Jurnal Penelitian dan Pengabdian Masyarakat
Vol. 4 No. 1 (2026): February 2026

Pelatihan Media Pembelajaran Interaktif Berbasis Game Edukasi Kahoot Di SMP Pada Materi Bilangan Bulat

Anggreini, Dewi (Unknown)
Sukiyanto, Sukiyanto (Unknown)
Agustito, Denik (Unknown)



Article Info

Publish Date
28 Feb 2026

Abstract

Enjoyable learning can influence student learning outcomes. Learning success is influenced by several factors, one of which is the learning media factor. Technology-based learning media is very likely to overcome problems that often arise in the world of learning. Because technology has a very important role in developing innovation, ideas or concepts in learning. With technology, learning can be packaged into games, one of which is the Kahoort educational game. The priority problems faced by junior high schools are: (1) Weak student understanding of negative integers (-). The solution to overcome this problem is: Improving student understanding by using Kahoort educational game-based learning media; (2) Teachers need innovation in learning. The solution to overcome this problem is: Introducing students to interactive learning media based on Kahoort educational games. The implementation of this community service uses a training method, using quantitative. The community service instrument uses a questionnaire. The results obtained are that this community service received high enthusiasm from community service participants (training) and partners where the community service was held.

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Journal Info

Abbrev

jp2m

Publisher

Subject

Humanities Economics, Econometrics & Finance Environmental Science Social Sciences Other

Description

Jurnal Penelitian dan Pengabdian Masyarakat ( JP2M ) menyebarluaskan hasil penelitian berbasis pengabdian masyarakat, peningkatan kapasitas masyarakat dan pemberdayaan masyarakat, serta inovasi pemberdayaan masyarakat di seluruh dunia. Fokus dan Ruang lingkup Jurnal Penelitian dan Pengabdian ...