Publication Search

59,950 articles from 482 journals · 1,579 citations tracked

Showing 1-17 of 17

Analytics

Margareta Bakang Hayon; Yosep Belen Keban; Hermania Bhoki

JURNAL ILMIAH PENDIDIKAN KEBUDAYAAN DAN AGAMA 2026 CV. ALIM'SPUBLISHING

This study was motivated by the importance of using digital technology-based learning media in Catholic Religious Education learning to improve students’ learning achievement. The development of digital technology requires teachers to use interesting and interactive learning media that are suitable for students’ needs. This study aimed to determine the use of digital technology-based learning media in Catholic religious education learning and its impact on students’ learning achievement at SMPK Swadaya Tuakepa. This study used a qualitative method with a descriptive approach. The research subjects consisted of the principal, the Catholic religious education teacher, and five students. Data were collected through interviews, observations, and documentation. The data were analyzed through data reduction, data presentation, and conclusion drawing. The results showed that digital technology-based learning media such as PowerPoint, learning videos, Canva, Kahoot, and Quizizz had been utilized well in the learning process. The use of digital media helped teachers explain learning materials more clearly and attractively so that students became more active, focused, and motivated in learning. In addition, the use of digital media also improved students’ intellectual abilities, cognitive strategies, attitudes, and skills. Therefore, digital technology-based learning media can improve the quality of Catholic religious education learning and students’ learning achievement at SMPK Swadaya Tuakepa.

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.

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.

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.

Rimba Rahmawati; Ika Putra Viratama

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

Technology-based learning media have now become a primary choice in supporting the learning process in elementary schools, in line with the development of the digital era and the growing demand for more innovative learning approaches. The utilization of technology in education is expected to enhance the quality of teaching and learning processes and encourage active student engagement. One technology-based learning medium considered effective and engaging is BrainPOP, a digital learning platform that presents educational content through interactive animated videos, quizzes, simulations, and various supporting activities designed to suit the characteristics of elementary school students. The selection of BrainPOP is based on its advantages in increasing students’ learning interest, facilitating the understanding of abstract concepts by making them more concrete, and enhancing students’ motivation and retention of learning materials. The visual, communicative, and interactive presentation of content enables students to learn in a more enjoyable and less monotonous manner. This medium is capable of creating an engaging, effective, and student-centered learning atmosphere, thereby fostering an active, creative, and enjoyable learning environment. Therefore, the use of BrainPOP in the learning process is expected not only to improve students’ learning outcomes but also to optimally and sustainably develop their interest, motivation, and engagement in learning.

Galih Ahmad Rivaldi; Syifa Nurlatifah; Lisa Herlina; Yuni Ertinawati

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

This study was motivated by the reality that people do not fully understand the proper use of Indonesian, especially in terms of standard vocabulary, terminology, and synonyms. Therefore, the purpose of this study was to promote Indonesian language skills through educational content in the form of digital posters on Instagram in order to reach a wider audience. In addition, the author also used the Kahoot! application as an evaluation tool to measure social media users' understanding of standard vocabulary. The method used in this study was a qualitative method with a descriptive approach. The subjects of this study were the general public who are active users of social media, especially on the Instagram platform, and there were 34 respondents. The object of this study was the respondents' answers to the quiz on the Kahoot! application. The results of this study concluded that there is still a low level of enthusiasm among the public, especially students, in using Indonesian. However, this can be minimized through the use of social media, such as the creation of interesting educational content in the form of digital posters, which have proven to be effective as an effort to foster Indonesian language in the era of digitalization.

