáñez, R. (2020). Gamification in higher education: Impact on student motivation and the acquisition of social and civic key competencies. Sustainability (Switzerland), 12(12). https://doi.org/10.3390/SU12124822

Fauzi, A., & Masrupah, S. (2024). Pengaruh Model Pembelajaran Kooperatif Tipe Team Games Tournament (TGT) Terhadap Hasil Belajar Siswa. Ngaos: Jurnal Pendidikan Dan Pembelajaran, 2(1). https://doi.org/10.59373/ngaos.v2i1.7

Fernández-Espínola, C., Robles, M. T. A., Collado-Mateo, D., Almagro, B. J., Viera, E. C., & Fuentes-Guerra, F. J. G. (2020). Effects of cooperative-learning interventions on physical education students’ intrinsic motivation: A systematic review and meta-analysis. International Journal of Environmental Research and Public Health, 17(12). https://doi.org/10.3390/ijerph17124451

Filion, G. J. (2015). The signed Kolmogorov-Smirnov test: Why it should not be used. In GigaScience (Vol. 4, Issue 1). https://doi.org/10.1186/s13742-015-0048-7

Fuster-Guilló, A., Pertegal-Felices, M. L., Jimeno-Morenilla, A., Azorín-López, J., Rico-Soliveres, M. L., & Restrepo-Calle, F. (2019). Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.02843

Garza, M., Olivan, S., Monleón, E., Cisneros, A. I., García-Barrios, A., Ochoa, I., Whyte, J., & Lamiquiz-Moneo, I. (2023). Performance in Kahoot! Activities as Predictive of Exam Performance. BMC Medical Education, 23(1). https://doi.org/10.1186/s12909-023-04379-x

Ghaemi, M., Esmail Ebrahimi, & Pariyaporn Ocak. (2023). Knowing the Role of the (TGT) Cooperative Learning Model on Student Learning Activeness. BIOEDUSCIENCE, 7(2). https://doi.org/10.22236/jbes/12400

Gopalan, M., Rosinger, K., & Ahn, J. Bin. (2020). Use of Quasi-Experimental Research Designs in Education Research: Growth, Promise, and Challenges. Review of Research in Education, 44(1). https://doi.org/10.3102/0091732X20903302

Haerling, K., & Prion, S. (2020). Two-by-Two Factorial Design. Clinical Simulation in Nursing, 49. https://doi.org/10.1016/j.ecns.2020.06.004

Han, F. (2021). The relations between teaching strategies, students’ engagement in learning, and teachers’ self‐concept. Sustainability (Switzerland), 13(9). https://doi.org/10.3390/su13095020

Holbrey, C. E. (2020). Kahoot! Using a game-based approach to blended learning to support effective learning environments and student engagement in traditional lecture theatres. Technology, Pedagogy and Education, 29(2). https://doi.org/10.1080/1475939X.2020.1737568

Hussain, M. M., Mahmud, I., & Bari, S. H. (2023). pyHomogeneity: A Python Package for Homogeneity Test of Time Series Data. Journal of Open Research Software, 11. https://doi.org/10.5334/jors.427

Idawati, I., Sukoco, I. W., & Hilaliyah, T. (2023). Meta Analisis Pemanfaatan Aplikasi Kahoot sebagai Media Pembelajaran Bahasa Indonesia. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 6(10). https://doi.org/10.54371/jiip.v6i10.2193

Ihwanto, N., Warni, H., & Mashud, M. (2022). Efforts to Improve Collaboration Skills and Student Learning Outcomes Using the Teams Games Tournament Model. Jurnal Maenpo : Jurnal Pendidikan Jasmani Kesehatan Dan Rekreasi, 12(2). https://doi.org/10.35194/jm.v12i2.2768

Janna, N. M., & Herianto. (2021). The Simulation Study of Normality Test UsingKolmogorov-Smirnov, Anderson-Darling, andShapiro-Wilk. Jurnal Darul Dakwah Wal-Irsyad (DDI), 18210047.

