PEMANFAATAN MEDIA BLOOKET DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA
DOI:
https://doi.org/10.61722/jssr.v3i5.5627Keywords:
Blooket, interactive media, learning motivation, digital learningAbstract
The use of interactive game-based learning media is an innovative strategy to enhance students’ learning motivation in the digital era. One popular platform is Blooket, a game-based learning tool that enables teachers to create engaging and competitive quizzes. This study aims to analyze how Blooket can be utilized in teaching to improve student learning motivation. The research adopts a literature review method, gathering and analyzing relevant scholarly articles, books, and official reports. The findings indicate that Blooket’s interactive features such as quiz dashboards, various game modes, and leaderboards create an enjoyable and competitive learning atmosphere. Previous studies also support Blooket’s effectiveness in increasing student interest and learning outcomes across education levels. However, its implementation requires teachers’ readiness in designing questions, selecting appropriate game modes, and facilitating reflective discussions. In conclusion, using Blooket is effective in supporting students’ learning motivation, but it needs to be accompanied by structured training and supportive policies to improve teachers’ competence for optimal technology integration in education.
References
Adhi, K., & Ahmad, M. (2019). Metode penelitian kualitatif. In Sustainability (Switzerland).
Duy, Le, Phuong, Tu, Do, Cam, Van, Huynh, & Thuy, M. (2025). International Journal of Social Science and Human Research Technology in Foreign Language Education : Using the Blooket Platform to Enhance Motivation for Vietnamese Learners of Foreign Language. International Journal of Social Science and Human Research, 08(03), 1902–1909. https://doi.org/10.47191/ijsshr/v8-i3-69
Fadli, S., & Marazaenal, A. (2024). Pemanfaatan Blooket Game sebagai Media Pembelajaran yang Inovatif dan Interaktif di Ma Al Qadir Qamarul Huda Menemeng. DEDIKASI : Jurnal Pengabdian Kepada Masyarakat, 4(01), 16–19. https://doi.org/10.70004/dedikasi.v4i01.82
Faruq, Darul, Amri, & Miftachul. (2023). Efektivitas Penerapan Permainan Blooket Mode Gold Quest Terhadap Pembelajaran Kosakata Bahasa Mandarin Pada Siswa Kelas Xi Ipa 1 Sma Dharma Wanita Surabaya. Jurnal Pendidikan Bahasa Mandarin UNESA, 1(1), 1–8.
Kemendikbudristek. (2023). Laporan Kinerja 2023 Sekretariat Direktorat Jenderal Guru dan Tenaga Kependidikan. In Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi Republik Indonesia. https://doi.org/10.33578/jpk-unri.v1i1.3274
Maulana, H., Salsabila, Arini, Novanita, & Whindi. (2024). Pengembangan Media Blooket Web Game untuk Meningkatkan Penguasaan Kosakata Bahasa Inggris Kelas I Sekolah Dasar. Ideguru: Jurnal Karya Ilmiah Guru, 9(3), 1547–1553. https://doi.org/10.51169/ideguru.v9i3.1157
Maulida, S., & Jasiah. (2025). Pengembangan Game Blooket untuk Meningkatkan Minat Belajar Siswa Pada Materi Fiqih Muamalah Sebagai Media Pembelajaran di MTS Hidayatul Muhajirin Palangka Raya Maulida. Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa Dan Ilmu Sosial, 3(1), 118–134. https://doi.org/10.61132/nakula.v3i1.1481
Nabila, K., Wahdarohmah, Hamdanah, & Surawan. (2025). KEMAMPUAN GURU DALAM MEMBANGUN KESIAPAN BELAJAR SISWA PADA PEMBELAJARAN KEAGAMAAN DI MAN KOTA PALANGKA RAYA. Jurnal Ilmu Pendidikan Islam, 09(01), 70–89. https://doi.org/https://doi.org/10.30736/ktb.v9i1.2377
Nili, A., & Jasiah, J. (2024). EFEKTIVITAS GAME BLOOKET PADA MODEL BORG AND GALL TERHADAP MINAT BELAJAR SISWA DI MTS HIDAYATUL MUHAJIRIN. Y A S I N Jurnal Pendidikan Dan Sosial Budaya, 4(6), 1816–1828. https://doi.org/10.58578/yasin.v4i6.4500
Ningrum, A., Setia, Muslim, Suyitno, Siregar, & Eveline. (2020). Analisis Kebutuhan Pengembangan Media Pembelajaran Untk Meningkatkan Kompetensi Guru di SMPN 28 Kota Tangerang. Literasi Dalam Pendidikan Di Era Digital Untuk Generasi Milenial, 47–54.
