Journal on Research and Review of Educational Innovation https://journalstkippgrisitubondo.ac.id/index.php/JRREI <p>The aim of the&nbsp;<strong>Journal on Research and Review of Educational Innovation (JRREI)</strong>, e-ISSN 2656-2804 is to provide an international forum for the sharing, dissemination, and discussion of original contributions in the field of research, experience, and perspectives across a wide range of education, teaching, development, instruction, educational projects and innovations, learning methodologies and new technologies in education and learning.</p> en-US jurnalstkippgrisitubondo@gmail.com (Dr. Miftahus Surur, M.Pd) jurnalstkippgrisitubondo@gmail.com (Indah) Wed, 19 Aug 2026 00:00:00 +0700 OJS 3.1.1.4 http://blogs.law.harvard.edu/tech/rss 60 OPTIMIZING HIGH SCHOOL STUDENT LEARNING OUTCOMES THROUGH KAHOOT-BASED ON PRETEST–POSTTEST SCORE IMPROVEMENT: A SYSTEMATIC LITERATURE REVIEW https://journalstkippgrisitubondo.ac.id/index.php/JRREI/article/view/2195 <p>This study was conducted to summarize and analyze the effectiveness of Kahoot in optimizing the learning outcomes of high school students, based on indicators such as increasing scores before and after (pretest–posttest) or learning completeness. The method used is Systematic Literature Review (SLR) with an article search through Publish or Perish in the Google Scholar database in the range of 2021–2025. Study selection was carried out using inclusion/exclusion criteria (equivalent high school level, empirical studies, reporting quantitative learning outcome data, and access to complete texts). From the selection process, the author selected 10 articles as the final study. The results of the synthesis show that the integration of Kahoot, both as an evaluation medium and as an interactive quiz in learning, is consistently associated with improved learning outcomes (e.g., an increase in the average pretest–posttest, an increase in N-Gain, or an increase in the percentage of completeness in classroom action studies). The findings also indicate that the effectiveness of Kahoot is influenced by device readiness, question design quality, and teacher implementation strategies. Implicitly, Kahoot is considered relevant as part of a planned formative evaluation, not just a variation of classroom activities.</p> Aldo Setyoko, Muhammad Hafied Hermawan, Nabila Nabila, Ndhoghal Rakasiwi Dhofisa, Siti Seituni ##submission.copyrightStatement## http://creativecommons.org/licenses/by-sa/4.0 https://journalstkippgrisitubondo.ac.id/index.php/JRREI/article/view/2195 Wed, 19 Aug 2026 10:16:37 +0700 ARTIFICIAL INTELLIGENCE (AI) GAMIFICATION-BASED LEARNING MEDIA TO IMPROVE STUDENT LEARNING OUTCOMES https://journalstkippgrisitubondo.ac.id/index.php/JRREI/article/view/2189 <p>Abstrak: The transformation of 21st-century education demands learning that accommodates differences in learning styles, adaptive needs, and improves student learning outcomes. The use of Artificial Intelligence (AI) and gamification in learning media offers an innovative approach that not only increases learning motivation but also strengthens critical and collaborative thinking processes. This study aims to analyze how the development of AI-based learning media and gamification contributes to improving student learning outcomes. The research method used a Systematic Literature Review (SLR) of 20 indexed scientific articles from 2022–2025 through the Consensus platform. The results show that AI integration supports learning personalization and automated evaluation, while gamification creates an interactive and challenging learning environment. Empirically, the combination of the two improves student learning outcomes by an average of 35–45% compared to conventional methods. These results emphasize the importance of collaboration between technological innovation and adaptive pedagogy to build an inclusive and sustainable digital education ecosystem.