Implementing Game-Based Learning via Kahoot to Stimulate English Learning Enthusiasm Among Students at Lemah Kembar Elementary School
Keywords:
English learning enthusiasm, elementary school, Kahoot game-based learning, qualitative studyAbstract
The integration of digital learning technologies transformed English language teaching by providing interactive, student-centered experiences. Although Kahoot! gained attention as a game-based learning application to increase engagement, limited qualitative studies explored its impact on English learning enthusiasm among elementary students, especially in resource-limited Indonesian public schools. Therefore, this study aimed to explore the implementation of Kahoot! in stimulating English learning enthusiasm among third-grade students at SD Negeri Lemahkembar. Employing a qualitative descriptive design, data were collected from 32 students and one teacher through observations, interviews, and documentation, and analyzed using thematic analysis. The findings revealed that Kahoot! significantly increased learning motivation by creating an enjoyable and competitive atmosphere. Furthermore, it encouraged active classroom participation and improved the understanding of English materials through immediate feedback. Finally, students demonstrated positive adaptation to digital learning environments despite limited prior experience. The study concluded that Kahoot! was an effective platform for enhancing elementary students' enthusiasm, promoting participation, conceptual understanding, and digital literacy.
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Copyright (c) 2026 Siti Masluha, Sarirotus Sadiyah, Bagas Kara (Author)

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