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Wahyuni, Eva; Eti Ramaniyar; Netti Yuniarti

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This research is motivated by the low poetry writing skills of grade VIII B students at MTs Mujahidin Pontianak, evidenced by a pre-cycle average score of 64% and a classical completeness rate of only 34%. The primary issues include students' difficulties in developing imagination, word choice (diction), and the limited use of innovative learning media. This study aims to improve poetry writing skills through the implementation of the Project Based Learning (PjBL) model assisted by Canva digital media. This study employed Classroom Action Research (CAR) conducted in two cycles, comprising planning, action, observation, and reflection phases. The research subjects consisted of 23 students. The results indicated a significant improvement in each cycle. The students' average score increased to 80% in cycle I and reached 87% in cycle II. Classical completeness also rose from 65% in cycle I to 86% in cycle II. The use of Canva was proven to stimulate students' creativity and motivation in expressing ideas into aesthetic poetry. The conclusion of this study is that the integration of the PjBL model and Canva media is effective in improving the quality of both the process and the learning outcomes of poetry writing. It is suggested that teachers adopt this model as an innovative alternative for literature learning in the digital era.

Hartono Hartono; Muhamad Firdaus; Dora Anak Athan

International Journal of Mathematics and Science Education 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Inclusive education aims to provide equal learning opportunities for all students, including those with special needs, within regular educational settings. However, mathematics learning in inclusive classrooms remains challenging because mathematical concepts are often abstract and require logical reasoning that may not be easily accessible to learners with diverse cognitive characteristics. Ethnomathematics has emerged as an alternative approach by integrating cultural practices, local wisdom, and students’ daily experiences into mathematics instruction, creating more meaningful and accessible learning environments. This study aims to analyze the development, implementation patterns, opportunities, and research gaps related to ethnomathematics in inclusive mathematics learning. A literature review method was employed by examining scientific publications from 2020–2025 obtained from Google Scholar, Scopus, ERIC, Springer, and ProQuest databases. Data were analyzed through content analysis involving reduction, classification, interpretation, and synthesis. The findings indicate that ethnomathematics has been implemented through cultural artifacts, digital teaching materials, and project-based contextual learning. The approach supports inclusive learning through multi-representational access, instructional adaptations, scaffolding strategies, and collaborative teaching practices aligned with Universal Design for Learning principles. Furthermore, ethnomathematics enhances students’ motivation, conceptual understanding, mathematical literacy, and cultural identity. Nevertheless, studies focusing on disability-specific adaptations and long-term learning outcomes remain limited and require further investigation.

Achmad Rifqi Adiyaksa; Arissona Dia Indah Sari; Arya Setya Nugroho

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the need for interactive digital learning media to increase interest in learning and understanding of multiplication concepts in elementary school students. This study aims to develop interactive Math Space media based on space math adventure games on multiplication material for third-grade students of Mursyidah Elementary School and assess its feasibility based on aspects of validity, response, and effectiveness. The method used is research and development with a 4D model that includes the stages of definition, design, development, and dissemination. Data were collected through expert validation, teacher and student response questionnaires, and learning outcome tests. The results showed that the Math Space media has a very high level of validity with a percentage of 94% from material experts and 95% from media experts. Meanwhile, positive responses from teachers and students were 94.5% which is included in the very good category. Meanwhile, the effectiveness test produced an N-gain value of 0.87 which is in the very effective category, so this media is proven to be able to significantly improve understanding of multiplication concepts. Based on these results, it can be concluded that the interactive Math Space media is valid, has received positive feedback, and is effective for use in learning mathematics, especially multiplication, and has the potential to be developed for other materials and subjects.

