Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education
Vol. 4 No. 2 (2025): November 2025

Adaptasi Teknologi Kahoot Sebagai Media Pembelajaran Matematika Sekolah Dasar

Ramadani, Aisyah (Unknown)
Exonetri, Dede (Unknown)
Erlia, Tiara Putriana (Unknown)
Putra, Zetra Hainul (Unknown)



Article Info

Publish Date
11 Nov 2025

Abstract

This research focuses on helping students adapt to technology in the digital age. Learning media is continually evolving, and one notable example is the Kahoot application, which leverages existing technology. Kahoot is an interactive, game-based learning platform that actively engages students and encourages their participation in the learning process. To evaluate the effectiveness of Kahoot, the research was conducted with fourth-grade students using the ADDIE framework (Analysis, Design, Development, Implementation, Evaluation). A validator questionnaire was used to assess the application with feedback from 11 participants, who rated it as "good" and "very good". The researchers carefully analyzed the curriculum, instructional materials, and student needs in the process. The development of Kahoot quiz questions focused on Mathematics, specifically addressing stacked multiplication and small numbers. The trials involved six students organized into groups of two per team. Following the validity assessments and trials involving these students, it was concluded that the Kahoot application is indeed a suitable learning medium for educational purposes.

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Journal Info

Abbrev

ijsteame

Publisher

Subject

Education

Description

Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education (IJSTEAME) is an international peer-reviewed journal interested in any aspect related to STEAM Education. IJSTEAME invites researchers, lecturers/teacher educators, university students (Master and Doctoral), and ...