Pengaruh Penggunaan Aplikasi Kahoot! terhadap Minat Belajar Siswa pada Mata Pelajaran Sejarah Kebudayaan Islam (SKI) di MAN 1 Kota Bogor The Influence of Using the Kahoot! Application on Student Learning Interest in Islamic Cultural History (SKI) Subjects at MAN 1 Kota Bogor

Crossmark

Main Article Content


Abstract

This study is motivated by the limited research on the low interest in learning among students in the subject of Islamic Cultural History, despite the fact that this phenomenon has a significant impact on education. The purpose of this research is to investigate the effect of the Kahoot! application on student interest in the subject of Islamic Cultural History (Sejarah Kebudayaan Islam, SKI) in the twelfth grade at Madrasah Aliyah Negeri 1 Kota Bogor. The method used is quantitative with a quasi-experimental approach and a non-equivalent design, with a sample of 60 students selected through purposive sampling. Data were collected using a learning interest questionnaire instrument designed to measure student engagement, interest, attention, and enjoyment, and were analyzed using an independent sample t-test. The results indicate that there is a significant effect of the Kahoot! application on student interest in the SKI subject for twelfth grade at MAN 1 Kota Bogor. The main conclusion of this study is that the analysis results from the independent sample t-test using SPSS 26.0 show that Kahoot! is an effective interactive learning tool for increasing student interest, evidenced by higher evaluation scores in the experimental class. Therefore, Kahoot! is recommended as an alternative for teaching SKI as it creates a fun and engaging learning environment. The implications of this research encompass theoretical aspects, where this study contributes to strengthening the theory regarding the importance of interactive learning media in enhancing student interest, as well as practical aspects for teachers, where the use of Kahoot! can be a fun teaching strategy that improves student engagement in the classroom. These findings can serve as a basis for schools or educational institutions to integrate interactive digital media into the curriculum, especially in technology-based learning.

Downloads

Download data is not yet available.

Citation Metrics & Similar Scopus Articles

Data source Crossref
0
citations
Citation counts are source-specific and may differ because database coverage, reference matching, and update schedules are different. Counts are not added together. Crossref values represent citation links registered and matched by Crossref.
Check Secondary Documents in Scopus
Open this article in Scopus, then check the Secondary documents tab. Use Manual Citation Fallback only for counts you have verified manually.
Open in Scopus
Similar Scopus Articles
Scopus
  1. Irawati R. (2027)
    Enhancing accounting students’ writing performance through problem-based learning: Evidence from a vocational higher education context
    Multidisciplinary Science Journal, 9(1)
  2. Vural G. (2027)
    Determining the robust drivers of CO2 emissions in Africa: Machine learning and panel econometric evidence on the Environmental Kuznets Curve hypothesis
    Unconventional Resources, 17
  3. Naemi Z. (2027)
    The Relationship between Second Language Learning Strategies, Learning Engagement, and Writing Skill in the Arabic Writing Curriculum
    Language Related Research, 17(4), 331-360

Article Details

How to Cite
Handayani, D., Lisnawati, S., & Abristadevi, A. (2025). Pengaruh Penggunaan Aplikasi Kahoot! terhadap Minat Belajar Siswa pada Mata Pelajaran Sejarah Kebudayaan Islam (SKI) di MAN 1 Kota Bogor. MASALIQ, 5(3), 1143-1154. https://doi.org/10.58578/masaliq.v5i3.5754

References

Aprijal, Alfian, & Syarifudin. (2020). 319235-Pengaruh-Minat-Belajar-Siswa-Terhadap-Ha-F39D0B71. Mitra PGMI, 6(1), 76–91. https://media.neliti.com/media/publications/319235-pengaruh-minat-belajar-siswa-terhadap-ha-f39d0b71.pdf

Ariyanti, N., & Anggerawati, N. L. (2024). Analisis Problematika Pembelajaran Sejarah Kebudayaan Islam ( SKI ) di Madrasah Aliyah mengenalkan , memhamai dan menghayati sejarah Islam serta menjadi way of life melalui Dari pernyataan tersebut dapat dipahami bahwa dengan mempelajari sejarah kronologi maupun tokoh tokoh yang berpengaruh , siswa dapat terhubung dengan tradisi. 4(1), 67–77. https://doi.org/10.38073/aljadwa.v4i1.1855

Hajaroh, S. (2021). Statistik Pendidikan (Teori dan Praktik). Mataram: Sanabil.

