PENERAPAN MEDIA PEMBELAJARAN KAHOOT UNTUK MENGURANGI KEBOSANAN BELAJAR SENI BUDAYA PADA SISWA KELAS X SMAN 8 DENPASAR
DOI:
https://doi.org/10.59672/widyadari.v26i1.4672Keywords:
learning media, Kahoot, arts and culture, learning boredomAbstract
Boredom in the learning process is often reflected in low student participation, which results in feelings of boredom, fatigue, lethargy, and lack of enthusiasm for learning. This study aims to examine the effectiveness of using Kahoot learning media in reducing boredom in learning the Art and Culture subject in class X students of SMAN 8 Denpasar. The method used is Classroom Action Research (CAR) which is carried out in two cycles, each consisting of planning, implementation, observation, and reflection stages. The results of the analysis showed that the average student boredom score decreased from the initial condition of 68.6 to 59.8 in cycle I, and then decreased again to 46.9 in cycle II. The decrease of 32% from cycle I to cycle II shows that the application of Kahoot as an interactive learning media is able to create a more interesting and enjoyable learning experience. The attractive visual characteristics and interactive features in Kahoot have been shown to increase student focus and engagement during the learning process. Thus, the use of technology and interactive media such as Kahoot can create a more dynamic and participatory learning atmosphere, and can increase students' enthusiasm for learning in the subject of Arts and Culture at SMAN 8 Denpasar.
Downloads
References
Arikunto, Suharsimi. 2007. Penelitian Tindakan Kelas. Jakarta: Bumi Aksara.
Gandasari, P., & Pramudiani, P. 2019. Pengaruh Aplikasi Wordwall terhadap Motivasi Belajar IPA Siswa di Sekolah Dasar. Edukatif: Jurnal Ilmu Pendidikan, 1(6), 280–286.
Hamalik, Oemar. 2002. Proses Belajar Mengajar. Jakarta: Bumi Aksara.
I Komang Sukendra, I Made Darmada, P. D. Fridayanthi. (2019). Pengembangan Model Pembelajaran Berbasis ICT (Information Communication and Technology) Pada Revolusi Industri 4.0. Prosiding ICT IKIP Saraswati Tabanan, 7.
Kustandi, C., & Darmawan, D. 2020. Pengembangan Media Pembelajaran. Jakarta: Kencana.
Kusumah, Wijaya dan Dedi Dwitagama. 2012. Mengenal Penelitian Tindakan Kelas. Jakarta: Indeks.
Mete, O. V., & Fitriani, F. 2022. Perbandingan Media Visual Dengan Audio Visual Terhadap Minat Belajar Siswa Pada Mata Pelajaran Seni Budaya di SMPN 14 Mataram. Journal Scientific of Mandalika, 3(1), 79–83.
Putu Dessy Fridayanthi, I. K. Sukendra. (2019). Penanaman Nilai-Nilai Penguatan Pendidikan Karakter Melalui Pembelajaran Seni Budaya Pada Siswa Kelas XI SMA Negeri 7 Denpasar. 197–209
Rusman, dkk. 2011. Pembelajaran Berbasis Teknologi Informasi dan Komunikasi. Jakarta: Rajawali Pers.
Rusman, 2011. Model-Model Pembelajaran. Depok: PT. Rajagrafindo Persada
Sukendra, I. K., Surat, I. M., & Widana, I. W. (2024). Student Worksheets and the Level of Students ’ Confidence in Solving the HOT Questions. Ndonesian Research Journal in Education |IRJE|, 8(1), 363–373.
Sutajaya, I.M. 2019. Ergonomi Pendidikan. Yogyakarta: Media Akademi.
Wedyawati, N. 2018. Studi Penerapan Media Kuis Interaktif Berbasis Game Edukasi Kahoot! Terhadap HAsil Belajar Mahasiswa. Jurnal Ilmiah Ilmu Pendidikan, Volume 9, No 1, ISSN 2086-4450. https://jurnal.stkipsintang.ac.id/indek.php/voxedukasi
Published
How to Cite
Issue
Section
Copyright (c) 2025 LPPM Universitas PGRI Mahadewa Indonesia

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Hak cipta mencakup hak eksklusif untuk mereproduksi dan mengirimkan artikel ini dalam semua bentuk dan media, termasuk mencetak ulang, memotret, mikrofilm dan reproduksi serupa lainnya, serta terjemahannya. Reproduksi dari bagian manapun dari jurnal ini, penyimpanannya di database dan transmisinya dengan bentuk atau media apa pun, seperti salinan elektronik, elektrostatik dan mekanis, fotokopi, rekaman, media magnetik, dan lain-lain, akan diizinkan hanya dengan izin tertulis dari penerbit jurnal.