Kurniawati, D., Taufiq, M., Kasiyun, S., & Naufi’ah, N. (2020). Meta-Analysis of Teams Games Tournament Learning Model with Spinning Wheel Media-Based on Local Wisdom Toward Students’ Learning Outcomes. Journal of Education Research and Evaluation, 4(3). https://doi.org/10.23887/jere.v4i3.28183

Marwati, E., Anugrahana, A., & Yan Ariyanti, P. B. (2023). Upaya Peningkatan Hasil Belajar Bahasa Indonesia melalui Model Pembelajaran Cooperative Learning Tipe Team Games Tournament (TGT) Kelas IV SD Negeri Plaosan 1. Jurnal Pendidikan Tambusai, 7(1). https://doi.org/10.31004/jptam.v7i1.5609

Matos, J. F., Pedro, A., & Piedade, J. (2019). Integrating digital technology in the school curriculum. International Journal of Emerging Technologies in Learning, 14(21). https://doi.org/10.3991/ijet.v14i21.10863

Mendo-Lázaro, S., León-del-Barco, B., Polo-del-Río, M. I., & López-Ramos, V. M. (2022). The Impact of Cooperative Learning on University Students’ Academic Goals. Frontiers in Psychology, 12. https://doi.org/10.3389/fpsyg.2021.787210

Mishra, S. (2020). Social Networks, Social Capital, Social Support and Academic Success in Higher Education: A Systematic Review With a Special Focus on ‘Underrepresented’ Students. In Educational Research Review (Vol. 29). https://doi.org/10.1016/j.edurev.2019.100307

Mustofiyah, L., & Su’udiah, F. (2020). The Impact of the “Teams Games Tournament” Cooperative Model on the Learning Motivation of Grade 2 Elementary School Students. Indonesian Journal of Education Methods Development, 9. https://doi.org/10.21070/ijemd.v9i1.547

Nurchasanah, S. (2020). The Use of Team Game Tournament Method to Improve the Students’ Reading Comprehension. Edulingua: Jurnal Linguistiks Terapan Dan Pendidikan Bahasa Inggris, 7(1). https://doi.org/10.34001/edulingua.v7i1.1178

Ogara, D., & Suyanto, S. (2019). Comparison of Learning Outcomes Between Using PBL And TAI Viewed From Student’s Motivation. JPP (Jurnal Pendidikan Dan Pembelajaran), 26(1). https://doi.org/10.17977/um047v26i12019p001

Patil, Y. S., Suryawanshi, A. T., Kumbhar, S. G., & Mane, S. S. (2022). Implementation of a Team Game Tournament a Collaborative Learning Method and Study of its Impact on Learners’ Development. Journal of Engineering Education Transformations, 36(Special Issue 2). https://doi.org/10.16920/jeet/2023/v36is2/23044

Pello, A. C. S. (2018). Keefektifan Pembelajaran Kooperatif Tipe Teams Games Tournament (Tgt) Berbantuan Media Kahoot Untuk Topik Persamaan Kuadrat Pada Siswa Kelas X SMA IPH 2 Surabaya. Buana Matematika : Jurnal Ilmiah Matematika Dan Pendidikan Matematika, 8(2:). https://doi.org/10.36456/buana_matematika.8.2:.1733.89-100

Perdana, I., Saragi, R. E. S., & Aribowo, E. K. (2020). Persepsi Siswa Terhadap Pemanfaatan Media Kahoot dalam Pembelajaran Bahasa Indonesia. Kwangsan: Jurnal Teknologi Pendidikan, 8(2). https://doi.org/10.31800/jtp.kw.v8n2.p290--306

Pransiska, I. S. (2021). The Implementation of Cooperative Learning Type Teams Game Tournament (TGT) Method to Improve Students Motivation in Learning English. PROJECT (Professional Journal of English Education), 4(2). https://doi.org/10.22460/project.v4i2.p202-207

Putri, D. O. (2022). Pengaruh Model Pebelajaran Teams Games Tournament (Tgt) Dengan Bantuan Padlet Dan Kahoot Terhadap Kemampuan Berpikir Kritis Peserta Didik. Program Studi Pendidikan Ilmu Pengetahuan Alam Fakultas Keguruan Dan Ilmu Pendidikan Universitas Tidar Tahun 2022.

