Pembelajaran Berbasis Gamifikasi Menggunakan Kahoot untuk Meningkatkan Minat Belajar Mahasiswa pada Pembelajaran Online

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Winanda Marito

Abstract

This research aims to describe gamification-based learning using Kahoot to enhance students' interest in online learning. This study employs a quantitative approach with a quasi-experimental method. The design used is one group pretest-posttest. The sample in this study consists of 30 students from the Physical Education, Health, and Recreation study program. Data collection techniques were conducted through a learning interest questionnaire given before the learning (pretest) and after the learning (posttest) and an observation sheet for the implementation of learning. Data analysis used paired t-test. The research results indicate that there is a 15.5% increase in student learning interest with a t-value of 15.847, p < 0.001, which means there is a significant difference in the increase of student learning interest before and after the implementation of gamification-based learning with Kahoot. The success rate of the learning implementation is 88.75% across all observed aspects, including lesson preparation, execution, student activities, and time management. These findings indicate that gamification-based learning using Kahoot can enhance student learning interest in online learning.

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How to Cite
Marito, W. (2025). Pembelajaran Berbasis Gamifikasi Menggunakan Kahoot untuk Meningkatkan Minat Belajar Mahasiswa pada Pembelajaran Online. Indo-MathEdu Intellectuals Journal, 6(1), 1427–1434. https://doi.org/10.54373/imeij.v6i1.2689
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