Advances in digital technology in the field of education have encouraged the use of more interactive and flexible e-learning-based learning media. One of the most widely used learning media is Kahoot, a game-based quiz tool designed to increase student motivation, concentration, and engagement in learning activities. Although its use is quite widespread, research on the level of usefulness of Kahoot in secondary schools, especially public schools in Indonesia, is still limited. This study aims to analyze the usability of Kahoot as a learning medium at SMA Negeri 11 Samarinda by applying the IS Success Model by DeLone and McLean, which includes six indicators: system quality, information quality, service quality, system usage, user satisfaction, and net benefits. The research approach used is a quantitative descriptive method through the distribution of a Likert scale questionnaire to students who have experienced the use of Kahoot in the learning process. The analysis of the results shows that all aspects are rated in the good to very good category, with the highest scores in the aspects of ease of use and user satisfaction. These results indicate that Kahoot is capable of providing an effective, interactive, and beneficial learning experience for students. In conclusion, this study states that Kahoot is suitable for use as a digital learning medium and contributes positively to the learning process.
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