Ayu Gita Cahyani, Ni Nyoman
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TRANSFORMASI MINAT BELAJAR SISWA MELALUI DIGITAL GAME BASED LEARNING BERBANTUAN KAHOOT PADA PEMBELAJARAN PENDIDIKAN AGAMA HINDU DI SEKOLAH DASAR Ayu Gita Cahyani, Ni Nyoman; Jatiyasa, I Wayan; Diah Utari Ningsih, Ni Putu
Guna Widya: Jurnal Pendidikan Hindu Vol 13 No 2 (2026): Jurnal Guna Widya Volume 13 Nomor 2 September 2026
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/gw.v13i2.6587

Abstract

This study aims to analyze the implementation of an innovative Digital Game-Based Learning model assisted by Kahoot in improving students’ learning interest in Hindu Religious Education and Character Education. The research employed a classroom action research (CAR) design conducted in two cycles, consisting of planning, implementation, observation, evaluation, and reflection stages. The subjects were 20 second-grade students. Data were collected using a learning interest questionnaire and analyzed descriptively. The results showed a significant increase in students’ learning interest, indicated by the average score improvement from 46,95 (low) in the pre-cycle to 110.85 (high) in Cycle I and 120,35 (very high) in Cycle II. The increase from Cycle I to Cycle II reached 8,57%. The findings indicate that the use of Kahoot-assisted Digital Game-Based Learning creates an interactive, enjoyable, and student-centered learning environment, which effectively enhances students’ engagement and motivation. Therefore, this model is recommended as an alternative digital learning strategy in elementary education, particularly in Hindu Religious Education, to foster meaningful and enjoyable learning experiences.