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Digital gamification in higher education: Kahoot as a learning tool for Indonesian discourse

Indonesian Research Journal in Education |IRJE| · Vol. 10 No. 1 (2026) · hlm. 377–390

DOI
10.22437/irje.v10i1.50953
ISSN
2580-5711
Terbit
2026-02-26
Penerbit
Universitas Jambi, Indonesia
Bahasa
en
Lisensi
creativecommons.org/licenses/by-nc-sa/4.0

Abstrak

This study examines university students’ perceptions of Kahoot-based digital gamification in Indonesian discourse learning. As higher education increasingly integrates educational technology, gamified platforms such as Kahoot are widely adopted to enhance engagement and learning motivation. However, limited research has specifically examined its role in tertiary-level discourse learning in Indonesia. Employing a descriptive quantitative approach, this study involved 20 sixth-semester students from the Indonesian Language and Literature Education Program at Tridinanti University. Data were collected using a validated Likert-scale questionnaire and analyzed using descriptive statistics. The findings reveal predominantly positive perceptions across three dimensions: self-perception, interpersonal perception, and situational perception. Students reported increased motivation, participation, confidence, and classroom enjoyment. The results suggest that Kahoot supports interactive learning and fosters a more engaging academic environment. This study contributes to the growing body of research on digital gamification in higher education and offers pedagogical implications for technology-enhanced language instruction.

Jaringan kolaborasi para penulis

19 penulis · 43 tautan kepenulisan bersama · 4 lintas organisasi

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  • Indonesia University of Education
  • Universitas Tridinanti Palembang
  • Sebelas Maret University
  • Afiliasi tidak diketahui
  • Organisasi berbeda
  • Organisasi sama
  • Afiliasi tidak diketahui
  • Garis lebih tebal = lebih banyak artikel bersama · lingkaran lebih besar = lebih banyak artikel
Tampilkan sebagai tabel
Rekan penulisOrganisasiArtikel bersama
Gaya TridinantiUniversitas Tridinanti Palembang1
Rusman RoniUniversitas Tridinanti Palembang1
Farnia SariUniversitas Tridinanti Palembang1
Bambang SulistyoAfiliasi tidak diketahui1
Darningwati DarningwatiAfiliasi tidak diketahui1
Ratih Utami RamadhaniatiAfiliasi tidak diketahui1
Nurhasanah NurhasanahAfiliasi tidak diketahui1
Ade SobandiIndonesia University of Education1
Muhamad Arief RamdhanyIndonesia University of Education1
Rasto RastoIndonesia University of Education1
Suparno SuparnoSebelas Maret University1
Budi Tri SantosoIndonesia University of Education1
Zafira YasminIndonesia University of Education1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://online-journal.unja.ac.id/index.php/irje/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Digital gamification in higher education: Kahoot as a learning tool for Indonesian discourse</dc:title>
	<dc:creator xml:lang="en">Nurulanningsih, Nurulanningsih</dc:creator>
	<dc:creator xml:lang="en">Wulandari, Astriana</dc:creator>
	<dc:creator xml:lang="en">Suryadi, Edi</dc:creator>
	<dc:creator xml:lang="en">Amalia, Falina Noor</dc:creator>
	<dc:creator xml:lang="en">Agustina, Aryanti</dc:creator>
	<dc:creator xml:lang="en">Dayanti, Astri Nopi</dc:creator>
	<dc:description xml:lang="en">This study examines university students’ perceptions of Kahoot-based digital gamification in Indonesian discourse learning. As higher education increasingly integrates educational technology, gamified platforms such as Kahoot are widely adopted to enhance engagement and learning motivation. However, limited research has specifically examined its role in tertiary-level discourse learning in Indonesia. Employing a descriptive quantitative approach, this study involved 20 sixth-semester students from the Indonesian Language and Literature Education Program at Tridinanti University. Data were collected using a validated Likert-scale questionnaire and analyzed using descriptive statistics. The findings reveal predominantly positive perceptions across three dimensions: self-perception, interpersonal perception, and situational perception. Students reported increased motivation, participation, confidence, and classroom enjoyment. The results suggest that Kahoot supports interactive learning and fosters a more engaging academic environment. This study contributes to the growing body of research on digital gamification in higher education and offers pedagogical implications for technology-enhanced language instruction.</dc:description>
	<dc:publisher xml:lang="en">Universitas Jambi, Indonesia</dc:publisher>
	<dc:date>2026-02-26</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://online-journal.unja.ac.id/irje/article/view/50953</dc:identifier>
	<dc:identifier>10.22437/irje.v10i1.50953</dc:identifier>
	<dc:source xml:lang="en">Indonesian Research Journal in Education |IRJE|; Vol. 10 No. 1 (2026): IRJE |Indonesian Research Journal in Education; 377-390</dc:source>
	<dc:source>2580-5711</dc:source>
	<dc:language>en</dc:language>
	<dc:relation>https://online-journal.unja.ac.id/irje/article/view/50953/23730</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Indonesian Research Journal in Education |IRJE|</dc:rights>
	<dc:rights xml:lang="en">http://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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