Azizah Azizah; Syamzaimar Syamzaimar

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

This study aims to analyze the use of digital learning media in improving learning outcomes and to examine the impact of social media on adolescents’ behavior in daily life in the digital era. The method used is a qualitative approach with a literature study (library research) design, conducted through the collection, review, and analysis of various relevant scholarly sources. The findings indicate that digital learning media play an important role in enhancing students’ motivation, engagement, and learning outcomes, as they are able to present material in an interactive, engaging, and easily understandable manner. On the other hand, social media has a dual impact on adolescents’ behavior. Its positive effects include ease of communication, access to information, and the development of creativity, while its negative effects include addiction, decreased learning focus, social comparison that lowers self-esteem, exposure to negative content, and the emergence of the Fear of Missing Out (FOMO) phenomenon, which can affect mental health.  Therefore, the wise use of digital media and proper supervision are necessary to support the improvement of educational quality while also fostering positive character development in adolescents.

Irfan Swanto Yusni; M. Rizky Kurniawan; Mukhlisin Nata Hudin; Syarifuddin Syarifuddin; Ferralia Eka Putri

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2026 Pusat Riset dan Inovasi Nasional

The development of digital technology in the Society 5.0 era presents both challenges and opportunities in history teaching, particularly regarding teachers’ ability to integrate technology and adapt to changes in students’ learning styles. This study aims to analyse the challenges faced by teachers and the strategies employed in digital-based history teaching. The method used is a Systematic Literature Review (SLR) employing the PRISMA approach, involving the stages of identification, screening, eligibility assessment, and inclusion of scientific articles published between 2020 and 2025. From the selection process, 25 relevant articles were identified for qualitative descriptive analysis. The findings indicate that teachers’ digital literacy levels remain at a moderate level and are unevenly distributed, thereby affecting the sub-optimal integration of technology into teaching. Furthermore, changes in students’ learning styles which are increasingly technology-oriented require more interactive and contextual pedagogical innovations. On the other hand, the use of digital media has proven capable of enhancing student motivation and learning outcomes, although this is still hindered by limitations in infrastructure and teachers’ technical competencies. The abundance of historical information on the internet also poses challenges regarding the validity of sources, thus necessitating the strengthening of digital literacy and critical thinking. The implications of this research underscore the importance of the ongoing development of teachers’ digital skills, the improvement of educational facilities, and the implementation of innovative teaching models to ensure that history teaching becomes more relevant and effective, and is capable of fostering critical thinking skills in pupils in the digital age.

Jusra Tampubolon; Darwin Li; Yusuf Ronny Edward

Proceeding of the International Conference on Economics, Accounting, and Taxation 2026 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study examines the role of Artificial Intelligence (AI) in enhancing student collaborative learning, with a particular emphasis on AI-driven feedback mechanisms and patterns of student interaction in developing effective collaborative skills. Unlike prior studies, this research highlights the mediating effect of AI-driven feedback on teamwork efficiency and overall learning outcomes in collaborative environments. An explanatory quantitative approach was applied using Partial Least Squares Structural Equation Modeling (PLS-SEM) to ensure robust data analysis. Data were collected from 112 university students who were actively engaged in AI-assisted collaborative learning activities, using a structured online survey instrument. The data were subsequently analyzed using SmartPLS software. The results reveal that AI significantly enhances student interaction (β = 0.534, p < 0.000) and improves problem-solving feedback (β = 0.620, p < 0.000), both of which contribute to significantly strengthening collaborative skills (β = 0.716, p < 0.000). However, the findings also indicate that AI alone does not directly improve collaboration without the support of structured pedagogical design and guidance. Therefore, universities should strategically integrate AI-driven feedback into Learning Management Systems (LMS) and strengthen digital literacy initiatives to optimize the effectiveness and sustainability of AI in collaborative learning contexts.

Puspita, Ni Kadek Reka; Kertih, I Wayan; Sidaryanti, Ni Nyoman Asri; Sukadi; Budiarta, I Wayan

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2026 CV. Alim's Publishing

This study focuses on examining the effect of using the cooperative learning model type Teams Games Tournament (TGT) assisted by Kahoot in optimizing students’ problem-solving skills. The research method applied was Classroom Action Research (CAR), conducted through several cycles with stages including planning, action implementation, observation, and reflection. The subjects of this study were students of class X.B at SMA Negeri 2 Singaraja. The results of the study indicate a significant improvement in students’ problem-solving abilities after the implementation of the TGT model assisted by Kahoot. In cycle II, the students’ average score reached 88.15, with a learning mastery level of 84.21%. Therefore, it can be concluded that the majority of students had met the minimum learning mastery indicators. In addition, the learning process became more active, interactive, and enjoyable, which increased student engagement in the classroom. In conclusion, the cooperative learning model Teams Games Tournament (TGT) assisted by the Kahoot application has a positive impact on improving students’ problem-solving abilities. Therefore, the use of game-based digital learning models and media is recommended to enhance the quality of both the learning process and learning outcomes.

