Aisyah Nurhaliza
STKIP PGRI Bandar Lampung

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Pengembangan Media Interaktif Aplikasi Kahoot sebagai Evaluasi Materi IPAS tentang Kerusakan Lingkungan pada Siswa Kelas V Sekolah Dasar Try Indiastuti Kurniasih; Aisyah Nurhaliza; Putut Wisnu Kurniawan
Lentera: Jurnal Ilmiah Kependidikan Vol. 19 No. 1 (2026): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/8dwy9d26

Abstract

The problems found during classroom observations were that the use of learning media in evaluating science learning outcomes was still not optimal, the use of technology-based evaluation media had never been used, the science learning outcomes of class VB students were still low and student enthusiasm in learning science was still not optimal. Based on these problems, the researcher wanted to conduct research with the aim of developing a feasible, practical and effective interactive media application kahoot. This research is a Research and Development (R&D) study using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The product trial in this study was conducted on 23 students of class VB SDN 3 Gulak Galik. The data collection techniques used were using an assessment questionnaire sheet to assess the feasibility of the product, teacher and student response questionnaires to assess the practicality of the product and a test sheet to determine the effectiveness of the product. The results showed that the interactive media application kahoot was declared "very feasible" with the acquisition of material expert validation of 90%, media expert validation of 95% and language expert validation of 92.5%. The interactive Kahoot application was then declared "very practical" with a teacher response rate of 92.5% and a student response rate of 92.5% for the small scale, while the large scale was 90.22%. Furthermore, the interactive Kahoot application was tested for pretest and posttest learning outcomes. The increase in learning outcomes from the pretest to the posttest results obtained an n-gain percent value of 82.86%. Overall, it can be concluded that the use of the Kahoot application media is effective in improving student understanding in science learning.