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Bima Setya; M. Fynzer Verollino; Nauf Hanifah; Erlisa Dwiyanti; Nadia Meisya Putri

Jurnal Pengabdian Masyarakat Waradin 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

Waste management, particularly organic waste, remains a significant environmental challenge in Indonesia, with household and school waste being major contributors. This community service initiative, conducted by the Dharma Sevavigyana Community of Universitas 17 Agustus 1945 Semarang, aimed to enhance ecological awareness among high school students through the production of eco-enzyme liquid soap. The program, held at SMA Negeri 16 Semarang, combined conceptual education with practical training to teach students how to transform organic waste into eco-enzyme, a valuable and environmentally friendly product. The activities included presentations on waste management issues, hands- on soap-making workshops, and interactive evaluations using digital platforms like Kahoot. The results showed a significant increase in students' understanding and enthusiasm for eco-enzyme applications, as well as improved teamwork and communication skills. The initiative successfully demonstrated the potential of experiential learning in fostering environmental stewardship among students, encouraging them to become active participants in sustainable waste management practices. This program highlights the importance of integrating environmental education into school curricula and serves as a model for similar initiatives across Indonesia.

M. Syarfrengki; Mahluddin Mahluddin

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study was carried out to boost the learning enthusiasm of fifth-grade students at Madrasah Ibtidaiyah Swasta Nurun Najah Olak Kemang, Kota Jambi. The method used was a Game-Based Learning model that was adjusted to suit the students’ needs, using the Kahoot app. The research followed a Classroom Action Research approach with two cycles, and each cycle included steps like planning, doing the activity, observing, and reflecting. To collect the data, the researcher used observation sheets, interviews, and documentation. The results showed a noticeable increase in how engaged the students were. In the beginning (pre-cycle), the average engagement was only 55.90%, and most students were not very active. After the first cycle, it went up to 61.45%, and by the second cycle, it jumped to 82.81%, with most students becoming active or even very active. Using Kahoot helped create a fun and interactive learning atmosphere, which made the students more eager to participate. So, using a game-based approach like this with Kahoot can be a good option to make elementary students more involved in learning.

Fithriawan Nugroho; Aditya Ahmad Fauzi; Faishal Farras; Muhammad Iqbal Hanafi; Siti Kamilah +1 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The use of technology in education has become an essential need in modern learning. This study aims to analyze the utilization of Kahoot and Quizizz as interactive learning tools to enhance student learning quality at SMAN 1 Parittiga. The research employs a qualitative approach with observation and interview techniques to explore student and teacher experiences in using these platforms. The findings indicate that Kahoot and Quizizz significantly improve students' motivation, engagement, and comprehension of learning materials. Kahoot is more effective in creating a competitive learning atmosphere, while Quizizz provides flexibility for students to learn at their own pace. However, some challenges arise, such as reliance on a stable internet connection and the need for teacher training to optimize platform features. Therefore, it is recommended that schools improve digital infrastructure and provide training for teachers to support the optimal implementation of technology-based learning.

Aditya Ahmad Fauzi; Fithriawan Nugroho; Wahyu Putra; Yossa Agung Pratama; Andria Rezki +1 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technological advancements have significantly impacted education, including more interactive learning methods. Kahoot and Quizizz are two platforms that utilize gamification to enhance student engagement in learning. This study aims to analyze and compare these interactive media in terms of ease of use, student engagement, and effectiveness in providing feedback. Using a qualitative method and a case study approach, data was collected through interviews and observations of teachers and students utilizing both platforms. The study's findings indicate that Kahoot is more effective in boosting student motivation through a competitive system, whereas Quizizz excels in independent learning flexibility and providing more detailed result reports. Therefore, the utilization of these platforms should be adjusted according to the learning objectives to be achieved..