Melina Sahriani; Netti Hardianti; Sabila Ramadani; Salwa Lazia; Kasman Kasman

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2026 CV. Alim's Publishing

This study examines the role of innovation management in learning to improve the quality of basic education, particularly in elementary schools. The background of this research is the increasing demand for adaptive, creative, and student-centered learning approaches in response to rapid educational changes in the digital era. The objective of this study is to analyze how the implementation of innovation management strategies in learning can enhance teaching effectiveness, student engagement, and overall educational quality. This research uses a qualitative descriptive method through literature review by analyzing relevant books, journals, and previous studies related to learning innovation and educational management. The findings indicate that effective management of learning innovation—such as the integration of technology, the use of active learning models, and teacher professional development—significantly contributes to improving student learning outcomes and classroom interaction. Furthermore, innovation management encourages teachers to be more creative in designing learning activities that are contextual and meaningful for students. The study implies that schools and education stakeholders need to strengthen institutional support, provide continuous training for teachers, and develop policies that encourage sustainable innovation in learning. Thus, structured innovation management in learning becomes a key factor in enhancing the quality of basic education in a competitive global era.

Resti Patinggi; Sri Mulyati; Utari Sanda Pare; Resky Wilfa B; Tius Kogoya

Sabar : Jurnal Pendidikan Agama Kristen dan Katolik 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Learning motivation is very important for students’ academic success, especially at the senior high school level. At SMA Negeri 3 Tana Toraja, there are still problems that cause low student motivation. These problems include lack of interest in learning, low self-confidence, and the use of technology mostly for entertainment purposes. This study aims to identify ways to improve students’ learning motivation through technology-based group guidance services. The research uses a library study method by collecting and analyzing scientific sources such as books and previous research journals. The results show that learning motivation is influenced by both internal and external factors. Internal factors include self-efficacy, while external factors include the fulfillment of needs for autonomy, competence, and social relatedness. Technology-based group guidance services can be an effective alternative because they combine social interaction with digital media that are familiar to students. Through discussions, sharing experiences, and the use of digital platforms, students become more active, open, and motivated in learning. Guidance and counseling teachers play an important role as facilitators in creating a supportive group dynamic. They provide positive reinforcement and help students develop self-confidence. Healthy group dynamics encourage supportive interactions, which in turn enhance students’ intrinsic motivation. Therefore, the integration of group guidance services and technology can be an effective strategy to improve students’ learning motivation and support optimal learning outcomes.

Puspadi, Ketut Ayu Dewi; Artini, Luh Putu; Utami, I Gusti Ayu Lokita Purnamika

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

. Studies on the use of a digital storybook for teaching English to young learners have been abundant; however, the integration of independence values into the story for elementary school students in Indonesia has received limited attention. Independence is one of the characters that educate young learners to become responsible and self-reliant. This study aims to design a digital storybook that integrates independence value into English language learning materials for fifth-grade students. Using a qualitative Design-Based Research (DBR) approach, this study employed a design framework as the main research instrument, derived from character education theory, Teaching English to Young Learners (TEYL), and multimedia learning theory. Data were collected through the analyses of curriculum policies, English textbooks, children’s literature, character education, and multimedia learning. This study produced a digital storybook entitled Lisa Can Do It, which can be expected to become a medium to learn English and at the same time educate children about independence value. Findings indicate that character-based digital storybooks demonstrate the potential to integrate language learning with character education, providing a foundation for the design and implementation of digital learning materials integrated with character in English language education in elementary schools. Further research should focus on the implementation of the product to evaluate its impact on student learning outcomes.

