PENGGUNAAN GAME KAHOOT UNTUK MENINGKATKAN MOTIVASI BELAJAR ANAK USIA DINI: STUDI DESKRIPTIF PADA TK DI KABUPATEN BARITO KUALA

  • Rahmi S
  • Maulidha M
  • Nurhayati Y
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Abstract

ABSTRACT The use of digital learning media has become an essential need in early childhood education to address learning practices that remain passive and insufficient in stimulating children’s motivation. This study aims to describe the use of the educational game Kahoot as a strategy to enhance learning motivation among young children at TK Mawarsari, Barito Kuala Regency. The research employed a qualitative approach with a descriptive method, and data were collected through observations, in-depth interviews with an early childhood teacher, and documentation of learning activities involving one teacher and fourteen children. The findings indicate that Kahoot creates a more interactive and enjoyable learning atmosphere through appealing visuals, game-based features, and immediate feedback mechanisms that encourage active participation and strengthen children’s intrinsic motivation. The results also reveal improvements in children’s confidence, focus, and social interaction during the learning process, while technical challenges related to devices and internet connectivity were managed by the teacher through adaptive instructional strategies. Therefore, Kahoot can be considered an effective digital learning medium for enhancing motivation and engagement among young children when applied contextually and supported by teacher readiness in managing the learning process. ABSTRAK Penerapan media pembelajaran digital menjadi kebutuhan penting dalam pendidikan anak usia dini untuk mengatasi pembelajaran yang masih pasif dan kurang mampu memicu motivasi belajar anak. Penelitian ini bertujuan mendeskripsikan penggunaan game edukatif Kahoot sebagai strategi untuk meningkatkan motivasi belajar anak usia dini di TK Mawarsari, Kabupaten Barito Kuala. Penelitian menggunakan pendekatan kualitatif dengan metode deskriptif, dan data dikumpulkan melalui observasi, wawancara mendalam dengan seorang guru PAUD, serta dokumentasi kegiatan pembelajaran yang melibatkan satu guru dan 14 anak. Hasil penelitian menunjukkan bahwa Kahoot mampu menciptakan suasana belajar yang lebih interaktif dan menyenangkan melalui visual yang menarik, fitur permainan, serta mekanisme umpan balik langsung yang mendorong partisipasi aktif dan meningkatkan motivasi intrinsik anak. Temuan juga menunjukkan adanya perkembangan keberanian, fokus, dan interaksi sosial anak selama kegiatan berlangsung, sementara hambatan teknis terkait perangkat dan jaringan dapat diatasi guru melalui penyesuaian strategi pembelajaran. Dengan demikian, Kahoot dapat dipandang sebagai media digital yang efektif untuk meningkatkan motivasi dan keterlibatan belajar anak usia dini apabila diterapkan secara kontekstual dan didukung kesiapan guru dalam mengelola pembelajaran.

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APA

Rahmi, S., Maulidha, M., & Nurhayati, Y. (2025). PENGGUNAAN GAME KAHOOT UNTUK MENINGKATKAN MOTIVASI BELAJAR ANAK USIA DINI: STUDI DESKRIPTIF PADA TK DI KABUPATEN BARITO KUALA. EDUKIDS : Jurnal Inovasi Pendidikan Anak Usia Dini, 5(2), 95–102. https://doi.org/10.51878/edukids.v5i2.7230

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