Implementasi Gamifikasi Berbasis Kahoot dalam Meningkatkan Pemahaman Cerita Fantasi Siswa SMP

Main Article Content

Monadia Monadia
Eli Nurliza
Faisal
Junaidi
Nurul Azmi

Abstract

This study aims to determine the effect of using Kahoot! technology on improving students' understanding. The theoretical review draws on the concept of gamification in digital learning as well as the theory of fantasy narrative texts as part of imaginative literature. The method used is quantitative with an experimental design, involving an experimental class and a control class. Data collection techniques utilized pre- and post-tests, which were analyzed using the N-Gain test, normality test, homogeneity test, and t-test with the use of SPSS. The results of the study indicate an increase in student comprehension in both classes; however, the increase in the experimental class was higher, with an average N-Gain of 0.58 compared to 0.37 in the control class. Hypothesis testing revealed a significant difference between the two classes. Based on these results, it can be concluded that the use of Kahoot! is effective in improving students’ comprehension of fantasy story material compared to conventional learning.

Article Details

How to Cite
Monadia, M., Eli Nurliza, Faisal, Junaidi, & Nurul Azmi. (2026). Implementasi Gamifikasi Berbasis Kahoot dalam Meningkatkan Pemahaman Cerita Fantasi Siswa SMP. Jurnal Serambi Ilmu, 25(2), 422–432. Retrieved from https://jurnal.serambimekkah.ac.id/index.php/serambi-ilmu/article/view/4657
Section
Articles