TRANSFORMASI MINAT BELAJAR SISWA MELALUI DIGITAL GAME BASED LEARNING BERBANTUAN KAHOOT PADA PEMBELAJARAN PENDIDIKAN AGAMA HINDU DI SEKOLAH DASAR

Penulis

  • Ni Nyoman Ayu Gita Cahyani STKIP Agama Hindu Amlapura,
  • I Wayan Jatiyasa STKIP Agama Hindu Amlapura
  • Ni Putu Diah Utari Ningsih STKIP Agama Hindu Amlapura

DOI:

https://doi.org/10.25078/gw.v13i2.6587

Kata Kunci:

Digital Game Based Learning, Kahoot, Learning Interest, Hindu Religious Education

Abstrak

This study investigates the effectiveness of integrating Kahoot into a Digital Game-Based
Learning approach to enhance learning interest among second-grade students in Hindu
Religious Education and Character Education. The research adopted a Classroom Action
Research framework implemented through two intervention cycles, with each cycle
encompassing instructional planning, classroom implementation, observation, assessment,
and reflective evaluation. The participants comprised 20 second-grade students. Students’
learning interest was measured through a questionnaire, while the resulting data were
examined using descriptive analysis. The findings demonstrate a substantial progression in
students’ learning interest throughout the intervention. The mean score increased from
46.95 during the initial pre-cycle assessment, categorized as low, to 110.85 in Cycle I,
classified as high, and subsequently reached 120.35 in Cycle II, categorized as very high.
The improvement between the first and second cycles was 9.50%. These results suggest that
incorporating Kahoot into Digital Game-Based Learning can promote a more participatory
and engaging classroom atmosphere by encouraging students to interact, respond, and
participate actively during the learning process. The approach consequently supports the
development of students’ motivation and involvement in learning. The study concludes that
Kahoot-supported Digital Game-Based Learning has considerable potential as an
alternative instructional approach for elementary-level Hindu Religious Education,
particularly in creating learning activities that are interactive, engaging, and meaningful
for students.

Unduhan

Diterbitkan

2026-09-28