Implementation Of Hot Seat Game-Based Interactive Learning In Economics Subjects At State Senior High School 3 Blitar

Authors

  • Fiolisa Adinda Putri Karniawan State University of Malang
  • Nur Anita Yunikawati Universitas Negeri Malang
  • Naning Eko Noviana
  • Sigit Kriswanto Senior High School 3 Blitar

DOI:

https://doi.org/10.17977/um013v7i12025p30-40

Keywords:

Learning media, Hot seat, Baamboozle, Interactive games, Economic learning

Abstract

Educational transformation is useful for developing one's knowledge and technology to create a more comfortable and interactive classroom impression. The author wrote this article with the aim of determining the level of student interest in receiving learning with hot seat game learning media. The researcher conducted the research using the type of classroom action research (classroom action research) this research was carried out at the Teaching Assistance placement school in 2024 for class X at SMAN 3 Blitar. The use of hot seat game learning media, using the Kurt Lewin model, through several stages such as planning, acting, observing, reflecting. The results obtained were that students were interested in learning using the hot seat game model, but almost half of the students felt bored because the questions given were not challenging enough.

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Published

2025-04-26

How to Cite

Karniawan, F. A. P. ., Yunikawati, N. A., Noviana, N. E., & Kriswanto, S. . (2025). Implementation Of Hot Seat Game-Based Interactive Learning In Economics Subjects At State Senior High School 3 Blitar. Classroom Action Research Journal (CARJO), 7(1), 30–40. https://doi.org/10.17977/um013v7i12025p30-40