Workshop Pemanfaatan Kahoot dalam Pembelajaran Matematika di Sekolah
DOI:
https://doi.org/10.31004/jerkin.v3i3.359Keywords:
Workshop, Kahoot, Mathematics Learning, Educational Technology, InteractivityAbstract
Learning innovations that utilize technology are an important need in efforts to improve the quality of education. This study aims to identify the effectiveness of the Kahoot utilization workshop in mathematics learning in schools. This workshop was designed to improve teachers' skills in using Kahoot as an interactive and interesting technology-based learning tool. This study used 4 stages, namely planning/preparation, implementation, observation and evaluation, and reflection. The research method involved the participation of mathematics teachers from various schools who attended training sessions, direct practice, and teaching simulations. The results showed that the workshop succeeded in improving teachers' understanding of Kahoot's features and their ability to develop lesson plans involving the platform. Teachers were also able to design contextual quizzes that were relevant to mathematics material, thus motivating students to learn actively and increasing their involvement in the learning process. It was concluded that this workshop had a positive impact on the quality of mathematics learning through the use of educational technology. This study recommends regular training, exploration of other technologies, and the provision of an offline version of Kahoot to support wider implementation, especially in areas with limited internet access.
References
Hidayat, I., Supriani, A., Setiawan, A., & Lubis, A. (2023). Implemantasi aplikasi kahoot sebagai media pembelajaran interaktif dengan siswa SMP negeri 1 Kunto Darussalam. Journal on Education, 6(1), 6933–6942.
Kamarullah, K. (2017). Pendidikan Matematika Di Sekolah Kita. Al Khawarizmi: Jurnal Pendidikan Dan Pembelajaran Matematika, 1(1), 21. https://doi.org/10.22373/jppm.v1i1.1729
Lusianisita, R., & Rahaju, E. B. (2020). Proses Berpikir Reflektif Siswa Sma Dalam Menyelesaikan Soal Cerita Matematika Ditinjau Dari Kemampuan Matematika. Jurnal Penelitian Pendidikan Matematika Dan Sains, 4(2), 93–102. https://doi.org/10.26740/mathedunesa.v9n2.p329-338
Rahman, A., Munandar, S. A., Fitriani, A., Karlina, Y., & Yumriani. (2022). Pengertian Pendidikan, Ilmu Pendidikan dan Unsur-Unsur Pendidikan. Al Urwatul Wutsqa: Kajian Pendidikan Islam, 2(1), 1–8.
Sahroh, A., & Rizkiyah, N. N. (2021). Nusantara: Jurnal Pendidikan Indonesia Nilai Kejujuran dalam Pendidikan Karakter: Studi Hadis Bukhari No. 5629. Nusantara: Jurnal Pendidikan Indonesia, 1(2), 335–366. https://journal.rumahindonesia.org/index.php/njpi/index%7C335
Sakdah, M. S., Prastowo, A., & Anas, N. (2021). Implementasi Kahoot Sebagai Media Pembelajaran Berbasis Game Based Learning Terhadap Hasil Belajar dalam Menghadapi Era Revolusi Industri 4.0. Edukatif : Jurnal Ilmu Pendidikan, 4(1), 487–497. https://doi.org/10.31004/edukatif.v4i1.1845
Sulistiyawati, W., Sholikhin, R., Afifah, D. S. N., & Listiawan, T. (2021). Peranan Game Edukasi Kahoot! dalam Menunjang Pembelajaran Matematika. Wahana Matematika Dan Sains: Jurnal Matematika, Sains, Dan Pembelajarannya, 15(1), 46–57. https://ejournal.undiksha.ac.id/index.php/JPM/article/view/29851
Tafanao, N., & Yulisman Zega. (2023). Analisis Hasil Belajar Matematika Siswa di SMK Negeri 1 Umbunasi. EDUKASIA: Jurnal Pendidikan Dan Pembelajaran, 4(2), 845–852. https://doi.org/10.62775/edukasia.v4i2.361
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Zulfah, Astuti

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.