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Riza Nur Laila; Melinda Cahyani; Habibah Nurul Azizah

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

Learning media is a tool used to convey messages so that it can stimulate students' thoughts, feelings, attention, and willingness in the learning process. This study aims to determine the effectiveness of using KoKaMi media, a three-dimensional media combined with language games, in improving Arabic vocabulary mastery of eighth-grade female students of SMPIT An Nur Sragen. This study uses a quantitative approach with an experimental method and a pre-experimental design of one group pretest–posttest type. The study population consisted of 22 female students and all were sampled through a total sampling technique. Data collection was carried out through tests, interviews, observations, and documentation, while data analysis used descriptive statistics, prerequisite tests, and hypothesis testing with the help of SPSS. The results of the analysis showed that the data were not normally distributed so the Wilcoxon Signed Rank Test was used. The test results showed a significance value of 0.000 smaller than 0.05, which means H0 is rejected and Ha is accepted. These findings prove that KoKaMi media is effective in improving Arabic vocabulary mastery. Therefore, KoKaMi media can be used as an alternative innovative learning media that helps students understand vocabulary more actively, enjoyably, and meaningfully. The implications of this research indicate that the use of game-based media can increase learning motivation, class participation, and learning interactions, so teachers are advised to utilize similar creative media as an effective and student-centered language learning strategy in learning practices at school consistently and sustainably.

Riza Nur Laila; Melinda Cahyani; Habibah Nurul Azizah

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

Learning media is a tool used to convey messages so that it can stimulate students' thoughts, feelings, attention, and willingness in the learning process. This study aims to determine the effectiveness of using KoKaMi media, a three-dimensional media combined with language games, in improving Arabic vocabulary mastery of eighth-grade female students of SMPIT An Nur Sragen. This study uses a quantitative approach with an experimental method and a pre-experimental design of one group pretest–posttest type. The study population consisted of 22 female students and all were sampled through a total sampling technique. Data collection was carried out through tests, interviews, observations, and documentation, while data analysis used descriptive statistics, prerequisite tests, and hypothesis testing with the help of SPSS. The results of the analysis showed that the data were not normally distributed so the Wilcoxon Signed Rank Test was used. The test results showed a significance value of 0.000 smaller than 0.05, which means H0 is rejected and Ha is accepted. These findings prove that KoKaMi media is effective in improving Arabic vocabulary mastery. Therefore, KoKaMi media can be used as an alternative innovative learning media that helps students understand vocabulary more actively, enjoyably, and meaningfully. The implications of this research indicate that the use of game-based media can increase learning motivation, class participation, and learning interactions, so teachers are advised to utilize similar creative media as an effective and student-centered language learning strategy in learning practices at school consistently and sustainably.

Rahma Novia Budiati; Noer Adhela Krisna Putri Achmad; Fernanda Maulana Kusuma Putri; Veronika Deta Junia Anjarwani; Nensy Megawati Simanjuntak

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study analyzes the effectiveness of digital educational games, particularly the “Who Am I?” game on the Wordwall platform, in enhancing students’ knowledge of Indonesian language learning. The research is motivated by the need for junior high school teachers to design engaging learning methods that can foster enthusiasm among adolescents. Educational games are viewed as innovative media that present concepts in a simple yet enjoyable way, making lessons more interactive and accessible. Using a descriptive quantitative approach, the study involved 30 eighth-grade students at SMP Negeri 38 Surabaya. Data collection included pre-tests and post-tests to quantitatively measure learning outcomes, as well as questionnaires to capture student responses. Findings indicate a notable improvement in student achievement after the application of the “Who Am I?” game. The average pre-test score was 71.33, which rose to 91.00 on the post-test, showing an increase of 19.67 points. Results of a paired t-test confirmed that the difference was statistically significant, demonstrating that the improvement was due to the intervention. Additionally, questionnaire results showed that students felt more motivated, engaged, and able to understand the material more effectively through this game. Overall, the “Who Am I?” game on Wordwall proved to be an effective learning tool, and its use is recommended for teachers seeking to implement game-based strategies in classroom instruction.

