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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.

Diva Amilia Ramadhani; Ika Putra Viratama

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

Strengthening scientific literacy in elementary science learning requires interactive and contextual instructional strategies. Game-based learning has been shown to enhance student motivation and engagement (Clark et al., 2016). This study aims to develop and examine the effectiveness of an interactive quiz-based educational game on the topic of food chains and ecosystems for fifth-grade students. The research employed a Research and Development approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages (Yusuf & Rahman, 2023). The participants were 25 students. Data were collected through pretest and posttest instruments and analyzed using the N-Gain formula to measure learning improvement. The findings indicate a moderate to high increase in students’ learning outcomes after the implementation of the developed media. In addition, students demonstrated greater participation during the learning process. These results suggest that interactive quiz-based educational games can serve as an effective alternative strategy to enhance conceptual understanding in elementary science education.

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.

Turki, Muhamad; Dinar Ristanti, Clara Bonita

Proceeding. of The International Conference on Business and Economics 2026 Universitas 17 Agustus 1945 Semarang

Higher education management at the master's level currently faces urgent challenges, namely learning fatigue and low engagement among professional students, especially in Prior Learning Recognition (RPL) classes. Currently, lecturers still tend to apply conventional learning methods based on static presentations that fail to accommodate andragogical characteristics due to a lack of dynamic interaction. Therefore, this study aims to evaluate the effectiveness of the “Humanistic Digital Andragogy” approach through the integration of gamification (Kahoot) and visual thinking (Whimsical) in the Strategic Human Resource Management course. The researchers used a descriptive qualitative design with thematic analysis and collected data through feedback from students in the Master of Management Program (Semarang and Sorong classes). The results revealed that technology served as a double catalyst: Whimsical visualization effectively reduced the cognitive load of complex strategy material, while competition in Kahoot triggered positive adrenaline (eustress) that increased attention. These findings confirm that the success of technology is highly dependent on the role of lecturers as humanistic facilitators (high-touch). This synergy has been proven to change students' perceptions of HRM from merely administrative to strategic partners, as well as creating learning satisfaction that is relevant to the world of work.

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.

Adhelya Dwi Ramadhani; Tri Rijanto

Jurnal Ilmu Pendidikan, Politik dan Sosial Indonesia 2026 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aims to examine the effect of the Jigsaw learning model on X grade students of the Electrical Installation Engineering program at SMKS Raden Paku, enhanced with the use of the Kahoot! platform. The research employs a quantitative method with a quasi-experimental design and a nonequivalent control group design. The subjects of the study were divided into two groups: the control group, which applied the Jigsaw learning model using PowerPoint media, and the experimental group, which applied the Jigsaw model using the interactive Kahoot! media. Data were collected through pretest and posttest, as well as observation sheets to assess students' learning outcomes in the affective and psychomotor aspects. Data analysis techniques included normality test, homogeneity test, paired sample t-test, independent sample t-test, and normalized gain (N-Gain) analysis. The findings showed that the average learning outcomes difference between the control group (71.5%) and the experimental group (72.3%) was in the moderately effective category. However, the use of the Jigsaw learning model with Kahoot! had an effect on student learning outcomes, but the influence was not very large. This study provides insights into the effectiveness of using Kahoot! in the Jigsaw learning model.

Fajar Istiqomah; Sri Wahyuni; Anita Rosalia Putri; Galuh Wahyu Lestari; Unna Ria Safitri

Jurnal Pengabdian dan Perubahan Sosial 2026 Lembaga Pengembangan Kinerja Dosen

This outreach program aims to improve students' understanding of organizational management as part of an effort to develop a young generation with organizational insight at SMA Negeri 1 Ampel. The implementation of this outreach program is motivated by the importance of providing students with management concepts, organizational structures, and self-management skills so they can participate actively and effectively in various school organizational activities. The outreach program is delivered through material presentations and the use of interactive media in the form of Kahoot games designed to facilitate students' understanding of management concepts in a more engaging, enjoyable, and easily applicable way. Evaluation is conducted using a questionnaire covering five aspects: understanding of management concepts, awareness of the importance of management in life, effectiveness of interactive media, motivation to become leaders, and the ability to organize and plan for the future. The evaluation results show that this outreach program is able to broaden students' horizons, increase leadership motivation, and help them focus more on designing future goals. Thus, this outreach program is considered effective in supporting the development of a young generation with organizational insight in a sustainable manner.

