Pengaruh game-based learning berbantuan kahoot terhadap higher order thinking skills materi bangun datar kelas III SD

Authors

  • Fendy Supriyadi Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Islam Sultan Agung, Semarang, Indonesia
  • Yulina Ismiyanti Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Islam Sultan Agung, Semarang, Indonesia

DOI:

https://doi.org/10.61251/cej.v4i1.373

Keywords:

game based learning, hots, kahoot, pembelajaran matematika, sekolah dasar

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan Higher Order Thinking Skills (HOTS) siswa sekolah dasar yang disebabkan oleh pembelajaran yang masih berpusat pada guru dan kurangnya pemanfaatan media pembelajaran inovatif. Penelitian ini bertujuan untuk menganalisis pengaruh model Game Based Learning (GBL) berbantuan media kuis interaktif berbasis Kahoot terhadap kemampuan HOTS siswa pada materi bangun datar. Metode yang digunakan adalah penelitian kuantitatif dengan desain Pre-Experimental Design tipe One Group Pretest-Posttest Design. Subjek penelitian adalah siswa kelas III SD Negeri Tlogosari Kulon 04 yang berjumlah 28 siswa. Teknik pengumpulan data menggunakan tes berupa pretest dan posttest berbasis HOTS. Analisis data dilakukan melalui uji normalitas dan uji hipotesis menggunakan Paired Sample T-Test. Hasil penelitian menunjukkan bahwa nilai rata-rata pretest sebesar 66,7 meningkat menjadi 86,81 pada posttest. Hasil uji hipotesis menunjukkan nilai signifikansi (Sig. 2-tailed) sebesar 0,000 < 0,05, yang berarti terdapat perbedaan yang signifikan antara sebelum dan sesudah perlakuan. Dengan demikian, penerapan model GBL berbantuan Kahoot berpengaruh secara signifikan terhadap peningkatan kemampuan HOTS siswa. Implikasi penelitian ini menunjukkan bahwa penggunaan model pembelajaran inovatif berbasis permainan dan teknologi digital dapat menjadi alternatif yang efektif dalam meningkatkan keterlibatan siswa serta mengembangkan kemampuan berpikir tingkat tinggi di sekolah dasar.

This study is motivated by the low level of Higher Order Thinking Skills (HOTS) among elementary school students, which is caused by teacher-centered learning and the limited use of innovative learning media. This study aims to analyze the effect of the Game Based Learning (GBL) model assisted by Kahoot-based interactive quiz media on students’ HOTS in the topic of plane geometry. The method used is a quantitative approach with a Pre-Experimental Design of the One Group Pretest-Posttest Design type. The research subjects were 28 third-grade students of SD Negeri Tlogosari Kulon 04. Data collection techniques used tests in the form of HOTS-based pretest and posttest. Data analysis was conducted through normality testing and hypothesis testing using the Paired Sample T-Test. The results showed that the average pretest score of 66.7 increased to 86.81 in the posttest. The hypothesis test results indicated a significance value (Sig. 2-tailed) of 0.000 < 0.05, which means there is a significant difference before and after the treatment. Thus, the implementation of the GBL model assisted by Kahoot has a significant effect on improving students’ HOTS. The implication of this study indicates that the use of innovative learning models based on games and digital technology can be an effective alternative in increasing student engagement and developing higher-order thinking skills in elementary schools.

References

Amira, N., Putri, A., & Rahmawati, D. (2025). Implementation of game based learning to improve student engagement in elementary school. Journal of Educational Innovation, 6(1), 45–53. https://doi.org/10.21009/jei.061.05

Arifin, Z. (2025). The effectiveness of Kahoot-based interactive learning media on student engagement. Journal of Educational Technology Development, 13(2), 112–120. https://doi.org/10.21009/JETD.132.05

Arzeti, E. F., & Ismiyanti, Y. (2025). Pengaruh model problem based learning terhadap kemampuan berpikir kritis matematika siswa SD berbantuan media roda putar bangun datar. Integrative Perspectives of Social and Science Journal (IPSSJ), 2(1), 842–845.