Hasanah, A., Milla, S. N., & Triwoelandari, R. (2022). Pengaruh Media Pembelajaran Audio Visual terhadap Hasil Belajar Siswa Kelas VII pada Mata Pelajaran Fiqih MTs di Kota Bogor. As-Syar’i: Jurnal Bimbingan & Konseling Keluarga, 4(3), 290–297. https://doi.org/10.47467/as.v4i3.1616

Hastjarjo, T. D. (2019). Rancangan Eksperimen-Kuasi. Buletin Psikologi, 27(2), 187. https://doi.org/10.22146/buletinpsikologi.38619

Karmila Sari, R., & Siti Nurani. (2021). Quizizz Atau Kahoot, Gamifikasi Dalam Pembelajaran Bahasa Inggris. Jurnal Pendidikan Dan Kebudayaan (JURDIKBUD), 1(3), 78–86. https://doi.org/10.55606/jurdikbud.v1i3.87

Lubis, D. M. R., Manik, E., Mardianto, & Nirwana Anas. (2021). Strategi Pembelajaran Sejarah Kebudayaan Islam. Islamic Education, 1(2), 68–73. https://doi.org/10.57251/ie.v1i2.72

Nasidah, E., Riski, M., Restia, N., Azis, A., & Raya, I. P. (2024). Pengembangan Media Quiz Interaktif Kahoot dalam Meningkatkan Motivasi Belajar Siswa pada Pembelajaran SKI Kelas XI di MA Darul Ulum Palangka Raya. 03(02).

Nuryadi. (2022). Dasar-Dasar Statistik Penelitian. SIBUKU MEDIA.

Pagarra, H. (2022). Media Pembelajaran. Badan Penerbit UNM.

Puspitasari, R., Suparman, S., & Fahrunnisa, F. (2023). Pengaruh Media Pembelajaran Kahoot Berbasis Game Based Learning terhadap Minat dan Hasil Belajar Peserta Didik. Edukatif : Jurnal Ilmu Pendidikan, 4(6), 8211–8220. https://doi.org/10.31004/edukatif.v4i6.4382

Rahim, A., Yusnan, M., & Kamasiah, K. (2021). Sistem Pengembangan Minat Belajar Siswa Dalam Proses Pembelajaran Di Sekolah Dasar. TAKSONOMI: Jurnal Penelitian Pendidikan Dasar, 1(1), 43–51. https://doi.org/10.35326/taksonomi.v1i1.3152

Rahmani, A. F. (2016). Penerapan Model Problem Based Learning (Pbl) Untuk Meningkatkan Minat Belajar Sejarah Kebudayaan Islam Materi Kerajaan Islam Di Indonesia Pada Peserta Didik Kelas Xii Mas Persis Sukabumi Tahun Pelajaran 2023/2024. 20, 1–7.

Samudera, A. S. (2020). Penggunaan Aplikasi Kahoot ! Sebagai Digital Game-Based Learning Pada Mata Pelajaran Sejarah Kebudayaan Islam (SKI) Di Madrasah Aliyah Pembangunan UIN Jakarta. Penggunaan Aplikasi Kahoot! Sebagai Digital., 55.

Slameto. (2010). Belajar dan Faktor-faktor yang Mempengaruhinya. Rineka Cipta.

Subhaktiyasa, P. G. (2024). Menentukan Populasi dan Sampel : Pendekatan Metodologi Penelitian Kuantitatif dan Kualitatif. 9, 2721–2731.

Sugiyono. (1967). Metode Penelitian Kuantitatif, Kualitatif Dan R&D. In Alvabeta. CV. https://www.academia.edu/118903676/Metode_Penelitian_Kuantitatif_Kualitatif_dan_R_and_D_Prof_Sugiono

Suhari, A. (2018). Pembelajaran Sejarah Kebudayaan Islam. CV. Razka Pustaka.

Syah, R., Siburian, J., Pratama, A. Y., & Safani, M. (2023). Pemanfaatan Media Pembelajaran Kahoot dalam Mata Pelajaran Sejarah di SMAN 68 Jakarta. Jurnal Pattingalloang, 10(2), 129. https://doi.org/10.26858/jp3k.v10i2.47002

Wahyudi, M. H., Suarman, & Gimin. (2023). Penggunaan Kahoot untuk meningkatkan minat belajar siswa sekolah menengah pertama pada pelajaran ilmu pengetahuan sosial. Jurnal Ilmu Sosial Dan Humaniora), 2(Desember), 179–194. https://journal.ikmedia.id/index.php/jishum