Pengembangan Materi Listening dengan Menggunakan Platform Kahoot terhadap Motivasi Belajar Siswa Kelas VI SDN 034779 Sidiangkat
Keywords:
Listening Comprehension, Kahoot, Game-Based LearningAbstract
Penelitian ini bertujuan untuk mengetahui kelayakan, kepraktisan, dan efektivitas materi listening berbasis platform Kahoot terhadap motivasi belajar siswa kelas VI SDN 034779 Sidiangkat pada materi "I Will Go to Bromo". Penelitian menggunakan pendekatan Research and Development (R&D) dengan model ADDIE dan melibatkan 25 siswa kelas VI-A sebagai subjek penelitian. Data dikumpulkan melalui lembar validasi ahli, angket respon siswa, lembar observasi keterlaksanaan pembelajaran, serta tes kemampuan listening berupa 25 butir soal pilihan ganda berbasis audio, kemudian dianalisis menggunakan statistik deskriptif dan uji Wilcoxon Signed Ranks Test. Hasil penelitian menunjukkan bahwa produk dinyatakan sangat valid dengan rata-rata persentase kevalidan 93,77%, sangat praktis berdasarkan angket respon siswa dan observasi keterlaksanaan pembelajaran, serta terdapat perbedaan yang signifikan antara nilai pretest dan posttest. Motivasi belajar siswa berdasarkan Self-Determination Theory mencapai rata-rata 87,50% dengan kategori sangat tinggi. Disimpulkan bahwa materi listening berbasis Kahoot terbukti valid, sangat praktis, serta memberikan dampak signifikan terhadap peningkatan kemampuan listening dan motivasi belajar siswa.
References
Arikunto, S. (2019). Dasar-Dasar Evaluasi Pendidikan. Jakarta: Bumi Aksara.
Buck, G. (2021). Assessing Listening (2nd ed.). Cambridge: Cambridge University Press.
Cameron, L. (2020). Teaching Languages to Young Learners. Cambridge: Cambridge University Press.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2020). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference, 9–15.
Hikmawati, S. A., Fatim, A. L. N., Hamid, M. A., Ma'arif, A. S., & Bakhiet, B. M. (2025). Kahoot Gamification: Fostering Critical Thinking in Arabic Listening Comprehension. Alsina: Journal of Arabic Studies, 7(1), 29–62.
Karalik, T., & Merc, A. (2025). A systems-based approach to second language listening comprehension. System, 118, 102978.
Özdemir, O. (2025). Kahoot! Game-based digital learning platform: A comprehensive meta-analysis. Journal of Computer Assisted Learning, 41(1).
Rahmadani, F. G., Saman, T. N., & Bahing. (2024). Students' Perception of Game-Based Learning Using Kahoot! In Learning English. EBONY: Journal of English Language Teaching, Linguistics, and Literature, 4(1), 28–38.
Rayan, B., & Watted, A. (2024). Enhancing Education in Elementary Schools through Gamified Learning: Exploring the Impact of Kahoot! on the Learning Process. Education Sciences, 14(3).
Schunk, D. H., & DiBenedetto, M. K. (2020). Motivation and social cognitive theory. Contemporary Educational Psychology, 60, 101832.
Sugiyono. (2020). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.
Vandergrift, L., & Goh, C. C. M. (2020). Teaching and Learning Second Language Listening. New York: Routledge.
Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning: A literature review. Computers & Education, 149, 103818.
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2023). Gamification in learning and education: A systematic review. Educational Technology & Society, 26(2), 255–270.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Reyhan Sri Meisahruni

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.