Neisya Adhasita; Hasrian Rudi Setiawan

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2026 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The importance of education as a foundation for developing an intelligent and qualified generation, with an emphasis on Islamic religious education as a tool for shaping students' character and morals. Islamic religious education, particularly in the study of faith and morals, emphasizes ethical values ​​such as caring and honesty. With the challenges in education becoming increasingly complex, one example is that many educators are unable to utilize learning media in today's advanced technology. One proposed solution is the use of the digital platform Kahoot, which has been proven to attract student interest in learning faith and morals, overcoming the boredom often encountered with traditional methods, such as lectures. It is emphasized that schools need adequate facilities and strategies for using gadgets to enhance students' learning experiences.The quantitative method used in this study is a pre-experimental study. In this study, the researcher used the one-group pretest and posttest design model. Based on the research results, there was a pretest score with a mean of 93.46, a median of 95, and a mode of 95. The posttest score had a mean of 84.62, a median of 90, and a mode of 100. The sig. (2-tailed) table showed 0.002 with a research alpha of 5% or 0.005. It can be concluded that there is no effect because 0.002 < 0.005. Therefore, H1 is rejected. Therefore, there is no effect of using the Kahoot application on the subject of faith and morals on improving student learning outcomes at MAS Tarbiyah Islamiyah.

Yoyok Yulianto; Moh.Hosnan Arisandi; Achmad Mujahid Afifuddin; Melly Wardani Pratiwi; Yuliatin Nurandini +1 more

Mutiara Pendidikan dan Olahraga 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to descriptively analyze the ability of elementary students to imitate rhythmic gymnastics movements through the Just Dance Now application in Physical Education learning at SDN Bulay 1 Pamekasan. The background of this research stems from the low motivation and movement accuracy of students in conventional rhythmic gymnastics learning. Using a qualitative descriptive approach, this study involved 24 fifth-grade students as subjects. Data collection techniques included participatory observation, in-depth interviews, and documentation. Data were analyzed using the Miles and Huberman interactive model consisting of data reduction, data presentation, and conclusion drawing. The findings indicate that students' ability to imitate rhythmic gymnastics movements through Just Dance Now falls into the sufficient category, with students demonstrating good proficiency in basic movement patterns but experiencing challenges in complex body coordination and musical rhythm synchronization. The application successfully enhanced student enthusiasm and engagement compared to traditional methods. However, technical constraints such as internet connectivity and limited space were identified as implementation barriers. This study implies that digital game-based media like Just Dance Now can serve as an effective alternative visual aid in elementary physical education, particularly for rhythmic gymnastics instruction. Educators are encouraged to integrate technology creatively while addressing infrastructural limitations to optimize learning outcomes.

Arina Asmal Hidayah; Junadhan Syapa Widyaksa; Arip Rizky; Syarifuddin Syarifuddin; Rani Oktapiani

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study is motivated by the development of digital technology, which has driven a transformation in the learning paradigm from conventional models to more flexible, interactive, and innovative technology-based learning. Changes in student characteristics in the digital era require adaptive learning strategies that are able to improve both the efficiency of the learning process and learning outcomes. This study aims to describe and analyze digital learning strategies in enhancing learning efficiency and their impact on student achievement. The research employs a qualitative approach using a literature review by examining various relevant scientific sources related to the concepts, characteristics, implementation, and impacts of digital learning. The data were analyzed using content analysis techniques to produce a systematic conceptual framework. The findings indicate that systematically designed digital learning strategies can improve conceptual understanding through interactive content delivery, strengthen students’ motivation and independent learning, and enhance retention and learning mastery. Learning efficiency is reflected in flexible access, time optimization, and technology-based assessment. However, its implementation still faces challenges such as limited infrastructure and digital literacy. Therefore, careful planning and the improvement of digital competencies are necessary to ensure that digital learning can be implemented effectively and sustainably in improving the quality of education.