M Agus Salim; Triyaningsih Triyaningsih

Jurnal Pengabdian dan Perubahan Sosial 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to evaluate the effectiveness of training on the use of technology in learning, with a special focus on the use of the Kahoot! platform to improve teachers' knowledge, attitudes, and motivation at SDIT Annawawi Metro. The training was held for three days, from December 5 to 7, 2024, at the SDIT Annawawi Metro Hall and was attended by 26 teachers and the principal. The research method used was a quantitative approach with a pre-post questionnaire design. Pre-training and post-training questionnaires measuring knowledge, attitudes, and motivation towards the use of technology in learning were distributed before and after the training. The data collected were analyzed using descriptive statistics and t-tests for paired samples. The results showed a significant increase in all measured variables. The mean score on the post-training questionnaire increased significantly compared to the pre-training questionnaire, indicating that the training was successful in improving teachers' competence and confidence in integrating technology in learning. Statistical analysis revealed a significant difference (p <0.05), which supports the hypothesis that learning technology training improves teachers' knowledge and positive attitudes towards the use of technology in learning. The conclusion of this study shows that the use of technology, especially Kahoot!, effectively improves the quality of learning and can be further integrated into learning programs in schools. Recommendations for further studies include the implementation of similar training in various educational contexts and long-term evaluation of its impact on teaching practices.

Adria Nelisa Putri; Oktarina Yusra; Jasmienti Jasmienti; Fajriyani Arsya

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze the effect of Kahoot media on student learning outcomes in Aqidah Akhlak learning in class X MAN 1 Padang Pariaman. The method used is quasi-experiment with Time Series Design and quantitative approach. The study population included 256 grade X students, with samples of class X.I as the control class and X.VI as the experimental class, each totaling 36 students, who were selected by simple randomization. Data were collected through an objective test with 25 questions. The results showed that the average student learning outcomes in the experimental class using Kahoot media reached 75.44%, higher than the control class of 67.89%. Hypothesis testing using SPSS 22.0 resulted in a significant value of 0.045 (α < 0.05), indicating that the use of Kahoot media significantly improved Aqidah Akhlak student learning outcomes. Thus, the research hypothesis is accepted.

Eko Budiono; Sulistyaning Kartikwati; Riani Riani

Learning that lacks variety makes students less enthusiastic in learning activities which results in low motivation to learn in students. Therefore, the researcher applied Kahoot learning media to increase the learning motivation of grade V students of SD Negeri Rejomulyo in the science and science subjects for the 2024/2025 school year. This research aims to increase students' learning motivation through the use of word wall media. The research method used is Classroom Action Research (CAR) which consists of 2 cycles. There are 4 stages in each cycle, namely: Planning, Implementation, Observation, Reflection. The results of the study show that the application of Kahoot media has an impact on the change in attitude that occurs in students after applying learning with Kahoot media. The results of the research obtained were that the learning motivation of students in cycle 1 was 47% in the high category, in cycle II it increased to 93.47% in the very high category. The conclusion of this study is that the use of Kahoot media can increase students' learning motivation in learning social studies in grade V of SD Negeri Rejomulyo.

Widara Rizqi Ulfa; Lisa Amillina; Ahmad Agung Safaat; Dessy Kurnia Mulyani

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to determine whether interactive learning media based on Kahoot can increase students' interest in learning. Kahoot is a single media application that can be used in online learning that contains quizzes and games. Interactive learning media such as Kahoot can be used in teaching and learning activities such as holding pretests, practicing questions, reinforcing materials, remedial, and others. The purpose of this study is to determine students' understanding by applying Kahoot as an effective learning medium. This study uses a qualitative method design using a location setting, namely Al Jamiatu Dalatul Jannah High School. Data collection techniques in this study are using observation and interviews

Ria Ratna Ningtyas; Ima Rosila; Rahmat Kamal

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

This article discusses the urgency of reconstructing interactive and digital-based educational methodologies as a solution to face the ever-changing developments of the times. By looking at the challenges of stagnant traditional education, such as methodological conservatism and lack of utilization of technology, this article uses the Systematic Literature Review (SLR) method to explore various studies related to the use of digital platforms in education. Through an analysis of digital media such as Kahoot! and Duolingo, it highlights how interactive features can increase student engagement, motivate learning, and strengthen critical thinking. Some solutions to overcome the problems of digital media education include; improving technological infrastructure, digital competency training for teachers, and integrating technology with the curriculum as a whole.