Nur’aeni, N., Hasanudin, E., Hanan, & Ilahiya. (2023). Model Pembelajaran Kooperatif Team Game Tournament Berbasis Media Digital Blooket untuk Mengembangkan Motivasi dan Hasil Belajar Pendidikan Pancasila. Asatiza: Jurnal Pendidikan, 4(3), 259–273. https://doi.org/10.46963/asatiza.v4i3.982
Panjaitan, H., & Hafizzah, F. (2025). Peran Guru Sebagai Fasilitator dalam Meningkatkan Kualitas Pembelajaran di SDIT Mutiara Ilmu Kuala. Edu Society: Jurnal Pendidikan, Ilmu Sosial, Dan Pengabdian Kepada Masyarakat, 5(1), 328–343. https://doi.org/https://doi.org/10.56832/edu.v5i1.790
Paudia, N. R., Maasawet, E. T., Lumowa, S. V. T., Makkadafi, S. P., Dayu, D., & Turista, R. (2024). Pengaruh Penerapan Model Problem Based Learning ( PBL ) Berbantuan Media Game Edukasi Blooket Terhadap Kemampuan Berpikir Kritis Dan Hasil Belajar Siswa. PENDIPA Journal of Science Education, 9(1), 140–145. https://doi.org/10.33369/pendipa.9.1.140-145
Rr, I., Yanti, R., & Ika, C. (2024). Improving Students Vocabulary Mastery Through English Fun Learning With Blooket Games At Smp Santo Antonius, Jakarta Timur. JPGENUS: Jurnal Pendidikan Generasi Nusantara, 2(2), 226–236. https://doi.org/10.61787/6ppg4y91
Sartika, K., Dwi, Heriyawati, D. F., Ita, & Elfianto, S. (2023). The use of Blooket: A Study of Student’s Perception Enhancing English Vocabulary Mastery. ENGLISH FRANCA : Academic Journal of English Language and Education, 7(2), 357. https://doi.org/http://journal.iaincurup.ac.id/index.php/english/index
Suyahman, S., Pattiruhu, C. M., Zuhriyah, A., Rintaningrum, R., & Manyullei, S. (2024). Use of Learning Media to Increase Student Motivation in Junior High School. World Psychology, 3(1), 62–76. https://doi.org/10.55849/wp.v3i1.605
Tamaulina, B., Ghosy, T., Muhammad, F., Rudi, A., Stella, N., Thania, D., & FAny, P. (2023). Dampak Perkembangan Teknologi Dalam Pendidikan. Jurnal PGSD Indonesia, 09(3), 66–76. https://doi.org/https://doi.org/10.70292/pchukumsosial.v2i3.76
Wahyuningsih, Ahmad, Najihudin, Ivan, Ilham, & Riyandi. (2023). Peran Guru Dalam Meningkatkan Motivasi Belajar Siswa Di Sekolah Dasar. Journal of Education and Teaching Learning, 1(1), 1–5. https://doi.org/10.59211/mjpjetl.v1i1.9
Widia, G., Gustina, N., Togatorop, D., & Fira, S. (2024). ANALISIS EFEKTIVITAS SUMBER BELAJAR DIGITAL INTERAKTIF DALAM MENINGKATKAN HASIL BELAJAR IPS TERPADU: STUDI KUALITATIF DI SMAN 12 MEDAN. 5, 105–117.
Wongsaming, Ariya, Yonwilad, Wannatida, & Tongmual, N. (2023). The effectiveness of cooperative learning management using the TGT technique and Blooket applications towards problem-solving abilities of seventh grade students. Journal of Green Learning, 3(1), 17–26. https://doi.org/10.53889/jgl.v3i1.193
Wyman, O., Wang, C., Zhang, M., Sesunan, A., & Yolanda, L. (2023). Peran Teknologi dalam Transformasi Pendidikan di Indonesia. Kemdikbud. https://static.skm.kemdikbud.go.id/announcements/28942fb9-334d-4fb5-9ce2-56f7ddce4d48-Indonesias-K-12-Education-Quality-Improvement-Bahasa-05122023.pdf
Downloads
Published
Issue
Section
License
Copyright (c) 2025 JOURNAL SAINS STUDENT RESEARCH

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