Analisis Kepuasan Mahasiswa Terhadap Penggunaan Kahoot Sebagai Media Evaluasi Pembelajaran yang Interaktif

Analysis of Student Satisfaction with the Use of Kahoot as an Interactive Learning Evaluation Media

Authors

  • Tina Tina Universitas Palangka Raya
  • Annisa Dewita Putri Universitas Palangka Raya

DOI:

https://doi.org/10.59896/gara.v20i3.695

Keywords:

Student Satisfaction, Interactive Learning Evaluation, Kahoot

Abstract

This study aims to analyze student satisfaction with the use of the Kahoot! application as an interactive learning evaluation medium. The study used a qualitative method with a descriptive approach. The subjects were students of the Economics Education Study Program, Faculty of Teacher Training and Education, UPR, class of 2025, who participated in learning evaluation activities using Kahoot. Data collection techniques were carried out through observation, questionnaires, and documentation. The results showed that the use of Kahoot was able to increase student enthusiasm, motivation, and involvement in the learning evaluation process. Students felt more interested and less bored because the evaluation was packaged in the form of an interactive game that displayed scores and rankings directly. In addition, Kahoot also helped create a more active, enjoyable, and communicative learning atmosphere. However, there were several obstacles such as limited internet connection, duration of work on questions, and a scoring system that emphasized speed of answering. Overall, the use of Kahoot was considered effective as an interactive learning evaluation medium and was able to provide positive satisfaction for students

References

Bara, R. V., Abigail, O., & Muchtar, N. A. (2023). Program PKM-PM : Pendampingan Dalam Pembuatan Evaluasi Materi Pembelajaran Yang Interaktif Kepada Guru SMAS KRISTEN SOLEMAN MAKASSAR Menggunakan Platform Kahoot PKM-PM Program : Assistance in Making Evaluation of Interactive Learning Materials for KRISTEN. 465–472

Febriani, S., Zakir, S., & Ilmi, D. (2024). Evaluasi Program Sekolah Digital dalam Meningkatkan Pemanfaatan Teknologi untuk Pembelajaran. Dirasah: Jurnal Studi Ilmu Dan Manajemen Pendidikan Islam, 7(2), 752–761

Hasan, M., Milawati, Darodjat, Khairani, H., & Tahrim, T. (2021). Media Pembelajaran. In Tahta Media Group

Hasanah, N. A., Hafiza, E., & Irianto, M. E. (2024). Peranan Game Edukasi Kahoot Dalam Meningkatkan Motivasi Belajar Mahasiswa The Role of Kahoot Educational Game in Increasing Student Motivation to Learn. Jurnal Ilmiah Multidisiplin, 2(4), 305–316. https://doi.org/10.5281/zenodo.11194824

Kusjuniati. (2020). Jurnal Ilmu Pendidikan dan Ekonomi Jurnal Ilmu Pendidikan dan Ekonomi. Jurnal Ilmu Pendidikan Dan Ekonomi, 05(1), 112–123.

Luluk Baikuna, M. Farhan Hidayatuloh, Muhammad Fikri Rizal, Nafiatul Fitria, Nurul Ulfatun Anjelina, M. Rivan Eko Mahendra, Marlina Marlina, & Agustina Zahrotin Nisak. (2023). Peran Teknologi Pendidikan Dalam Pemanfaatan Pembelajaran IPS. Jurnal Pendidikan Dan Ilmu Sosial (Jupendis), 2(1), 102–115. https://doi.org/10.54066/jupendis.v2i1.1182.

Nada, D. F. (2020). Penerapan game based learning menggunakan platform Kahoot! Sebagai media pembelajaran interaktif pada materi asam basa [Skripsi, Universitas Negeri Semarang]

Octafany, A. (2022). Pemanfaatan Game Edukasi Kahoot Dalam Pembelajaran PAI Kelas Viii di SMP Negeri 2 Banjarmangu Kabupaten Banjarnegara(pp. 1–120).

Rahmatullah, R., Inanna, I., Rakib, M., Mustari, M., & Rabania. (2020). Developing Tematic Economic Comic with Characters for Early Childhood. EST Journal of Educational Science and Technology, 6(3), 293–300

Risma Handayani, M. L. (2025). Pemahaman Mahasiswa Terhadap Efektivitas Kahoot Sebagai Media Dalam Proses Pembelajaran Mata Kuliah Strategi Pembelajaran. Jurnal Review Pendidikan Dan Pengajaran, 8(2), 4042–4048.

Sakdah, M. S., Prastowo, A., & Anas, N. (2022). 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

Srimuliyani. (2023). Menggunakan Teknik Gamifikasi untuk Meningkatkan Pembelajaran dan Keterlibatan Siswa di Kelas. EDUCARE : Jurnal Pendidikan Dan Kesehatan, 1(1), 30

Wibowo, H. S. (2023). Pengembangan Teknologi Media Pembelajaran: Merancang Pengalaman 567 INOVASI – Volume. 4 Nomor. 2 Mei 2025 Pembelajaran yang Inovatif dan Efektif. Tiram Media

Downloads

Published

04-09-2026

How to Cite

Tina, T., & Putri, A. D. (2026). Analisis Kepuasan Mahasiswa Terhadap Penggunaan Kahoot Sebagai Media Evaluasi Pembelajaran yang Interaktif: Analysis of Student Satisfaction with the Use of Kahoot as an Interactive Learning Evaluation Media. Ganec Swara, 20(3), 885–892. https://doi.org/10.59896/gara.v20i3.695