THE INFLUENCE OF KAHOOT-BASED GAMIFICATION ON STUDENTS' LEARNING INTEREST AT MADRASAH ALIYAH DA’IL KHAIRAAT, WEST JAKARTA

Authors

  • Nur Halimah Universitas Islam Syekh-Yusuf Tangerang
  • Nur Fahriyah Sahifah
  • Aslihatul Rahmawati

DOI:

https://doi.org/10.31000/wrffe750

Abstract

ABSTRACT

The continuous advancement of technology has also driven the development of gamification to become increasingly modern and innovative. One form of technology utilization plays a very important role in supporting the creation of an effective learning process. One application that has become an innovation in learning is the Kahoot application. The use of interactive gamification such as Kahoot can be a solution to overcome educational problems, particularly related to low student interest in learning. The objectives of this study are (1) To determine the effect of Kahoot-based gamification on student interest in learning at Madrasah Aliyah Da'il Khairaat, West Jakarta. (2) To determine the extent of the influence of Kahoot-based gamification on student interest in learning at Madrasah Aliyah Da'il Khairaat, West Jakarta. The research method used is descriptive quantitative. The data collection technique used a questionnaire with random sampling. The data analysis technique used a simple linear regression statistical formula with SPSS Version 25 calculations. The population data was 192 students and the sample was 130 students. Based on the research results, the R-square value was 0.393, or 39.3%. The hypothesis test results showed a t-value of 9.112 > t-table of 1.978. Thus, it can be concluded that Kahoot-based gamification has a positive and significant influence on student learning interest at Madrasah Aliyah Da'il Khairaat, West Jakarta, by 39.3%, while 60.7% is influenced by other factors not examined by the researcher.

Keywords: Gamification, Kahoot-Based, Interest, Learning

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Published

2026-07-22