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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.  

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.

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.

Panjaitan, Jenni Fany; Christantini, Eliut Nina

PATHALOGY Journal 2025 Yayasan Cipta Sarana Budhi

The integration of digital technology in primary education holds transformative potential for enhancing student engagement, comprehension, and autonomy. This study investigates the implementation of digital learning tools at SD Kanisius Wonogiri, a rural Indonesian elementary school, using a qualitative case study approach. Data were collected through participatory classroom observations, semi-structured interviews with teachers and students, and document analysis, and analyzed thematically. Findings reveal that gamified platforms and interactive digital content significantly improve students’ understanding of abstract concepts and foster active learning. Teachers reported increased student motivation and participation when using tools such as Quizizz and Kahoot!, while students expressed enthusiasm for the interactive nature of lessons. The research also identified critical barriers, including unreliable internet access, limited device availability, and insufficient teacher training factors that hinder the optimal use of educational technology. The study underscores the importance of aligning digital integration with pedagogical frameworks like constructivism and connectivism, as well as the need for systemic support through infrastructure investment and continuous professional development. It concludes that while technology alone cannot transform education, it can serve as a powerful enabler of pedagogical innovation when supported by a sustainable, collaborative ecosystem

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.

Ali Al Haddad; Munirul Abidin

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research examines the effectiveness of using Kahoot as a learning evaluation medium for mufradat (vocabulary) in Arabic language at LKP Kampung Arab Al-Azhar Pare. The research background indicates that mastering mufradat is crucial in Arabic language learning, yet conventional teaching and evaluation methods are often monotonous and less motivating for students. The objective of this study is to test the effectiveness of Kahoot as an evaluation medium in Arabic language learning for students of Takallam 1 Program. The method used is a combination of qualitative and quantitative with a one-group pre-test-post-test experimental design on 24 students. Research findings show a significant increase in students' average scores from pre-test (35.6250) to post-test (83.5417) after using Kahoot , as well as positive responses from students stating that Kahoot is enjoyable, easy to use, and engaging. The implication of this research is that the use of Kahoot is effective in increasing motivation and learning outcomes of Arabic.

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.

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.

Salsabila Dwi Karna; Adrias Adrias; Aissy Putri Zulkarnaini

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

Technological advances have encouraged innovation in education, including the use of interactive learning media in primary schools aims to enhance student engagement and improve learning outcomes. This study analyzes the impact, challenges, and effectiveness of interactive media through a literature review of relevant scientific journals. The findings reveal that tools such as PowerPoint, educational videos, and Kahoot significantly boost student motivation, facilitate better understanding of concepts, and promote active participation. However, challenges like limited access to technology, teacher preparedness, and varying student competencies must be addressed to maximize the potential of these media in education, among other things, increase interest in learning, facilitate understanding of the material, and encourage active participation of students. They also support independent learning, help students and teachers develop technology skills, and improve information retention, thus creating a more effective, efficient and enjoyable learning experience. However, challenges such as limited access to technology and teachers' lack of skills in operating interactive media are still an obstacle. With good planning and training for educators, interactive learning media can be an innovative solution in creating a more effective, fun and meaningful learning process for students in the digital era

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..

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.