JPT : Jurnal Pendidikan Tematik
Vol 6 No 1 (2025): April

Pemanfaatan Game Edukasi Kahoot dalam Membangun Suasana Belajar yang Menyenangkan di MI As Shaffah Bengkulu

Naziroh, Nikmatun (Unknown)
Febriani Melinda Putri (Unknown)
Dwi Putri Oktaviani (Unknown)
Khodijah (Unknown)



Article Info

Publish Date
09 Jul 2025

Abstract

In today's digital era, the utilization of technology in learning is one of the solutions to create an interesting and fun learning atmosphere. Monotonous and teacher-centered learning often causes boredom in students, resulting in decreased motivation and learning outcomes. One of the innovations that has begun to be widely applied is the use of educational games such as Kahoot!, a digital-based interactive quiz platform that combines elements of games with education. Kahoot allows students to learn competitively while still having fun, increasing active participation and engagement in the learning process. This research was conducted at MI As Shaffah Bengkulu to describe the utilization of Kahoot in building a more fun and interactive learning atmosphere. The results of this study are expected to provide an overview that the use of educational game-based learning media is able to increase students' enthusiasm, focus and motivation to learn.

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Journal Info

Abbrev

jpt

Publisher

Subject

Religion Chemistry Education Mathematics Other

Description

Focus and Scope JPT primary focus is on current themes within the scope of elementary education. The scope of the manuscripts includes research results, reflections, and critical reviews on: Education policies and regulation Curriculum Learning innovations, including: Study of teaching materials ...