Peningkatan Motivasi dan Minat Belajar Siswa pada Mata Pelajaran Al-Quran Hadis melalui Game New Family 100 Berbasis Kahoot di Kelas 7A MTS No 32 Lamasi

This study aims to enhance students’ motivation and interest in learning Al-Qur'an Hadith through the use of the Kahoot-based "New Family 100" game in class 7A of MTs No. 32 Lamasi. The research addresses the question: Can the implementation of this game improve students' motivation and interest in learning Al-Qur'an Hadith? The study uses a Classroom Action Research (CAR) approach, conducted in two cycles. Each cycle involved group-based, interactive learning that actively engaged all students through the game. Findings show that students' motivation and interest improved significantly after the implementation. Motivation increased from 59.99% in Cycle I (moderate) to 78.33% in Cycle II (high), while interest rose from 61.90% (moderate) to 86.82% (high). Student observation results improved from 74.07% (fairly good) to 94.44% (very good), and teacher observations increased from 75.29% to 96.29% across the two cycles. These results indicate that the integration of interactive digital games like Kahoot in religious studies can effectively enhance student engagement and enthusiasm.

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Publication Details

Journal
AKADEMIK Jurnal Mahasiswa Humanis
Published
2025-05-01
DOI
https://doi.org/10.37481/jmh.v5i2.1438
Primary Topic
Education and Character Development
Type
article
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article

Peningkatan Motivasi dan Minat Belajar Siswa pada Mata Pelajaran Al-Quran Hadis melalui Game New Family 100 Berbasis Kahoot di Kelas 7A MTS No 32 Lamasi

Masykur Zaini Masykur
AKADEMIK Jurnal Mahasiswa Humanis
Education and Character Development
article

Peningkatan Motivasi dan Minat Belajar Siswa pada Mata Pelajaran Al-Quran Hadis melalui Game New Family 100 Berbasis Kahoot di Kelas 7A MTS No 32 Lamasi

Masykur Zaini Masykur
article en

Abstract

This study aims to enhance students’ motivation and interest in learning Al-Qur'an Hadith through the use of the Kahoot-based "New Family 100" game in class 7A of MTs No. 32 Lamasi. The research addresses the question: Can the implementation of this game improve students' motivation and interest in learning Al-Qur'an Hadith? The study uses a Classroom Action Research (CAR) approach, conducted in two cycles. Each cycle involved group-based, interactive learning that actively engaged all students through the game. Findings show that students' motivation and interest improved significantly after the implementation. Motivation increased from 59.99% in Cycle I (moderate) to 78.33% in Cycle II (high), while interest rose from 61.90% (moderate) to 86.82% (high). Student observation results improved from 74.07% (fairly good) to 94.44% (very good), and teacher observations increased from 75.29% to 96.29% across the two cycles. These results indicate that the integration of interactive digital games like Kahoot in religious studies can effectively enhance student engagement and enthusiasm.

AKADEMIK Jurnal Mahasiswa HumanisVol. 5(2)
Institut Agama Islam Negeri Bengkulu (ID)
Openalex Percentile: Top 88%
Education and Character Development
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Peningkatan Motivasi dan Minat Belajar Siswa pada Mata Pelajaran Al-Quran Hadis melalui Game New Family 100 Berbasis Kahoot di Kelas 7A MTS No 32 Lamasi — Masykur Zaini Masykur · AKADEMIK Jurnal Mahasiswa Humanis (2025) | TGRS Research Map | TGRS