Analisis Penggunaan Media Pembelajaran Berbasis Kahoot dalam Pembelajaran IPA di Kelas VIII A SMPN 100 Jakarta
Abstract
Rendahnya partisipasi peserta didik dalam pembelajaran IPA menjadi persoalan ketika proses belajar belum memberikan ruang yang memadai untuk bertanya, menjawab, berinteraksi, dan mempertahankan perhatian selama kegiatan kelas. Penelitian ini bertujuan menganalisis implementasi Kahoot dalam pembelajaran IPA, mengidentifikasi perubahan partisipasi peserta didik, mengeksplorasi respon guru dan peserta didik, serta memetakan kendala penerapannya di kelas VIII A SMPN 100 Jakarta. Penelitian menggunakan pendekatan kualitatif dengan desain deskriptif-eksploratif yang melibatkan 36 peserta didik dan satu guru IPA melalui purposive sampling. Data dikumpulkan melalui observasi, wawancara semiterstruktur, dan dokumentasi, kemudian dianalisis melalui reduksi data, penyajian data, interpretasi, dan penarikan kesimpulan; Penemuan temuan diperkuat dengan triangulasi sumber, triangulasi teknik, dan member check. Hasil penelitian menunjukkan perubahan positif pada seluruh indikator aktivitas belajar setelah implementasi Kahoot: keaktifan bertanya meningkat dari 27,8% menjadi 77,8%, menjawab pertanyaan dari 33,3% menjadi 83,3%, fokus terhadap pembelajaran dari 33,3% menjadi 88,9%, keterlibatan dalam diskusi dari 38,9% menjadi 80,6%, dan keterlibatan dari 41,7% menjadi 94,4%. Temuan wawancara mengindikasikan bahwa kuis interaktif, umpan balik langsung, skor, dan elemen kompetisi berkaitan dengan pengalaman belajar yang lebih menarik, responsif, dan partisipatif. Namun, implementasi masih mengalami kendala koneksi internet tidak stabil (22,2%), keterbatasan perangkat digital (11,1%), dan kesulitan mengoperasikan aplikasi (13,9%). Disimpulkan bahwa Kahoot berpotensi mendukung pembelajaran IPA yang lebih interaktif dan partisipatif, namun kebermanfaatannya tetap dipengaruhi oleh kesiapan infrastruktur dan kompetensi pengguna digital.
Downloads
References
Ilmiyah, N. H., & Sumbawati, M. S. (2019). Pengaruh media Kahoot dan motivasi belajar terhadap hasil belajar siswa. Journal of Information Engineering and Educational Technology, 3(1), 46–50. https://doi.org/10.26740/jieet.v3n1.p46-50
Sinaga, I. T. D., Rahan, N. W. S., & Azahari, A. R. (2022). Pengaruh media pembelajaran Kahoot terhadap motivasi belajar siswa SDN Nanga Bulik 6 Kabupaten Lamandau. Journal of Environment and Management, 3(1), 55–61. https://doi.org/10.37304/jem.v3i1.4286
Anane, C. (2024). Impact of a game-based tool on student engagement in a foreign language course: A case of Kahoot. Frontiers in Education, 9, 1430729. https://doi.org/10.3389/feduc.2024.1430729
Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72–93. https://doi.org/10.3991/ijet.v13i02.7467
Chaiyo, Y., & Nokham, R. (2017). The effect of Kahoot, Quizizz and Google Forms on the student’s perception in the classrooms response system. In 2017 International Conference on Digital Arts, Media and Technology (ICDAMT) (pp. 178–182). IEEE. https://doi.org/10.1109/ICDAMT.2017.7904957
Fuchs, K. (2022). Bringing Kahoot into the classroom: The perceived usefulness and perceived engagement of gamified learning in higher education. International Journal of Information and Education Technology, 12(7), 625–630. https://doi.org/10.18178/ijiet.2022.12.7.1662
Göksün, D. O., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers & Education, 135, 15–29. https://doi.org/10.1016/j.compedu.2019.02.015
Izzati, M., & Kuswanto, H. (2019). Pengaruh model pembelajaran blended learning berbantuan Kahoot terhadap motivasi dan kemandirian siswa. EDUMATIC: Jurnal Pendidikan Informatika, 3(2), 68–75. https://doi.org/10.29408/edumatic.v3i2.1651
Kalleny, N. K. (2020). Advantages of Kahoot! game-based formative assessments along with methods of its use
and application during the COVID-19 pandemic in various live learning sessions. Journal of Microscopy and Ultrastructure, 8(4), 175–185. https://doi.org/10.4103/JMAU.JMAU_61_20
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1), Article 9. https://doi.org/10.1186/s41039-018-0078-8
Pradilasari, L., Gani, A., & Khaldun, I. (2019). Pengembangan media pembelajaran berbasis audio visual pada materi koloid untuk meningkatkan motivasi dan hasil belajar siswa SMA. Jurnal Pendidikan Sains Indonesia, 7(1),
9–15. https://doi.org/10.24815/jpsi.v7i1.13293
Puspitarini, Y. D., & Hanif, M. (2019). Using learning media to increase learning motivation in elementary school.
Anatolian Journal of Education, 4(2), 53–60. https://doi.org/10.29333/aje.2019.426a
Rojabi, A. R., Setiawan, S., Munir, A., Purwati, O., & Henry, A. (2022). Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation. Frontiers in Education, 7, Article
939884. https://doi.org/10.3389/feduc.2022.939884
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w
Su, C.-H., & Cheng, C.-H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. https://doi.org/10.1111/jcal.12088
Sugiyono. (2022). Metode penelitian kuantitatif, kualitatif, dan R&D (Edisi ke-2, Cetakan ke-4). Alfabeta.
Toda, A. M., Valle, P. H. D., & Isotani, S. (2018). The dark side of gamification: An overview of negative effects of gamification in education. In A. I. Cristea, I. I. Bittencourt, & F. Lima (Eds.), Higher education for all: From challenges to novel technology-enhanced solutions (pp. 143–156). Springer. https://doi.org/10.1007/978-3-319-97934-2_9
Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning A literature review. Computers & Education, 149, Article 103818. https://doi.org/10.1016/j.compedu.2020.103818
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, Article 100326. https://doi.org/10.1016/j.edurev.2020.100326
Rahmawati, S. (2023). Efektivitas penggunaan aplikasi Kahoot dalam pembelajaran IPA SD. Jurnal Elementary: Kajian Teori dan Hasil Penelitian Pendidikan Sekolah Dasar, 6(1), 30–34. https://doi.org/10.31764/elementary.v6i1.12834
Copyright (c) 2026 Rahmatullah Rahmatullah, Fredy Hilman, Dede Zaenal Abidin, Supardi U. S., Hasbullah Hasbullah, Sumarni Sumarni, Reni Desriyenti, Neng Endah

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

1.jpg)


.jpg)