Hamdani, M., Rahmawati, L., & Sari, R. (2022). Analysis of students’ higher order thinking skills in mathematics learning. Jurnal Pendidikan Matematika, 16(2), 89–98. https://doi.org/10.22342/jpm.16.2.2022.89-98

Ismiyanti, Y., Fatmawati, S., Sari, Y., Jupriyanto, J., Enfesta, L., & Khosa, M. (2025). KEBAYA: Digital comics on Indonesian cultural diversity to enhance higher-order thinking skills in elementary school. Profesi Pendidikan Dasar, 12(3), 352–368. https://doi.org/10.23917/ppd.v12i3.13918⁠

Ismiyanti, Y., & Permatasari, N. D. (2021). The effect of pictorial story media on critical thinking of grade 4 students. Jurnal Ilmiah Pendidikan Dasar, 8(2), 118–128. https://doi.org/10.30659/pendas.8.2.118-128⁠

Marsela, R., Kholidin, F., & Niam, M. (2024). The effect of Kahoot-based learning on students’ critical thinking skills. Journal of Interactive Learning Research, 35(2), 155–170. https://doi.org/10.1080/10494820.2024.1893210

Rahmilia, T. (2024). Implementation of Kahoot as a digital learning platform in elementary school. Journal of Digital Learning Innovation, 6(1), 25–33. https://doi.org/10.2991/jdli.k.240101.004

Rosmafiti, H.Y., Simanjuntak, E., & Lase, D. (2024). Implementation of national education goals in primary school learning. Jurnal Pendidikan Dasar, 9(1), 12–20. https://doi.org/10.31227/osf.io/abcd1

Sahir, S. H. (2021). Metodologi penelitian. Penerbit KBM Indonesia.

Sari, Y., Jupriyanto, J., Ismiyanti, Y., & Amelia, W. (2025). Transforming primary science learning with AI-based interactive multimedia: Impacts on critical thinking skills in primary education. Jurnal Kependidikan, 11(4), 1596–1607. https://doi.org/10.33394/jk.v11i4.17759⁠

Setiyowati, F., Ismiyanti, Y., & Sari, Y. (2025). Penggunaan media ubur-ubur pada materi luas bangun datar untuk menumbuhkan motivasi belajar siswa kelas 5 sekolah dasar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(1), 133–137. https://doi.org/10.23969/jp.v10i01.23042

Siregar, H., Lubis, S., & Harahap, N. (2025). Game-based learning model to improve higher order thinking skills. International Journal of Learning and Teaching, 17(1), 77–85. https://doi.org/10.18844/ijlt.v17i1.2025

Sugiyono. (2023). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.

Ulfa, M., Fitriani, D., & Pratama, A. (2022). The implementation of game-based learning in improving student engagement. Jurnal Teknologi Pendidikan, 24(2), 101–110. https://doi.org/10.21009/jtp.v24i2.2022

Wahyuningsih, S., Lestari, I., & Rahman, A. (2023). Development of higher order thinking skills in 21st century learning. Jurnal Pendidikan Modern, 8(1), 33–42. https://doi.org/10.21043/jpm.v8i1.2023

Wulandari, D. (2021). Game-based learning in elementary school: A literature review. Jurnal Pendidikan Dasar Nusantara, 7(1), 55–63. https://doi.org/10.29407/jpdn.v7i1.2021

Yuliana, R., & Sunanti, S. (2024). Implementation of Bloom’s taxonomy in measuring higher order thinking skills. Jurnal Pendidikan dan Pembelajaran, 11(2), 134–142. https://doi.org/10.26740/jpp.v11n2.p134-142

Yusnaldi, Y., Sari, M., & Wahyuni, D. (2021). The effectiveness of game-based learning on students’ evaluation skills. Jurnal Pendidikan Indonesia, 10(3), 456–463. https://doi.org/10.23887/jpi-undiksha.v10i3.32145

Downloads

Published

2026-05-09

How to Cite

Supriyadi, F., & Ismiyanti, Y. (2026). Pengaruh game-based learning berbantuan kahoot terhadap higher order thinking skills materi bangun datar kelas III SD . Community Empowerment Journal, 4(1), 117–126. https://doi.org/10.61251/cej.v4i1.373

Issue

Section

Articles