Quraisy, A. (2022). Normalitas Data Menggunakan Uji Kolmogorov-Smirnov dan Saphiro-Wilk. J-HEST Journal of Health Education Economics Science and Technology, 3(1). https://doi.org/10.36339/jhest.v3i1.42

R.A, R. N., Minarti, I. B., W.H, E. H., & Setiyono, R. (2023). Profile of Students’ Cognitive Learning Outcome Completeness in Biotechnology Learning Through Kahoot-Assisted Game Tournament Teams. JURNAL PAJAR (Pendidikan Dan Pengajaran), 7(5). https://doi.org/10.33578/pjr.v7i5.9541

Rai, N., & Thapa, B. (2019). A study on purposive sampling method in research. Kathmandu:Kathmandu School of Law.

Rojabi, A. R., Setiawan, S., Munir, A., Purwati, O., Safriyani, R., Hayuningtyas, N., Khodijah, S., & Amumpuni, R. S. (2022). Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation. Frontiers in Education, 7. https://doi.org/10.3389/feduc.2022.939884

Rosyida, U., Islami, N., & Azhar, A. (2022). The Effectiveness of Cooperative Learning Model Type Tgt Assisted by Kahoot Application To Improve Students’ Cognitive Learning Outcomes Material Pressure Substance Class VIII Middle School. Journal of Educational Sciences, 6(4). https://doi.org/10.31258/jes.6.4.p.637-644

Saifudin, A. F., Wagiran, W., & Haryadi, H. (2022). Identifikasi Keterampilan Berbahasa Siswa Kelas III dalam Pembelajaran Bahasa Indonesia. Journal of Elementary School (JOES), 5(2). https://doi.org/10.31539/joes.v5i2.4262

Salam, I., Haryanto, H., Kurniawati, W., & Izhar, G. (2022). The Effect of Kahoot on Learning Performance of Prospective Elementary School Teacher in Indonesia. Jurnal Pendidikan Progresif, 12(3). https://doi.org/10.23960/jpp.v12.i3.202205/

Sardiman. (2018). Interaksi dan Motivasi Belajar Mengajar. Rajawali Pers.

Sekali, P. B. K., Marasabesy, A., Nasution, N. F., & Sekali, E. B. K. (2023). Implementation of Experimental Methods to Improve the Learning Outcomes of Science Class I School Students. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 7(2). https://doi.org/10.31004/obsesi.v7i2.3982

Serra, M., Psarra, S., & O’Brien, J. (2018). Social and physical characterization of urban contexts: Techniques and methods for quantification, classification and purposive sampling. Urban Planning, 3(1). https://doi.org/10.17645/up.v3i1.1269

Shakeela, K., & Vijayalakshmi, N. (2023). Constructivism and diversified role of teachers and students in teaching and learning. I-Manager’s Journal on Educational Psychology, 17(1). https://doi.org/10.26634/jpsy.17.1.19333

Sianturi, A. D., & Hung, R. T. (2022). The Challenges of Using Kahoot! in Teaching and Learning in Higher Education – A Systematic Review. ACM International Conference Proceeding Series. https://doi.org/10.1145/3568739.3568753

Sugiharti, G., & Wildya, R. A. (2021). The Effect of Instruction Model Using Media and Motivation on Chemical Learning Results (Study of The Effect of Instruction Models Using Media and Motivation in Learning). Journal of Physics: Conference Series, 1940(1). https://doi.org/10.1088/1742-6596/1940/1/012116

