Publish Date
30 Nov -0001
Abstract. Gamification has been widely adopted in education to enhance students' learning motivation and engagement by integrating game elements into learning activities. Among various gamified platforms, Kahoot! is one of the most widely used assessment tools. However, previous studies have reported inconsistent findings regarding its effectiveness. Therefore, this study reviews previous research on the use of Kahoot! to improve students' learning motivation and engagement. This study employed a literature review method using journal articles retrieved from Google Scholar, ScienceDirect, SpringerLink, and ERIC. The selected studies were analyzed using a narrative synthesis approach. The findings show that Kahoot! generally improves students' learning motivation and engagement through interactive features such as immediate feedback, points, leaderboards, and time limits. However, its effectiveness depends on factors including implementation duration, learner characteristics, subject area, instructional design, and the gamification elements used. Overall, Kahoot! has the potential to enhance learning motivation and engagement when implemented appropriately. Abstrak. Gamifikasi semakin banyak diterapkan dalam pembelajaran untuk meningkatkan motivasi belajar dan keterlibatan siswa melalui integrasi elemen permainan. Salah satu media yang banyak digunakan adalah Kahoot!, meskipun efektivitasnya masih menunjukkan hasil yang beragam. Oleh karena itu, artikel ini bertujuan mengkaji penelitian terdahulu mengenai penggunaan Kahoot! sebagai media evaluasi pembelajaran terhadap motivasi belajar dan keterlibatan siswa. Penelitian ini menggunakan metode literature review dengan menganalisis artikel ilmiah dari Google Scholar, ScienceDirect, SpringerLink, dan ERIC menggunakan sintesis naratif. Hasil kajian menunjukkan bahwa Kahoot! umumnya meningkatkan motivasi belajar dan keterlibatan siswa melalui fitur immediate feedback, sistem poin, leaderboard, dan batas waktu. Namun, efektivitasnya dipengaruhi oleh durasi penggunaan, karakteristik peserta didik, mata pelajaran, desain pembelajaran, serta elemen gamifikasi yang diterapkan. Dengan demikian, Kahoot! berpotensi menjadi media evaluasi yang mendukung motivasi belajar dan keterlibatan siswa apabila diterapkan sesuai konteks pembelajaran.
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