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.

Dina Rahayu

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study examines the effectiveness of interactive digital platforms in improving student academic outcomes. The integration of digital platforms in education is becoming increasingly important, but challenges arise regarding educators' adaptation of technology. This study analyzes the effectiveness of platforms such as Kahoot and Padlet through a systematic literature review. The study identifies gaps in previous research that focused more on platform features than on learning outcomes and educator adaptation. Using a systematic literature review of 45 peer-reviewed articles (2019-2024), this study explores the relationship between platform interactivity, educator technology proficiency, and measurable academic improvement. Data analysis uses thematic coding to identify patterns in successful digital learning implementation. The results show that interactive platforms can improve academic performance by 15-25% if educators have adequate technological skills, but success rates decline without proper training. This study proposes a comprehensive framework that integrates platform effectiveness metrics with educator development strategies. Recommendations include structured technology training programs and standardized assessment protocols to measure the effectiveness of digital learning.

Anni Maria; Lirhan Lirhan; Selviana Vindirani Mamori; Desy Putri Sahara; Andi Nurhartina +1 more

Jurnal Riset Rumpun Ilmu Bahasa 2025 Pusat riset dan Inovasi Nasional

Research. Elementary School Teacher Education Study Program, STKIP PGRI Papua. The purpose of this study is to examine the Influence of Using Kahoot as an Interactive Learning Media to Increase the Learning Interest of Sixth-Grade Students in Civic Education at SD YPK Bethania Mariadei. This type of research is Experimental research. The population in this study consists of students at SD Bethania Mariadei, while the research sample is 21 students in the sixth grade. Data collection was conducted through questionnaires and documentation. The collected data was analyzed using descriptive statistics and inferential statistics techniques. Based on the hypothesis testing results, the calculated t-value is 2.926 with a significance of 0.009. The significance value shows 0.009 < 0.05, so H0 is rejected and H1 is accepted, which leads to the conclusion that there is a significant and positive effect of using Kahoot media as an interactive learning tool to increase the learning interest of sixth-grade students in Civics subjects at SD YPK Bethania Mariadei. The Kahoot Interactive Learning Media can be applied for Civics learning in elementary schools. Keywords: Kahoot, Learning Media, Learning Interest, Civics.  

Devania Mita Sari

Jurnal Budi Pekerti Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze the effect of the use of kahoot game media on the cognitive learning outcomes of moral beliefs in grade VII C MTS negeri 1 Tuban students. The background of this research is the low enthusiasm and learning outcomes of students in learning moral beliefs which are still dominated by conventional methods while the characteristics of agency students demand a more interactive and adaptive learning approach to technology. This study uses a quantitative approach with a quasi-experimental design of one group pretest design involving 34 students as a sample. This research instrument is in the form of a multiple-choice cognitive learning outcome test of 20 questions covering 4 levels of bloom taxonomy, namely remembering, understanding, applying, and analyzing. The data was analyzed using descriptive statistics and normalistic calculations, the results of the study showed a significant increase in students' cognitive learning outcomes where the average class score increased from 66.03 in the pre-test to 80.29 in the post-test with an engine value of 0.42 which was in the medium category. These findings identify that kahood media has a positive impact on improving students' cognitive learning outcomes.

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.

