STRATEGI PEMBELAJARAN INTERAKTIF DALAM MENINGKATKAN MINAT BELAJAR SISWA MELALUI MEDIA KAHOOT PADA MATA PELAJARAN SKI DI MTS RAUDLATUL ULUM KARANGPLOSO

Marifatul Khoiriyah, Abdul Jalil, Muhammad Fahmi Hidayatullah

Abstract


This study discusses the low learning interest of students in Islamic Cultural History (SKI) at MTs Raudlatul Ulum Karangploso, which is closely related to teacher-centered instruction and the narrative nature of historical materials. The main question addressed in this study is how interactive learning strategies using Kahoot can improve students’ learning interest in SKI. This research is positioned among previous studies on Kahoot-based learning, which generally emphasize students’ motivation, learning outcomes, or evaluation practices. Unlike those studies, this research focuses on the teacher’s pedagogical strategy in planning, implementing, and managing Kahoot as an interactive learning medium. This study employed a qualitative case study approach. Data were collected through passive participant observation, semi-structured interviews with the headmaster, SKI teacher, and students, and supporting documentation. The data were analyzed using the Miles and Huberman model, including data condensation, data display, and conclusion drawing. The findings show that Kahoot encouraged students’ attention, participation, enthusiasm, and classroom interaction. The strategy also helped transform SKI learning from a monotonous activity into a more active, competitive, and enjoyable learning experience.

Full Text:

PDF

References


Aini. (2021). Inovasi evaluasi mata pelajaran Sejarah Kebudayaan Islam menggunakan aplikasi Kahoot di MAN 2 Probolinggo.

Dewimarni, S., Ulhusna, M., & Marhayati, L. (2022). Penerapan aplikasi Kahoot pada mata pelajaran Matematika untuk meningkatkan motivasi dan minat belajar siswa di kelas VII SMP Negeri 38 Padang.

Hadijah, S., et al. (2025). Pemanfaatan aplikasi Kahoot sebagai media pembelajaran pada mata pelajaran SKI di MA Darul Ulum Palangka Raya. Jurnal Sosial Humaniora dan Pendidikan, 4(2), 555–567. https://doi.org/10.55606/inovasi.v4i2.4110

Hakim, F. R. (2021). Urgensi model pembelajaran interaktif Pendidikan Agama Islam. 15(1), 1–18.

Muliani, R. D., & Arusman, A. (2022). Faktor-faktor yang mempengaruhi minat belajar peserta didik. Jurnal Riset dan Pengabdian Masyarakat, 2(2), 133–139. https://doi.org/10.22373/jrpm.v2i2.1684

Ningrum, W. A., Smaragdina, A. A., Rizky, D. D., & Ganesha, F. S. (2025). Meningkatkan minat belajar informatika melalui media Kahoot dengan model TGT pada siswa SMP kelas VIII. Indonesian Research Journal on Education, 5(4), 242–247. https://doi.org/10.31004/irje.v5i4.2905

Nurfadillah, R. S., & Fathurahman, M. I. (2022). Strategi guru Pendidikan Agama Islam dalam mengajar.

Rahmadanti, A. A., & Laili, E. (2024). Penerapan Kahoot sebagai media pembelajaran dalam upaya meningkatkan minat belajar siswa kelas 7 pada mata pelajaran Akidah Akhlak di MTs Ma’arif NU Kota Malang. 2(6), 261–273.

Sugiyono. (2022). Metode penelitian kualitatif. Journal of Comprehensive Science, 2(5), 1254–1262.

Wahyudi. (2023). Penggunaan media pembelajaran Kahoot untuk menganalisis perbedaan minat belajar siswa pada mata pelajaran IPS kelas 7 di MTsN 9 Tualang.


Refbacks

  • There are currently no refbacks.


Jurnal Vicratina terindeks oleh:

 

Jurnal Vicratina is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License