Yance Cahyanda; Oktiana Handini; Dite Hastini

Jurnal Hukum, Pendidikan dan Sosial Humaniora 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aims to analyse the implementation of the social inquiry learning model assisted by Kahoot media in improving the curiosity and learning independence of fourth-grade students at SD Negeri Mangkubumen Wetan Surakarta in the 2024/2025 academic year. This research employed a descriptive qualitative approach with data triangulation techniques, including observation, interviews, and documentation. The research subjects consisted of 28 students, the classroom teacher, and the principal. The results showed that the application of the social inquiry model supported by Kahoot increased students’ curiosity from an initial estimate of 30% to 50%. However, the improvement in learning independence was still not optimal, although some students began to show initiative and responsibility. Kahoot created a fun, competitive, and interactive learning environment, which enhanced student motivation and participation. This study concludes that integrating the social inquiry model with interactive digital media like Kahoot is effective in developing students’ critical thinking, curiosity, and learning independence.

Yulia Rahmawati; Nabilah Nabilah; Yusmandita Nafa Lutfiah; Athifah Muzharifah; Mochamad Iskarim

Jurnal Manajemen dan Pendidikan Agama Islam 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Social media has become an integral part of Generation Z's life, including elementary school students, who are known as the tech-savvy generation. This study aims to examine Generation Z students' perceptions of the influence of social media on their academic behavior and learning concentration through a literature study approach. Data were collected from various current literature sources and analyzed using thematic analysis methods. The results of the study indicate that social media has a dual impact: platforms such as YouTube and educational applications such as Kahoot increase motivation and access to learning resources, but uncontrolled use causes distraction, procrastination, and decreased learning concentration. The characteristics of Generation Z, such as dependence on technology and the need for digital existence, strengthen the influence of social media on their academic behavior. Therefore, a balanced educational approach is needed to maximize the benefits of social media while minimizing its negative impacts. This study provides insight for educators and parents in managing the use of social media wisely.

Adinda Zahrah; Agnia Rahma Farhillah; Aulia Fitriani Ramadhan; Deliana Putri; Ahmad Aisy Zaki

Jurnal Manajemen dan Pendidikan Agama Islam 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

 This study aims to compare student learning outcomes between digital media-based learning and conventional methods. The research subjects consisted of two classes: Class VIII E as the control class, which learned through lectures, dictation, and summarizing, and Class VIII F as the experimental class, which used PowerPoint, the Kahoot application, and instructional videos. The study was conducted over four meetings within four weeks. Pretests and posttests were used to measure learning improvement and analyzed using the n-gain formula. The results showed that the average n-gain score of the control class was higher than that of the experimental class. This indicates that although the experimental class used interactive digital media, the control class demonstrated better comprehension of the material, most likely due to the summarizing activity that helped students focus and internalize the content more deeply. These findings suggest that conventional methods involving active student engagement through note-taking and summarizing still have high effectiveness in learning, and the implications may serve as a consideration in designing instructional strategies suited to students' learning characteristics.

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.

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.

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.

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.

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.

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

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.

M Iqbal Arrosyad; Fanika Yuliana; Siti Nurjannah; Marina Marina

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2023 CV. Alim's Publishing

The purpose of this study is to review more deeply the use of digital media kahoot: by dragon box in learning mathematics accompanied by a description of the obstacles experienced during the use of digital-based learning media: kahoot number by dragon box in learning mathematics in training children to think critically.  Qualitative description methods with interview techniques and the application of digital media include participatory observation, interviews, and documentation.  The subjects of this study were students aged 6-9 years from Kindergarten to Grade 3 Elementary School. The results of this study indicated that the implementation of digital teaching media was carried out in four stages, namely the action planning stage to develop a plan for using digital teaching media that is suitable for use in learning mathematics in training children to think critically,  the stage of carrying out the action by learning mathematics material using digital media through the educational game kahoot: numbers by dragon box, the stage of the action results as an effort to successfully use digital teaching media that is good for the development of children's thinking from the beginning to the end of use, and the stage of reflection by assessing how the process  implementation and results in the use of digital teaching media for children aged 6-9 years.  And the obstacles found in the use of digital teaching media are in the form of installing applications and registering accounts, the process of carrying out digital teaching media.