Da Silva, Teodora; Fatma Puji Lestari; Atika Mutiarachim; Susan Ardelia; Bayu Ariyanto

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

The community service program carried out at Stella Matutina Salatiga Junior High School aims to strengthen environmental awareness while supporting the implementation of sustainable education through the manufacture of biopesticides made from eco enzymes. This activity is based on students' low understanding of the impact of the use of synthetic chemical pesticides on health and the environment. Therefore, the program is designed for students to gain hands-on experience in processing organic waste into eco enzymes and using it as the main ingredient of environmentally friendly biopesticides. The implementation method includes socialization on the importance of protecting the environment, introduction to natural biopesticides, training in making biopesticides with simple techniques, and intensive assistance to teachers and students. The evaluation process was carried out through an interactive quiz using the Kahoot application to measure participants' understanding. In addition, the follow-up of the program includes the preparation of materials, creative workshops, the development of interactive modules, teacher training, classroom implementation, and exhibitions of student works. The results of the program showed that the training was effective, as evidenced by the application of biopesticides in school parks and the increase in student knowledge, namely from a pre-test score of 53% to 59% in the post-test. These findings confirm that the application of eco enzymes is not only beneficial in reducing the use of chemical pesticides, but also able to foster students' environmental awareness and practical skills. In the future, this program has the potential to be replicated in other schools as a project-based learning model that is applicable and sustainable.

Ely Surayya; Dewi Hasanah; Hindun Hindun; Ida Rianty; Rapiko Rapiko

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community service program aims to improve teachers' competency in creating educational website-based learning evaluations using the Kahoot and Quizizz applications. The implementation method of this community service uses online and offline training with presentations and tutorials. The training was attended by 30 teachers from MI, MTs, and MA at the Al-Jauharen Islamic Boarding School in Jambi City. The evaluation instrument for this community service program used pre-test and post-test questionnaires which were then analyzed using percentage tests. The results of this community service activity indicate that there is an increase in the understanding of Al-Jauharen Madrasah teachers in Jambi City regarding creating educational website-based learning evaluations using the Kahoot and Quizizz applications. In addition, teachers are able to create learning evaluations using Kahoot and Quizizz for the subjects they teach.

Irma Yunita; Hendra Pratama

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Learning media are physical tools that deliver information or learning materials to students. Educational videos have become one of the aids used in teaching and learning activities. These videos can support the learning process by conveying materials through the use of technology. Therefore, the researcher was interested in developing a medium that can be both heard and seen by students to help them better understand the subject matter. This study employed a Research and Development (R&D) approach using the Borg & Gall development model, which consists of ten development steps. The development process included initial information gathering, planning, initial product development, expert validation tests, initial product revisions, small-scale testing, second product revisions, large-scale field testing, final product refinement, and product dissemination. The results showed that the validity test of the learning media yielded a percentage of 94% from media experts, 96% from subject matter experts, 94% from language experts, and 94% from teachers. Meanwhile, the product effectiveness test using a Paired Sample T-Test showed a significance value of 0.000, which is lower than the threshold of 0.05. This indicates that the alternative hypothesis is accepted, proving a significant difference in student learning outcomes before and after using the educational video. Therefore, it can be concluded that the educational video on "Human Needs and Resource Scarcity" for Grade VII Social Studies is valid according to experts and effective in improving student learning outcomes.

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.

Khairunnisa Nasution; Monalisa Chaira Nainggolan; Muhamad Ahyar Fadly Siregar; Syahrial Syahrial

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to examine the effectiveness of using the Kahoot! application as a tool for student learning evaluation at the elementary school level. Using a literature review method, the researchers analyzed various relevant journals and scientific articles to assess the advantages, limitations, and impacts of Kahoot in the evaluation process. The findings indicate that Kahoot effectively enhances student motivation and participation, improves learning outcomes, and facilitates teachers in conducting interactive and enjoyable assessments. This application also supports the integration of online learning and can be flexibly used across multiple platforms. However, several challenges remain, such as limited internet access and the lack of ICT competence among teachers. Therefore, institutional support in the form of training and infrastructure provision is necessary to optimize the use of Kahoot in the learning process.