Hanifatur Rohmah
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS KAHOOT PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS IX SMP ISLAM AL FATTAHIYYYAH Hanifatur Rohmah; Nurna Listya Purnamasari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57142

Abstract

This research is motivated by the low levels of students' learning motivation and literacy skills in Pancasila Education, a subject often perceived as monotonous due to the lack of innovative and digital-based learning media in the classroom. On the other hand, technological advancements demand the integration of interactive media that adapts to the characteristics of digital-generation students. Therefore, this study aims to examine the feasibility and practicality of learning media based on the educational game Kahoot, as well as to analyze its effectiveness in enhancing students' learning motivation and literacy achievement in Pancasila Education. The research method used is Research and Development (R&D). The development procedure was systematically executed through the stages of problem analysis, product design, expert validation, revision, and field testing to produce a valid, practical, and applicable learning media product. The preliminary results from the problem and needs analysis data indicate that students strongly require interactive and engaging learning media to stimulate their interest in learning. Meanwhile, teachers need practical digital supporting instruments to measure real-time comprehension of the material. Based on the validation test by media experts, which included aspects of efficiency, safety, and display, a total score of 46 out of a maximum of 48 was obtained, yielding a feasibility percentage of 95.83% (Very Feasible). The validation test results from material experts supported this with a percentage of 88% (Very Feasible). From the user perspective, the practicality level by teachers and students reached 89% (Very Practical). Furthermore, the effectiveness test proved that using Kahoot significantly increased students' learning motivation with a success rate of 85% and boosted students' literacy skills to 87% completeness. The conclusion of this study demonstrates that Kahoot-based learning media is proven to be highly feasible, practical, and effective as an innovative solution for teaching Pancasila Education in schools.