Analisis Penggunaan Media Pembelajaran Berbasis Kahoot dalam Pembelajaran IPA di Kelas VIII A SMPN 100 Jakarta

  • Rahmatullah Rahmatullah Program Studi Pendidikan IPA, Fakultas Pascasarjana, Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia
  • Fredy Hilman
  • Dede Zaenal Abidin
  • Supardi U. S.
  • Hasbullah Hasbullah
  • Sumarni Sumarni Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia.
  • Reni Desriyenti Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia.
  • Neng Endah Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia.
Keywords: Kahoot, pembelajaran IPA, partisipasi peserta didik, gamifikasi

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

Download data is not yet available.

Author Biographies

Fredy Hilman

Master Student of Mathematics and Natural Sciences Education (MIPA), Graduate School, Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia. Research interests include science education, educational technology, digital learning media, and innovative learning strategies.

Dede Zaenal Abidin

Master Student of Mathematics and Natural Sciences Education (MIPA), Graduate School, Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia. Research interests include science education, educational technology, digital learning media, and innovative learning strategies.

Supardi U. S.

Lecturer and researcher at Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia. Research interests include science education, educational technology, curriculum development, and learning innovation.

Hasbullah Hasbullah

Lecturer and researcher at Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia. Research interests include science education, educational technology, curriculum development, and learning innovation.

Sumarni Sumarni, Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia.

Master Student of Mathematics and Natural Sciences Education (MIPA), Graduate School, Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia. Research interests include science education, educational technology, digital learning media, and innovative learning strategies.

Reni Desriyenti, Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia.

Master Student of Mathematics and Natural Sciences Education (MIPA), Graduate School, Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia. Research interests include science education, educational technology, digital learning media, and innovative learning strategies.

Neng Endah, Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia.

Master Student of Mathematics and Natural Sciences Education (MIPA), Graduate School, Universitas Indraprasta PGRI (UNINDRA), Jakarta, Indonesia. Research interests include science education, educational technology, digital learning media, and innovative learning strategies.

References

Lisnani, & Emmanuel, G. (2020). Analisis penggunaan aplikasi Kahoot dalam pembelajaran IPA. Jurnal IPA & Pembelajaran IPA, 4(2), 155–167. https://doi.org/10.24815/jipi.v4i2.16018

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
Published
2026-07-21
How to Cite
Rahmatullah, R., Hilman, F., Abidin, D., S., S., Hasbullah, H., Sumarni, S., Desriyenti, R., & Endah, N. (2026). Analisis Penggunaan Media Pembelajaran Berbasis Kahoot dalam Pembelajaran IPA di Kelas VIII A SMPN 100 Jakarta. Jurnal Cendekia : Jurnal Pendidikan Matematika, 10(2), 1216-1227. https://doi.org/10.31004/cendekia.v10i2.5141
Share |