Inovasi Media Pembelajaran IPA “Struktur dan Fungsi Bagian Tumbuhan” Menggunakan Kahoot Sebagai Kuis Interaktif untuk Kelas 4 SD
DOI:
https://doi.org/10.61132/jupenkifb.v2i1.1016Keywords:
Elementary school, Kahoot, Learning media, Plant functions, Science educationAbstract
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.
References
Anderson, L. W., & Krathwohl, D. R. (2010). A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives. Longman.
Arsyad, A. (2017). Media pembelajaran. Rajawali Pers.
Daryanto. (2016). Media pembelajaran. Gava Media.
Hamalik, O. (2014). Proses belajar mengajar. Bumi Aksara.
Kementerian Pendidikan dan Kebudayaan. (2018). Buku guru dan buku siswa ilmu pengetahuan alam kelas IV sekolah dasar. Kementerian Pendidikan dan Kebudayaan.
Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning. Management Teaching Review, 2(2), 151–158. https://doi.org/10.1177/2379298116689783
Rusman. (2017). Belajar dan pembelajaran berbasis komputer. Alfabeta.
Sanjaya, W. (2016). Strategi pembelajaran berorientasi standar proses pendidikan. Kencana Prenadamedia Group.
Sudjana, N., & Rivai, A. (2015). Media pengajaran. Sinar Baru Algensindo.
Suyanto, & Jihad, A. (2013). Menjadi guru profesional: Strategi meningkatkan kualifikasi dan kualitas guru di era global. Erlangga.
Trianto. (2015). Model pembelajaran terpadu: Konsep, strategi, dan implementasinya dalam kurikulum tingkat satuan pendidikan. Bumi Aksara.
Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times. Jossey-Bass.
Uno, H. B., & Lamatenggo, N. (2016). Teknologi komunikasi dan informasi pembelajaran. Bumi Aksara.
Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217–227. https://doi.org/10.1016/j.compedu.2014.11.004
Wang, A. I., & Lieberoth, A. (2016). The effect of points and audio in Kahoot! on learning motivation and classroom dynamics. Computers & Education, 100, 58–70. https://doi.org/10.1016/j.compedu.2016.04.012
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Jurnal Pendidikan Kimia, Fisika dan Biologi

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