</p> Moh. Mazhud Hasyim, Moh. Dafid, M.Ali Zainal Abidin, Aidil Ramadani, Faidul Mannan ##submission.copyrightStatement## http://creativecommons.org/licenses/by-sa/4.0 https://journalstkippgrisitubondo.ac.id/index.php/JRREI/article/view/2189 Wed, 19 Aug 2026 11:28:15 +0700 SYSTEMATIC LITERATURE REVIEW: AN ANALYSIS OF THE IMPACT OF SOCIAL MEDIA USE ON STUDENT MENTAL HEALTH https://journalstkippgrisitubondo.ac.id/index.php/JRREI/article/view/2186 <p>The increasingly intensive use of social media among college students has given rise to various implications for mental health and academic aspects. This study aims to identify, analyze, and synthesize the impact of social media use on students' mental health and academic performance through the <em>Systematic Literature Review (SLR</em>) approach. Literature search in a scientific database that yielded 200 articles, then selected until 13 relevant articles were published in the range of 2020–2025 The results of the analysis showed that the mental health aspect was the dominant focus of research with a proportion of 62%, including anxiety, stress, depression, mental fatigue, psychological well-being, and self-esteem. Furthermore, 23% of articles discussed the impact of social media use on academic productivity and achievement, especially in the form of decreased study concentration, time management disruptions, and academic procrastination. Meanwhile, 15% of articles highlighted the role of moderation factors, such as digital literacy, online social support, and time management, which have been shown to weaken the negative impact of social media use. In addition to negative impacts, several studies have also revealed the positive potential of social media as a means of academic collaboration and social support if used in a targeted and adaptive manner. The findings of this study are expected to be the basis for the development of educational strategies and institutional policies in encouraging the healthy, productive, and sustainable use of social media among students.</p> Nabila Riandita, Rizki Gabriella Sandy, Tri Meri Wulandari, Aisyahtul Magfiroh, Firman Jaya ##submission.copyrightStatement## http://creativecommons.org/licenses/by-sa/4.0 https://journalstkippgrisitubondo.ac.id/index.php/JRREI/article/view/2186 Wed, 19 Aug 2026 12:08:09 +0700 PENERAPAN DESAIN INSTRUKSIONAL BERBASIS GAME PEMBELAJARAN PKN UNTUK MENINGKATKAN KEAKTIFAN SISWA KELAS VII SMPN 2 LAMONGAN https://journalstkippgrisitubondo.ac.id/index.php/JRREI/article/view/1122 <p>Abstrak: Perencanaan merupakan langkah penting dalam mencapai tujuan pembelajaran yang efektif dan efisien. Perencanaan merupakan suatu tindakan yang dilakukan guru sebelum memulai proses pembelajaran di kelas. Selama kegiatan pembelajaran sering ditemukan banyak siswa yang tidak berpartisipasi aktif dalam kegiatan pembelajaran. Kondisi ini muncul antara lain karena guru kurang kreatif dan inovatif sehingga pembelajaran menjadi kurang menarik dan membosankan bagi siswa. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. <em>Analysis</em> berkaitan dengan kegiatan analisis terhadap kondisi sekitar sehingga mengetahui masalah apa yang terjadi. <em>Design</em> merupakan kegiatan perancangan produk sesuai dengan yang dibutuhkan. <em>Development </em>berisi kegiatan pembuatan dan pengujian produk. <em>Implementation</em> merupakan kegiatan uji coba produk. <em>Evaluation</em> merupakan kegiatan menilai suatu produk yang telah dibuat, sudah sesuai dengan spesifikasi atau belum. Penelitian ini sudah menghasilkan suatu produk permainan ular tangga guna meningkatkan keaktifan siswa SMP Negeri 2 Lamongan dalam pembelajaran PKN. Penerapan desain pembelajaran berbasis permainan dapat meningkatkan keaktifan siswa. Dengan permainan ular tangga siswa dapat belajar dengan suasana yang menyenangkan dan tidak membosankan, sehingga materi pelajaran lebih mudah dipahami oleh siswa.</p> <p><strong>&nbsp;</strong></p> suryaningtyas tyas, Yayuk Chayatun Machsunah ##submission.copyrightStatement## http://creativecommons.org/licenses/by-sa/4.0 https://journalstkippgrisitubondo.ac.id/index.php/JRREI/article/view/1122 Wed, 19 Aug 2026 15:27:39 +0700