Penggunaan Media Kahoot dalam Pembelajaran Bahasa Inggris pada Narrative Text di SMAN 2 Paloh
Abstract
Students of SMAN 2 Paloh must understand the contents of narrative texts in learning English. Kahoot! Game, a popular online learning medium, is introduced to students. This game is given at the beginning and until the end of the lesson. The topic given is the material about “The Story of Bujang Beji and Bukit Kelam.” The purpose of this study is to describe and analyze the result of learning English on narrative text material by applying Kahoot media. In addition, it is also to describe and analyze the improvement in learning outcomes for Engglish narrative text material using Kahoot media. The type of research is classroom action research. The results obtained are that after the Kahoot media was applied in narrative text learning, students werw able to understand the material well so that it could improve student activity and learning outcome. This can be seen from the learning outcomes, in the first cycle student learning outcomes reached 64 % with a good category. While in the second cycle it reached 100 % with a very good category of 9 students and good 16 students. In the second cycle, student learning outcome increased to 36%.
References
Arikunto, Suharsimi dkk. (2015). Penelitian Tindakan Kelas. Jakarta: Bumi Aksara.
Barus, Irma RasitaGloria & Tatie Soedewo. (2018). Penggunaan Media Kahoot! dalam Pembelajaran Struktur Bahasa Inggris. Paper dipresentasikan pada Seminar Nasional, Teknologi Terapan Berbasis Kearifan Lokal. Bogor: Institut Pertanian Bogor.
Etha Salaza Titiana. 2019. “Guru Transformers: Pembaharu Media Pembelajaran di Sekolah Dasar Era 4.0,” in Prosiding Seminar Nasional Pendidikan FKIP, Vol. 2.
Fitrianti, F., & Hidayati, N. (2025). PERAN GURU DALAM MENINGKATKAN KETERLIBATAN BELAJAR SISWA DI KELAS. Damhil Education Journal, 5(1), 64–73. https://doi.org/10.37905/dej.v5i1.2788
Gevisioner, Rindukasih Bangun, dan Karyanti, “Strategi Pembangunan Berbasis Masyarakat di Kecamatan Pebatasan Negara di Provinsi Riau.
Hadi, Dholiful dkk. (2023). “Meningkatkan Religiusitas Siswa Sekolah Menengah Pertama Melalui Aplikasi Kahoot dalam Pembelajaran Bahasa Inggris”, Attractive: Innovative Education Journal 5, no 2.
Hanafiah, N. A., Hanafiah, S. Mokodenseho, R. A. Pawestri, K. Dewi, A. Zahruddin, & H. Palayukan. (2023). Collage Media to Develop Fine MotorSkills in Early Childhood. Bulletin of Early Childhood 2 (1).
Harahap, Y. M. & L.A Rangkuti. (2020). Penguasaan Modal Auxiliary Melalui Aplikasi Kahoot. Jurnal Penelitian Pendidikan Bahasa dan Sastra 5 (2).
Hornby, A.S. (1995). Oxford Advanced Learner’s Dictionary of Current English. London: University Press.
Iskandar. (2015). Penelitian Tindakan Kelas. Bandung: Gaung Persada Press.
Jaya, Farida. (2019). Perencanaan Pembelajaran, (Medan: Fakultas Ilmu Tarbiyah dan Keguruan UIN Sumatera Utara.
Kontesa, D. A. & Fauziati, E. (2022). Teori Connectivism dan Iplikasinya Terhadap Pemanfaatan E-Learning dalam Pembelajaran di Sekolah Dasar. Jurnal Ilmiah Mitra Swara Ganesha 9 (2).
Luthfi, Irwan Zaky Farid dan Atri Waldi. (2019). Efektivitas Penggunaan Kahoot Untuk Meningkatkan Hasil Belajar Siswa. Pedagogia: Jurnal Pendidikan 8 (1).
Luthfiyati, D., Fatmawaty, R., & Faridah, F. (2026). LITERATUR DALAM PEMBELAJARAN BAHASA INGGRIS (ELT) TEORI, PENDEKATAN, DAN PRAKTIK PEDAGOGIS. PT Media Penerbit Indonesia.
M.R., Sumiharsono dan Hasbiyatul. (2017). Media Pembelajaran. Jakarta Timur: CV Pustaka Abadi.
Miles, Matthew B. & A. (1994). Michael Huberman, Qualitative Data Analysis. London: Sage Publication.
Moleong, Lexy J. (2012). Metedologi Penelitian Kualitatif. Bandung: Remaja Rosdakarya.
Muhammad, Yoga Mar. (2018). “Implementation of Kahoot Aplication to Improving of Interest of Civic Education Learning”, Jounal Civics Social Studies 2, no. 1.
Mujiono & Alfi Rahman. (2023). Peningkatan Motivasi Belajar Bahasa Inggris di Madrasah Aliyah Melalui PelatihanPenggunaan Aplikasi Kahoot. Jurnal Pengabdian Kepada Masyarakat 3, no. 2.
Mulyadi. (2015). Implementasi Kebijakan. Jakarta: Balai Pustaka.
Nanda, Indra dkk. (2021). Penelitian Tindakan Kelas untuk Guru Inspiratif. Indramayu: CV. Adanu Abimata.
Nurfadhillah, Septy. (2021). Media Pembelajaran. Sukabumi: CV. Jejak.
Saepudin. (2014). An Introduction to English Learning and Teaching Methodology. CV. Orbittrust Corp.
Sagala, Artha Uli, Dita Dewi Safira Hotagaol, Kesy Ariani Haloho, Nurul Aini, & Tangsong R. Pangaribuan. (2021). Penggunaan Aplikasi Kahoot sebagai Media Belajar Sambil Bermain dalam Pembelajaran Bahasa Indonesia,” Prosiding Seminar Nasional PBSI-IV 2021.
Susilahudin, Putrawangsa & Uswatun Hasanah. (2018). Integrasi Teknologi Digital dalam Pembelajaran di Era Industri 4.0. Jurnal Tatsqif 16, no. 1.
Titiana, Etha Salaza. (2019). Guru Transformers: Pembaharu Media Pembelajaran di Sekolah Dasar Era 4.0. Prosiding Seminar Nasional Pendidikan FKIP.
Copyright (c) 2026 Dewi Ferawati, Nurlisa, Miranti

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
