Tiwuk Widiastuti; Dewantoro Lase; Firman Pratama

International Journal of Educational Technology and Society 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study explores the integration of community driven learning practices in the adoption of educational technology and its impact on sustainability. With the rapid advancement of digital tools and platforms, higher education institutions have increasingly adopted online and hybrid learning models to enhance teaching and learning. However, despite the potential benefits, aligning institutional goals with community needs remains a significant challenge. This research utilizes a mixed methods approach, combining stakeholder surveys, policy analysis, and comparative case studies to evaluate the effectiveness of both top down and community aligned adoption models. The findings reveal that community driven models, which involve local stakeholders in the decision making process, lead to higher engagement, better adoption rates, and greater long term sustainability compared to top down approaches. Stakeholders, including educators, students, and administrators, reported that participatory decision making fostered a sense of ownership and ensured the relevance of adopted technologies. The study also identifies key sustainability factors, including participatory decision making, long term community engagement, and contextual relevance, which are crucial for ensuring that educational technologies remain effective and beneficial over time. However, challenges such as resistance to change, lack of resources, and unequal access to technology were found to hinder the successful implementation of sustainable models. The research concludes with practical recommendations for educational institutions and policymakers to adopt community aligned models and ensure equitable access to technology. Future research directions are suggested to further explore the balance between institutional innovation and community driven learning, with a focus on long term outcomes and the adaptability of these models across different educational contexts.

Aliyah Alim; Widya Oktary Setiawardhani; Arief Sulistiyono; Silfiana Dian Lestari

This article discusses an experiential training program that integrates three main pillars for students of Parung Panjang Vocational High School (SMK) in Tangerang: optimizing digital platforms as modern marketplaces, developing innovative product packaging to strengthen sales performance, and applying ethical and legal principles in digital business activities. The program is designed to prepare vocational students to become competent, creative, adaptive, and responsible young entrepreneurs in the digital economy. The implementation methods include project-based learning, workshops, seminars, product simulation, mentoring, and intensive practice in using online marketing media. Students are guided to identify market opportunities, design attractive packaging, promote products through digital channels, and understand consumer protection, intellectual property, and honest transaction practices. The expected outcomes include increased digital literacy, improved packaging design skills, stronger entrepreneurial motivation, and better awareness of business ethics and legal compliance. Overall, this program provides practical learning experiences that connect school-based entrepreneurship education with the demands of the contemporary business and industrial environment. It also encourages collaboration among teachers, students, and local business partners for sustainable vocational development in line with future workforce and innovation needs.

Asep Sapaatullah

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to analyze the effect of information technology (IT)-based learning media on improving students' academic performance. With the advancement of digital technology, the use of IT-based media such as interactive presentations, educational videos, Learning Management Systems (LMS), and online quiz applications has become part of modern teaching strategies. This study uses a quantitative approach with a quasi-experimental method. The subjects of the study were secondary school students divided into experimental and control groups. The instruments used include learning achievement tests to measure academic performance and observation sheets to assess the implementation of IT media usage. Data were analyzed using t-tests and simple regression analysis. The results show a significant difference in academic performance between students who used IT-based learning media and those who used conventional methods. The experimental group showed a higher average score compared to the control group. These findings indicate that the use of IT-based learning media, when planned and implemented systematically, can improve students' motivation, engagement, and understanding of learning materials. Therefore, the integration of information technology into the learning process is recommended as an innovative strategy to enhance the quality of education.

Nabila Septiana; Suhendro Suhendro; Pahmi Kurniawan; Syarifuddin Syarifuddin; Rani Oktapiani

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study is based on the fact that history learning in secondary schools is still dominated by a memorization-based approach, which does not fully encourage deep understanding or interest in learning among students, while the characteristics of the digital generation demand more interactive, visual, and participatory strategies. This study aims to examine the urgency of utilizing interactive media in history learning, identify relevant forms of media, and explain their implications for the quality of the learning process and outcomes. The method used is a literature study examining various recent studies on the use of interactive multimedia, digital e-books, historical videos and simulations, and educational games in history learning. The results of the study show that the use of interactive media contributes to increasing interest and motivation in learning, strengthening understanding of concepts and the chronology of events, and developing students' critical and historical thinking skills, while encouraging a shift in the role of teachers to become facilitators and innovators of learning. Therefore, its integration needs to be designed in a targeted and contextual manner to be in line with the characteristics of students and the demands of 21st-century learning.