Louisa Sarah Kamanasa; Fredi Meyer; Anaci Alerbitu

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

The integration of Kahoot aims to create an interactive and engaging classroom environment that leverages technology to support English language learning. This study explores the use of the Kahoot app as a game-based learning tool to enhance students’ vocabulary at SMP Negeri Tiakur. The methodology involved three main stages: planning, implementation, and evaluation. The results indicated several positive outcomes: 1) Students were exposed to technological learning tools they had not previously encountered, particularly in English language education. 2) The game-based approach created a lively and enjoyable learning environment, increasing student engagement and participation. 3) Students expressed a strong desire to continue learning English beyond the scheduled activity, highlighting an increase in motivation. 4) The feedback from students suggested a noticeable improvement in their vocabulary acquisition. These findings suggest that Kahoot can be an effective tool for enhancing vocabulary learning in a fun and interactive way, making it a valuable addition to the language learning curriculum. Future research could explore the long-term impacts of such interventions and the potential for similar digital platforms in different educational contexts

Ni Wayan Artiniasih; Luh Made Dwi Wedayanthi

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to analyze the use of technology in English language learning in Class XI E at SMA N 2 Bangli. The technologies used include laptops, LCD projectors, and applications such as Kahoot, Quizizz, and PowerPoint. The research employs a descriptive qualitative approach, with data collection techniques consisting of observation, checklists, and field notes. The results show that the use of technology helps to enhance students' motivation and engagement in learning. Students become more active, and the learning process becomes more interesting due to the use of visual and digital media. However, some challenges include limited access to technology for some students and technical issues such as unstable internet connections. This study suggests improving the school's technological infrastructure and providing training for teachers to effectively integrate technology into the classroom. With adequate support, the use of technology can significantly improve the quality of English language learning.

Ni Wayan Martini Jovita Yanti; Luh Made Dwi Wedayanthi

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

article aims to analyze the use of digital platforms in English language learning in Class XB at SMA 2 Bangli. The background of the study focuses on leveraging technology to enhance learning effectiveness in the digital age. The purpose of the research is to evaluate the application of three digital platforms PowerPoint, Quizizz, and Kahoot and their impact on student engagement and learning outcomes. The method employed is qualitative observation in Class XB to identify how these platforms are utilized in teaching. The findings reveal that PowerPoint facilitates visual presentation of materials, Quizizz enhances student understanding through interactive quizzes and immediate feedback, and Kahoot boosts motivation and participation through game-based quizzes. The implications of this research are that integrating these three digital platforms into English language learning can increase student engagement and teaching effectiveness, offering varied approaches to the learning process. This study is expected to provide guidance for educators on optimizing digital technology for more effective teaching.  

R. Mekar Ismayani

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

This study aims to examine the effect of the use of the Kahoot application in teaching materials for reading numerical texts on students' understanding and ability to solve problems related to the material. The research design used was an experiment with a quantitative approach, with a pre-test post-test control group model. The research sample consisted of two classes of junior high school grade VII students, each of which was given different treatment, namely the use of the Kahoot application in the experimental group and the conventional method in the control group. The results showed that the use of the Kahoot app could improve students' understanding of social arithmetic material, with a significant increase in scores in the experimental group (25 points) compared to the control group (8 points). In addition, the Kahoot application has also been shown to increase student motivation and participation in learning, with the majority of students feeling more interested and motivated to learn actively and collaboratively. These findings suggest that the use of the Kahoot app can be an effective tool for improving learning outcomes and student engagement in math learning.