Syah, A., Dermawan, D., & Ramlan, M. (2023). Meningkatkan Nilai Karakter Melalui Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT) Berbasis Kahoot Games. Journal Peqguruang: Conference Series, 5(2). https://doi.org/10.35329/jp.v5i2.4211

Taber, K. S. (2019). Experimental research into teaching innovations: responding to methodological and ethical challenges. Studies in Science Education, 55(1). https://doi.org/10.1080/03057267.2019.1658058

Tan, J., Mao, J., Jiang, Y., & Gao, M. (2021). The Influence of Academic Emotions on Learning Effects: A Systematic Review. In International Journal of Environmental Research and Public Health (Vol. 18, Issue 18). https://doi.org/10.3390/ijerph18189678

Wahyuningsih, D., Muchson, M., Saefi, M., Muntholib, M., & Suryadharma, I. B. (2021). The Integration Effects of Socrative Online Game in Cooperative-Teams Games Tournament (TGT) Models to Student Learning Outcomes and Learning Motivation on Salt Hydrolysis Topic. AIP Conference Proceedings, 2330. https://doi.org/10.1063/5.0043115

Walef, S. M., Nifriza, I., Taslim, F., & Ningrum, A. (2022). Model Pembelajaran Cooperative Teams Games Tournament terhadap Keterampilan Menulis Surat Lamaran Pekerjaan. Jurnal Kajian Bahasa, Sastra Dan Pengajaran (KIBASP), 6(1). https://doi.org/10.31539/kibasp.v6i1.4881

Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers and Education, 149. https://doi.org/10.1016/j.compedu.2020.103818

Yang, L., Chiu, M. M., & Yan, Z. (2021). The power of teacher feedback in affecting student learning and achievement: insights from students’ perspective. In Educational Psychology (Vol. 41, Issue 7). https://doi.org/10.1080/01443410.2021.1964855

Yorman, Lasmawan, I. W., Sriatha, I. P., & Kertih, I. W. (2023). Direct Instruction-Based Cooperative Learning Model Type Team Games Tournaments to Increase Learning Motivation and Social Attitudes. International Journal of Membrane Science and Technology, 10(4). https://doi.org/10.15379/ijmst.v10i4.1635

Yusro, L., Widodo, W., & Suprapto, N. (2021). Penerapan Pembelajaran Kooperatif Tipe TGT Melalui Kartu ‘Prada’ Terhadap Keterampilan Kerjasama dan Komunikasi. Jurnal Pendidikan Dasar, 12(01). https://doi.org/10.21009/jpd.v12i01.21806

Zeng, Z., Nair, S. M., & Wider, W. (2022). A Comparative Study of Chinese EFL Undergraduates’ Pragmatic Competence in English Letter Writing Between Urban and Suburban Universities. World Journal of English Language, 12(6). https://doi.org/10.5430/wjel.v12n6p377

Zheng, W. (2023). An Innovative Exploration of the Integration of Information Technology and Education Teaching Content. Contemporary Education and Teaching Research, 4(09). https://doi.org/10.61360/bonicetr232014880908

Zhilan, Z., Nair, S. M., & Wider, W. (2022). Chinese EFL Undergraduates’ Pragmatic Competence in English Letter Writing. World Journal of English Language, 12(5). https://doi.org/10.5430/wjel.v12n5p239

Zulfirah, W., Darmawan, D., & Maf’ulah, M. (2023). The Effectiveness of Kahoot Game in Improving Students’ Vocabulary Mastery. Datokarama English Education Journal, 4(2). https://doi.org/10.24239/dee.v4i2.75




DOI: https://doi.org/10.33394/jollt.v12i4.12568

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Afifah Afifah, Atmazaki Atmazaki

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

JOLLT Journal of Languages and Language Teaching (p-issn: 2338-0810 | e-issn: 2621-1378) has been Indexed/Listed by

 Creative Commons License

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.