Johari Afrizal; Yulianto Yulianto; Ibnu Hajar; Eldis Febriati

FUNDAMENTUM : Jurnal Pengabdian Multidisiplin 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This community service activity was conducted to optimize English language learning through the implementation of the Flipped Classroom model for students of SMP IT Imam Syafi’i 2 Pekanbaru, Riau, Indonesia. The activity aimed to enhance students’ learning engagement, autonomy, and comprehension in English through a student-centered instructional approach. The program was implemented in three stages: preparation, implementation, and evaluation. Learning materials in the form of instructional videos and digital resources were provided prior to classroom meetings to enable students to study independently. Face-to-face sessions were then devoted to interactive discussions, collaborative tasks, and communicative practice to reinforce students’ understanding and language skills. The outcomes of the program indicated increased student participation, improved motivation, and better mastery of English materials. The Flipped Classroom model contributed to creating a more active and meaningful learning environment. Therefore, this community service initiative demonstrates that the Flipped Classroom approach can serve as an effective instructional strategy to support English language learning at the junior high school level

Satria Chandra; Andres M. Ginting; Asnewastri Asnewastri; Ahmad Fakhri Hutauruk; Jalatua H. Hasugian +4 more

Populer: Jurnal Penelitian Mahasiswa 2026 Universitas Maritim AMNI Semarang

This study aims to analyze the use of digital media in the form of infographics to improve student learning outcomes in history lessons, specifically regarding the events of the national movement in the 11th grade students of SMA Muhammadiyah 07 Serbelawan in the 2024/2025 academic year. Along with technological advancements, the use of digital media is becoming increasingly popular in education as an alternative to improve student understanding and learning interest. One form of digital media used is infographics, which can simplify complex information into easier-to-understand information through engaging visual elements. The research method used was classroom action research (CAR), implemented in two cycles, with the stages of planning, implementation, observation, and reflection. The subjects of this study were 30 11th grade students of SMA Muhammadiyah 07 Serbelawan. Data collection techniques were conducted through tests, observations, and interviews. Data analysis was conducted using quantitative and qualitative descriptive analysis. The results showed that the use of infographics in history lessons can improve student understanding and learning interest. Improved student learning outcomes were evident in improved test scores after the use of infographics, as well as increased student active participation in class discussions. Furthermore, students also responded positively to the use of this digital media because infographics presented information in a more engaging and easy-to-understand manner. Based on the results of this study, it can be concluded that the use of digital media in the form of infographics can be effective in improving students' history learning outcomes, particularly in understanding the material on the national movement. Therefore, it is recommended that history teachers consider using infographics in their lessons to improve the quality of teaching and student learning outcomes.

Ayu Novirianti; Ika Putra Viratama

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of information technology requires innovative learning media to improve the quality of instruction in elementary schools. One technology-based learning medium that can be utilized is Kahoot as an interactive quiz. This study aims to describe the implementation of Kahoot in science learning on the topic of plant structure and functions and its effects on students’ conceptual understanding, learning activeness, and motivation in fourth-grade elementary school students. This research employed a descriptive approach with data collection techniques including observation, learning outcome tests, and documentation. The results indicate that the use of Kahoot creates a more interactive and engaging learning environment, increases students’ active participation, and enhances their understanding of plant structure and function concepts. In addition, Kahoot is effective as an evaluation tool because it provides immediate feedback and presents learning outcomes quickly and systematically. However, the use of Kahoot also has limitations, particularly its dependence on the availability of digital devices and stable internet access. Therefore, Kahoot can be used as an innovative alternative learning medium, provided that school conditions are considered and it is combined with other learning methods to optimize science learning.