Jasmari Jasmari

International Journal of Education and Literature 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze digital-based Indonesian language learning strategies in higher education through a systematic review of articles published between 2020 and 2024. Based on a literature search in Google Scholar, 100 relevant articles were found, of which 84 articles met the inclusion criteria. The analysis results show that the technologies used in Indonesian language learning include ICT, Artificial Intelligence (AI), digital learning media, social media platforms (YouTube, TikTok, Instagram), and interactive applications such as Kahoot and quizzes. Popular learning methods include flipped classroom, Problem-Based Learning (PBL), and Project-Based Learning (PJBL), which support the development of 21st-century skills such as critical thinking, creativity, communication, and collaboration. Furthermore, the COVID-19 pandemic accelerated the adoption of digital learning, which significantly influenced Generation Z students' learning methods. However, limited access to the internet in remote areas remains the main challenge in implementing digital learning. Therefore, improving technology infrastructure and providing training for lecturers to optimize the use of technology in learning, as well as policies that support equitable access to digital education across Indonesia, are essential. This study provides insights for the development of digital-based learning strategies in higher education.

Shocia Septipa; Marzam Marzam

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to determine the implementation of Dance Arts learning activities as well as supporting and inhibiting factors in the implementation of Dance Arts learning activities by using the Kahoot Application to increase the learning motivation of Class XI MIPA students at SMA Negeri 4 Kerinci. This type of research is qualitative research with a descriptive method.  The research instrument is the researcher himself and is assisted by supporting instruments such as stationery and cameras. Data were collected through literature studies, observations, interviews and documentation. The steps to analyze data are data collection, data reduction, data display and data inference. The results of the study show that the use of Kahoot application media in Dance Arts learning is aimed at increasing students' learning motivation. There is an additional value so that this motivates students to learn so that they can play the Kahoot application well. In addition, this game can also help students to strengthen their memory of the material that has been delivered by the teacher. By using the Kahoot App, students can actively participate in answering questions. The Kahoot app motivates and activates student learning as it can test their knowledge, repeat important concepts, create class discussions and student-to-student interactions. The supporting factor for the use of Kahoot application media in learning Dance Arts is the availability of adequate facilities and infrastructure such as Wi-Fi, lcd projectors, and so on. Then there is also the enthusiasm of students when playing games on the Kahoot application so that it gives a positive response and can facilitate the learning process. Meanwhile, the inhibiting factor for the use of Kahoot application media in Dance Arts learning is a poor signal connection that causes learning to be hampered.    

Sahrul Mubarok; Asep Purwo Yudi Utomo; Mu’allimatin Najihah; Alfiyani Nur Safitri; Ngabiyanto Ngabiyanto +2 more

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

One of the most important things in the teaching and learning process is learning that is creative and fun because it can help students to succeed in learning. For a teacher, mastery and knowledge in utilizing technology is a competency that must be mastered in order to support the improvement of the learning process and the delivery of material to students. Facts on the ground show that Indonesian language teachers still use conventional learning method as well as the use of technology which is limited to using LCD media and laptops to convey material and give assignments. In addition, smartphones have not been used optimally as learning media. The purpose of this study was to determine students' perceptions of the use of Kahoot-based interactive learning media on learning outcomes. This research was total sampling basis are all number of the population are used as samples.  The samples of this research involves 30 people. Data collection used in this research is questionnaire. This study used a quantitative approach and data were analyzed using an independent sample t-test to determine the level of Kahoot application as an interactive learning media for Indonesian subjects in descriptive text material. The results showed that students tended to have very good perceptions of 46.67% regarding the use of Kahoot media in learning Indonesian. The benefit of this research is to provide additional knowledge and information to teachers, especially Indonesian language educators, in the use of Kahoot-based interactive learning media.

Riris Idiawati; Khoironi Fanana Akbar; Hilya Wildana Sofia; Anis Wildatus Saqinah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

The focus of the problem in this research is the low motivation of students in learning physics. This research is a quantitative study using pre-experiment method, where the research design is one group design pre-test post-test. The sample of this study consisted of 32 students of Tadris IPA KH.Muhtar Syafaat University Blokagung Banyuwangi (UIMSYA). The results showed pretest data on students' physics learning motivation, namely with an average value of 102.13.average value of 102.13 is in the medium category. While the results of the post-test data obtained were 126.50 in the very high category. The N-gain score test results show a value of 0.5 in the medium category. This shows that the use of Kahoot! based assessment is very effective in increasing the physics learning motivation of Tadris IPA UIMSYA students. The results of this study are expected to be one of the innovations in scientific learning, especially physics courses so that students are not easily bored and much more active in learning.

