PENGARUH METODE GAMIFIKASI BERBANTUAN KAHOOT TERHADAP KETERAMPILAN MEMBACA SISWA KELAS III PADA MATA PELAJARAN BAHASA INDONESIA DI SD

Authors

  • Sandrina Dwi Melany Universitas jambi
  • Ahmad Syarif Universitas jambi
  • Desy Rosmalinda Universitas jambi

DOI:

https://doi.org/10.23969/jp.v11i02.48864

Keywords:

gamification, Kahoot, reading comprehension, elementary school

Abstract

This study aims to analyze the effect of gamification method assisted by Kahoot on the reading comprehension skills of third-grade elementary school students in Bahasa Indonesia subject. The study employed a quantitative approach with a quasi-experimental design using a Pretest-Posttest Control Group Design. Subjects consisted of 42 students from SDN 100 Muara Bungo, divided into an experimental class (Class III C, n=21) and a control class (Class III A, n=21). The experimental class received gamification-based learning using Kahoot, while the control class used conventional methods. Data were collected through reading comprehension tests covering three indicators: finding explicit and implicit information, identifying story elements (characters, setting, events), and drawing conclusions. Validity was tested using Pearson Product Moment correlation, and reliability using Cronbach’s Alpha (α = 0.746). Data analysis included normality test (Shapiro-Wilk), homogeneity test (Levene’s Test), Independent Sample t-test, and N-Gain test. Results showed that the experimental class achieved a posttest mean of 81.10, significantly higher than the control class mean of 71.67. The Independent Sample t-test yielded a significance value of 0.000 (p < 0.05), indicating a statistically significant difference between groups. The N-Gain score for the experimental class was 0.46 (medium category), compared to 0.18 (low category) for the control class. The study concludes that the gamification method assisted by Kahoot has a significant positive effect on the reading comprehension skills of third-grade elementary students.

Downloads

Download data is not yet available.

References

Emilio, A., & Safitri, D. (2024). Tinjauan Pengaruh Platform Kahoot terhadap Pembelajaran Interaktif. Jurnal Intelek Dan Cendikiawan Nusantara, 1(3), 3380-3386.

Fadilla, A., Chandra, C., & Kharisma, I. (2025). Analisis Kemampuan Membaca Intensif Siswa Kelas 3 Sekolah Dasar. Morfologi: Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya, 3(3), 91–99.

Handina, W. P., & Parisu, C. Z. L. (2025). Pengaruh Penggunaan Media Digital Berbasis Quizizz terhadap Peningkatan Keterlibatan Siswa Sekolah Dasar. Arus Jurnal Pendidikan, 5(1), 23-30.

Haryanto, S. (2023). Dasar-dasar Konstruktivisme. Seribu Bintang.

Husnawati, Z. (2023). Gamification (Kahoot) and its usage in teaching and learning process for primary education of SD/MI. In Social, Humanities, and Educational Studies (SHES): Conference Series (Vol. 6, No. 3).

Maryono, Syarif, A., & Budiono, H. (2024). Pengembangan Instrumen Literasi Membaca Pemahaman Terintegrasi Project Based Learning. Jurnal Tonggak Pendidikan Dasar: Jurnal Kajian Teori dan Hasil Pendidikan Dasar, 3(2), 123–139.

Maulana, F. (2024). Penggunaan Game AI (Kahoot) untuk Meningkatkan Literasi Membaca SD Negeri Kalipenten. Jurnal Edutrained: Jurnal Pendidikan dan Pelatihan, 8(2), 112-119.

Muliawanti, S. F., Amalian, A. R., Nurasiah, I., Hayati, E., & Taslim, T. (2022). Analisis kemampuan membaca pemahaman siswa kelas III Sekolah Dasar. Jurnal Cakrawala Pendas, 8(3), 860-869.

Nurningtias, R. A., & Majid, N. W. A. (2022). Gamifikasi sebagai peningkatan pengetahuan dan partisipasi siswa sekolah dasar. Jurnal Pemikiran Dan Penelitian Pendidikan Matematika (Jp3m), 5(2), 60-69.

Parwina, W. P., & Setiyaningsih, D. (2024). Kesulitan dalam Membaca dan Menulis pada Siswa Kelas 3 Sekolah Dasar. Seminar Nasional dan Publikasi Ilmiah 2024 FIP UMJ, 1023–1030.

Patra, R., Syarif, A., & Budiono, H. (2026). UPAYA PENINGKATAN PENGUASAAN KOSA KATA BAHASA INDONESIA MENGUNAKAN GAME INTERACTY EDUCATION DI KELAS II SDN 112/I PERUMNAS. Pendas: Jurnal Ilmiah Pendidikan Dasar, 11(01), 20-27.

Putra, L. D., Hidayat, F. N., Izzati, I. N., & Ramadhan, M. A. (2024). Penerapan gamifikasi untuk meningkatkan motivasi dan kolaborasi pada siswa sekolah dasar. ALACRITY: Journal of Education, 131-139.

Rakhmi, A., Syarif, A., & Hayati, S. (2025). PENERAPAN MODEL PEMBELAJARAN COOPERATIF INTEGRATED READING COMPOTITION (CIRC) UNTUK MENINGKATKAN KEMAMPUAN MEMBACA PEMAHAMAN PADA SISWA KELAS IVSD 64/1 MUARA BULIAN. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(03), 91-102.

Rosmalinda, D., Syarif, A., Pamela, I. S., Amnie, E., & Muliawati, L. (2025). Penguatan Keterampilan Digital Guru Melalui Pelatihan Wordwall di SDN 205/IV Kota Jambi: Pengabdian. Jurnal Pengabdian Masyarakat dan Riset Pendidikan, 4(1), 6367-6374.

Sugiyono. (2023). Metode Penelitian Kuantitatif, Kualitatif, dan R&D (2nd ed.). Alfabeta.

Utami, D. D. (2022). Panduan Menggunakan Tools Gamifikasi dalam Pembelajaran. PT. Inovasi Teknologi Pembelajaran.

Wibowo, H. P., Nurliana, E., Aryanis, D. F., & Nugroho, O. F. (2022). Analisis Pemanfaatan Media Kahoot Sebagai Inovasi. Prosiding Seminar Nasional Ilmu Pendidikan dan Multidisiplin, 5(9), 302–307.

Downloads

Published

2026-05-28