Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026

Penerapan Media Kahoot Berbasis Gamifikasi untuk Meningkatkan Pemahaman Siswa dalam Pembelajaran Perkalian dan Pembagian Kelas 3 MI Marinjung

Rismawati (Unknown)



Article Info

Publish Date
12 Jul 2026

Abstract

This study aims to improve students' understanding of multiplication and division concepts in third-grade elementary school/madrasah classrooms by utilizing gamification-based Kahoot media. The researcher employed Classroom Action Research (CAR), which emphasizes detailed investigation at each stage. The subjects of this study were 23 third-grade students at MI Marinjung. Data were collected through pre-test and post-test scores, student and teacher observations, as well as documentation. The test results indicated that during the pre-cycle stage, the percentage of students meeting the Minimum Mastery Criterion (KKM) was 34.34%. In cycle 1, following the treatment, the mastery percentage increased to 56.52%. By cycle 2, the percentage of students reaching the KKM rose significantly to 82.60%. Furthermore, the student observation scores improved from 77.48% in cycle 1 to 88.48% in cycle 2. Consequently, it can be concluded that the use of gamification-based Kahoot media can enhance students' understanding in learning multiplication and division.

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Journal Info

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pendas

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Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...