Mclean HY; Ramli Ramli; Sukmawati Sukmawati; Iin Wahyudi; M.Fadli

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2024 Lembaga Pengembangan Kinerja Dosen

The aim of Community Service activities is to provide outreach and education about the use of the Kahoot application at SMP N 1 Konawe. The participants in this activity were 12 teachers. From the results of the activity, it can be concluded that by conducting training on the use of digital game-based learning media using the Kahoot platform, educators or teachers can provide skills in learning innovation, resulting in enthusiastic and interactive learning in the classroom. So that it can optimize and facilitate the process of evaluating or assessing student learning. Based on the feedback, information was obtained that this activity was very relevant to the needs of PKM participants. Kahoot is effective as a learning medium in supporting classroom learning

Khovivatul Qolby; Tri Rijanto; Nur Kholis; Fendi Achmad

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to determine (1) the interests in the subjects DDTK of students of X TITL SMKS Raden Paku before and after the implementation of Game Based Learning with the help of the Kahoot application; (2) the learning outcomes in the subjects DDTK of the students of the X-TITL of SMKS Paku Raden before and following the application of Game based learning with the aid of the kahoot app. The design of one group pretest-posttest is the experimental methodology used in this study. The researchers involved the entire class X TITL SMKS Raden Paku as a population. Techniques to test students' interests and learning outcomes are test and lifting techniques. The results of this study showed that the interest and learning outcomes of students of X grade TITL SMKS Raden Paku before and after the treatment with Game Based Learning assisted by Kahoot increased. This is demonstrated by the pre-test averages of 48.89 and 58.30 and the posttest averaging of 84.09 and 82.50. The results of both hypothesis tests showed that the significance value was 0,000 < 0.05, which means Ha was accepted. The N-gain test of learning interest and learning outcomes indicated that the average N-gein score was 0.683 and 0.616 which meant effectiveness in the medium category. This indicates that the application of Game Based Learning with the help of Kahoot is quite effective in increasing the interests and learning outcomes in the subjects DDTK of X grade students of SMKS TITL Raden Paku.

Wolfgang Asindo Seran; Stefania Sonia Manek; Ivony Sarlin Asa

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

This research is motivated by the gap between the demands of the digital era on cutting-edge geography and the geography learning process at SMA Plus St. Albertus Agung Weleun, Malaka Regency. The learning process tends to be verbal and teacher-centered, the use of media with cutting-edge technology is still lacking in attention so that educators have minimal or lack of variation in using learning models and media. This has an impact on learning that is often boring and this condition affects student learning outcomes which are not yet satisfactory, which is the problem of this research. This study aims to determine: 1) the effect of the e-learning learning model assisted by the Kahoot application on student learning outcomes at SMA Plus St. Albertus Agung Weleun; 2) the difference in the effectiveness of the e-learning learning model assisted by the Kahoot application on student learning outcomes at SMA Plus St. Albertus Agung Weleun. This research is a quasi-experimental study with a Nonequivalent-Group Pretest-Posttest Design. The sample in this study were students in grades XA and XB where class XA was the experimental class and class XB was the control class. The data collection technique was carried out using a test instrument consisting of a pretest and posttest developed based on teaching materials. The instrument has met the requirements for validity and reliability. The difference in learning outcomes between the control group and the experimental group was analyzed using the T-test, while in this study it was the independent sample t-test and the n-gain score test. The various analysis techniques were analyzed using SPSS version 24.00. The results of the study showed that: 1) there is a significant effect of the e-learning learning model assisted by the Kahoot application on the learning outcomes of students at SMA Plus St. Albertus Agung Weleun with a sig value (2-tailed) of 0.000 ≤ 0.05. 2) the e-learning learning model assisted by the Kahoot application is less effective in improving student learning outcomes, the experimental class value is 54.9550 and the control class using conventional methods is not effective in improving student learning outcomes, the value is 15.1133.