Community Empowerment Journal
Vol. 4 No. 1 (2026)

Pengaruh game-based learning berbantuan kahoot terhadap higher order thinking skills materi bangun datar kelas III SD

Supriyadi, Fendy (Unknown)
Ismiyanti, Yulina (Unknown)



Article Info

Publish Date
09 May 2026

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan Higher Order Thinking Skills (HOTS) siswa sekolah dasar yang disebabkan oleh pembelajaran yang masih berpusat pada guru dan kurangnya pemanfaatan media pembelajaran inovatif. Penelitian ini bertujuan untuk menganalisis pengaruh model Game Based Learning (GBL) berbantuan media kuis interaktif berbasis Kahoot terhadap kemampuan HOTS siswa pada materi bangun datar. Metode yang digunakan adalah penelitian kuantitatif dengan desain Pre-Experimental Design tipe One Group Pretest-Posttest Design. Subjek penelitian adalah siswa kelas III SD Negeri Tlogosari Kulon 04 yang berjumlah 28 siswa. Teknik pengumpulan data menggunakan tes berupa pretest dan posttest berbasis HOTS. Analisis data dilakukan melalui uji normalitas dan uji hipotesis menggunakan Paired Sample T-Test. Hasil penelitian menunjukkan bahwa nilai rata-rata pretest sebesar 66,7 meningkat menjadi 86,81 pada posttest. Hasil uji hipotesis menunjukkan nilai signifikansi (Sig. 2-tailed) sebesar 0,000 < 0,05, yang berarti terdapat perbedaan yang signifikan antara sebelum dan sesudah perlakuan. Dengan demikian, penerapan model GBL berbantuan Kahoot berpengaruh secara signifikan terhadap peningkatan kemampuan HOTS siswa. Implikasi penelitian ini menunjukkan bahwa penggunaan model pembelajaran inovatif berbasis permainan dan teknologi digital dapat menjadi alternatif yang efektif dalam meningkatkan keterlibatan siswa serta mengembangkan kemampuan berpikir tingkat tinggi di sekolah dasar. This study is motivated by the low level of Higher Order Thinking Skills (HOTS) among elementary school students, which is caused by teacher-centered learning and the limited use of innovative learning media. This study aims to analyze the effect of the Game Based Learning (GBL) model assisted by Kahoot-based interactive quiz media on students’ HOTS in the topic of plane geometry. The method used is a quantitative approach with a Pre-Experimental Design of the One Group Pretest-Posttest Design type. The research subjects were 28 third-grade students of SD Negeri Tlogosari Kulon 04. Data collection techniques used tests in the form of HOTS-based pretest and posttest. Data analysis was conducted through normality testing and hypothesis testing using the Paired Sample T-Test. The results showed that the average pretest score of 66.7 increased to 86.81 in the posttest. The hypothesis test results indicated a significance value (Sig. 2-tailed) of 0.000 < 0.05, which means there is a significant difference before and after the treatment. Thus, the implementation of the GBL model assisted by Kahoot has a significant effect on improving students’ HOTS. The implication of this study indicates that the use of innovative learning models based on games and digital technology can be an effective alternative in increasing student engagement and developing higher-order thinking skills in elementary schools.

Copyrights © 2026






Journal Info

Abbrev

cej

Publisher

Subject

Religion Arts Humanities Biochemistry, Genetics & Molecular Biology Education

Description

The mission of Community Empowerment Journal is to serve as the premier peer-reviewed, interdisciplinary journal to advance theory and practice related to all forms of outreach and empowerment. This includes highlighting innovative endeavors; critically examining emerging issues, trends, challenges, ...