Imajiner: Jurnal Matematika dan Pendidikan Matematika
Vol 8, No 4 (2026): Imajiner: Jurnal Matematika dan Pendidikan Matematika

Keefektifan Pembelajaran “Game Digital” Menggunakan Kahoot! terhadap Kemampuan Numerasi

Widyasmara, Diva Anindya (Unknown)
Indiati, Intan (Unknown)
Setyawati, Rina Dwi (Unknown)



Article Info

Publish Date
05 Aug 2026

Abstract

This study aims to analyze the effectiveness of “Digital Game”-based learning with Kahoot! media on students’ numeracy skills. The method used is Quasi Experimental with Posttest Only Control Design. The study population included students of grade VII MTs N 1 Semarang, with two classes as samples: an experimental class that implemented “Digital Game” learning using Kahoot! and a control class that used traditional learning methods. Sample selection was done through cluster random sampling technique. Data were collected through observation to monitor student activity during the learning process, a post-test essay test to assess students’ numeracy skills, and documentation to obtain information such as student names, the learning process in class, and test scores. The results showed that the numeracy skills of students who participated in “Digital Game”-based learning using Kahoot! were higher than students who studied using conventional methods. In addition, there was an influence of student activity in learning using Kahoot! on their numeracy skills, and students in the experimental group achieved completion.

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Journal Info

Abbrev

imajiner

Publisher

Subject

Education Languange, Linguistic, Communication & Media Mathematics Other

Description

Imajiner: Jurnal Matematika dan Pendidikan Matematika memiliki fokus utama pada pengembangan ilmu di ranah matematika dan pendidikan. Lingkup dari fokus utama tersebut meliputi pendidikan dan terapan. ...