The Implementation of Interactive Digital Media Based on The Kahoot Application To Improve The Understanding of Concepts of Students at SDN Ngasemlemahbang

Authors

  • Tusida Sherlina Dewi Universitas Muhammadiyah Lamongan
  • Humairah Humairah Universitas Muhammadiyah Lamongan
  • Arfian Mudayan Universitas Muhammadiyah Lamongan

DOI:

https://doi.org/10.24114/jt.v14i2.68127

Keywords:

Learning Media, Kahoot, Conceptual Understanding

Abstract

This study aims to improve students' conceptual understanding. This type of classroom action research implements interactive digital media based on the Kahoot application. The subjects of the study were all fourth-grade students at SDN Ngasemlemahbang, totaling 16 students. Each cycle consisted of the stages of planning, implementation, observation, and reflection. The data analysis techniques used were observation result analysis and conceptual understanding analysis. The results of the study can be concluded as follows: (1) Teacher activity observation in Cycle I obtained an average score of 62.5%, and in Cycle II, it increased to 88.67%, showing an improvement of 26.17%. (2) Student activity observation in Cycle I obtained an average score of 58.33%, and in Cycle II, it increased to 89.16%, indicating an improvement of 30.83%. (3) Students’ conceptual understanding in Cycle I reached 56.25%, and in Cycle II, it increased to 81.25%, showing an improvement of 25%. Therefore, it can be concluded that the use of the Kahoot application in learning activities can improve students’ conceptual understanding in the topic of two-dimensional shapes in the fourth grade at SDN Ngasemlemahbang.

References

Asih, M. (2021). Seminar Nasional Dies Natalis Ke-41. 1(01), 85–92.

Azizah, A. (2021). Pentingnya Penelitian Tindakan Kelas Bagi Guru dalam Pembelajaran. Auladuna: Jurnal Prodi Pendidikan Guru Madrasah Ibtidaiyah, 3(1), 15–22. https://doi.org/10.36835/au.v3i1.475

Frianda, I., Ronaldi, J., Tessalonika, N., Lailan, R., Alfarisi, S., & Aisyah, S. (2021). Pengembangan Media Digital Interaktif Berbasis Animasi Sebagai Sumber Belajar Alat-Alat Transportasi Untuk Sekolah Dasar. Jurnal Penerapan Sistem Informasi (Komputer & Manajemen), 2(4), 206–213. https://doi.org/10.30645/kesatria.v2i4.84

Hendriana, H., Rohaeti, E. E., & Sumarmo, U. (2021). Hard Skills dan Soft Skills Matematik Siswa. Bandung: PT Refika Aditama.

Humairah, H., Rismawanda, R., Khamidah, Z., Mubarok, M. S., & Saud, A. S. (2021). Pemanfaatan Barang Bekas Sebagai Media Pembalajaran RAPATJURANG (Cara Cepat Penjumlahan dan Pengurangan). JAMU: Jurnal Abdi Masyarakat UMUS, 2(01), 8-13. https://doi.org/10.46772/jamu.v1i02.487

Jafnihirda, L., Suparmi, S., Ambiyar, A., Rizal, F., & Pratiwi, K. E. (2023). Efektivitas perancangan media pembelajaran interaktif e-modul. INNOVATIVE: Journal Of Social Science Research, 3(1), 227-239.

Khairunnisa, A., Juandi, D., & Gozali, S. M. (2022). Systematic Literature Review: Kemampuan Pemahaman Matematis Siswa dalam Menyelesaikan Masalah Matematika. Jurnal Cendekia: Jurnal Pendidikan Matematika, 6(2), 1846–1856. https://doi.org/10.31004/cendekia.v6i2.1405

Khotimah, N., Humairah, H., & Mudayan, A. (2024). Analisis Kesulitan Belajar Siswa Pada Pembelajaran Matematika Materi Sudut di Kelas IV MI Tarbiyatus Sa’adah. JagoMIPA: Jurnal Pendidikan Matematika dan IPA, 4(2), 255-263. https://doi.org/10.53299/jagomipa.v4i2.573

Mustikawati, F. E. (2019). Fungsi Aplikasi Kahoot sebagai Media Pembelajaran Bahasa Indonesia. Prosiding Seminar Nasional Bulan Bahasa (Semiba), 99–104.

MZ, A. S. A., Mudayan, A., & Widiyanti, W. (2024). Pelatihan Pembuatan Media Pembelajaran Berbasis Articulate Storyline 3 di Sekolah Dasar. Jurnal Pengabdian Magister Pendidikan IPA, 7(2), 581-589. https://doi.org/10.29303/jpmpi.v7i2.7944

Nurfadhillah, S., Ningsih, D. A., Ramadhania, P. R., & Sifa, U. N. (2021). Peranan media pembelajaran dalam meningkatkan minat belajar siswa SD Negeri Kohod III. Pensa, 3(2), 243-255. https://doi.org/10.36088/pensa.v3i2.1338

Permana, N. S. (2021). Implementasi Aplikasi Kahoot Sebagai Media Pembelajaran Berbasis Game Dalam Pelajaran Pendidikan Agama Katolik. JPAK: Jurnal Pendidikan Agama Katolik, 21(2), 128–135. https://doi.org/10.34150/jpak.v21i2.334

Purnamasari, W., Hala, Y., & Fatmawati. (2023). Penerapan media pembelajaran kahoot dalam meningkatkan minat belajar siswa kelas XI MIPA 4. Jurnal Pemikiran Dan Pengembangan Pembelajaran, 5(3), 1–6. https://doi.org/10.51574/jrip.v4i2.1764

Saputro, F. C., Mansur & Utama. A. Hadi, (2024). Pemanfaatan Media Pembelajaran Interaktif Berbasis Kahoot dalam Meningkatkan Minat Belajar Siswa. JRIP: Jurnal Riset & Inovasi Pembelajaran, 4(2), 1302-1303. https://doi.org/10.51574/jrip.v4i2.1764

Sitepu, E. N. (2022). Media pembelajaran berbasis digital. Prosiding Pendidikan Dasar, 1(1), 242-248. https://doi.org/10.34007/ppd.v1i1.195

Wahyuni, I., & Hidayat, I. (2024). Penggunaan Media Digital Interaktif Pada Anak Slow Learner Untuk Meningkatkan Kemampuan Memahami Bacaan. Jurnal Kajian Pendidikan, 6(3).

Published

2025-11-30

How to Cite

Sherlina Dewi, T., Humairah, H., & Mudayan, A. (2025). The Implementation of Interactive Digital Media Based on The Kahoot Application To Improve The Understanding of Concepts of Students at SDN Ngasemlemahbang. Jurnal Tematik, 14(2), 95–103. https://doi.org/10.24114/jt.v14i2.68127