Rahma Novia Budiati; Noer Adhela Krisna Putri Achmad; Fernanda Maulana Kusuma Putri; Veronika Deta Junia Anjarwani; Nensy Megawati Simanjuntak

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study analyzes the effectiveness of digital educational games, particularly the “Who Am I?” game on the Wordwall platform, in enhancing students’ knowledge of Indonesian language learning. The research is motivated by the need for junior high school teachers to design engaging learning methods that can foster enthusiasm among adolescents. Educational games are viewed as innovative media that present concepts in a simple yet enjoyable way, making lessons more interactive and accessible. Using a descriptive quantitative approach, the study involved 30 eighth-grade students at SMP Negeri 38 Surabaya. Data collection included pre-tests and post-tests to quantitatively measure learning outcomes, as well as questionnaires to capture student responses. Findings indicate a notable improvement in student achievement after the application of the “Who Am I?” game. The average pre-test score was 71.33, which rose to 91.00 on the post-test, showing an increase of 19.67 points. Results of a paired t-test confirmed that the difference was statistically significant, demonstrating that the improvement was due to the intervention. Additionally, questionnaire results showed that students felt more motivated, engaged, and able to understand the material more effectively through this game. Overall, the “Who Am I?” game on Wordwall proved to be an effective learning tool, and its use is recommended for teachers seeking to implement game-based strategies in classroom instruction.

Musaddad, Reyno Bustami Musaddad; Vera Risti Desvani; Indriana Dwi Saputri; Lutfha Nugraheni

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to describe the use of learning media in the form of digital comics based on fable stories as a means to improve the speaking skills of elementary school students. The background of this study is the low interest of students in speaking and the limited learning media that are interesting and in accordance with their age characteristics. This study used a descriptive qualitative approach with data collection techniques through observation, interviews, questionnaires, and speaking skills tests. The subjects in this research are fourth grade students of SDN Margasari 01 Balikpapan City. The results show that the use of digital comic media based on fable stories can increase students' courage in speaking, expand their vocabularies, and help students construct sentences more coherently and communicatively. Teachers and students also give positive responses to the media used because it is considered interesting, contextual, and in accordance with the learning needs. Thus, digital comic media based on fable stories can be an innovative alternative in learning Indonesian in elementary schools to improve the speaking skills of elementary school students.

Musaddad, Reyno Bustami Musaddad; Vera Risti Desvani; Indriana Dwi Saputri; Lutfha Nugraheni

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to describe the use of learning media in the form of digital comics based on fable stories as a means to improve the speaking skills of elementary school students. The background of this study is the low interest of students in speaking and the limited learning media that are interesting and in accordance with their age characteristics. This study used a descriptive qualitative approach with data collection techniques through observation, interviews, questionnaires, and speaking skills tests. The subjects in this research are fourth grade students of SDN Margasari 01 Balikpapan City. The results show that the use of digital comic media based on fable stories can increase students' courage in speaking, expand their vocabularies, and help students construct sentences more coherently and communicatively. Teachers and students also give positive responses to the media used because it is considered interesting, contextual, and in accordance with the learning needs. Thus, digital comic media based on fable stories can be an innovative alternative in learning Indonesian in elementary schools to improve the speaking skills of elementary school students.

Zahra Tussyifa Izzati; Fera Ningsih Banurea; Chairani Dwi Putri; Rut Yemima; Anastasya M. Manurung +3 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Children with hearing impairments face challenges in communication that can affect their social and educational development. Advances in technology have provided various innovative solutions to improve accessibility and independence of children with hearing impairments in communicating. This article discusses the role of technology in helping children with hearing impairments communicate, including hearing aids, cochlear implants, sign language interpreter applications, speech recognition technology, and digital-based learning media. With this technology, children with hearing impairments can interact more easily with their social environment, improve their communication skills, and obtain better educational opportunities.  

Zahra Tussyifa Izzati; Fera Ningsih Banurea; Chairani Dwi Putri; Rut Yemima; Anastasya M. Manurung +3 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Children with hearing impairments face challenges in communication that can affect their social and educational development. Advances in technology have provided various innovative solutions to improve accessibility and independence of children with hearing impairments in communicating. This article discusses the role of technology in helping children with hearing impairments communicate, including hearing aids, cochlear implants, sign language interpreter applications, speech recognition technology, and digital-based learning media. With this technology, children with hearing impairments can interact more easily with their social environment, improve their communication skills, and obtain better educational opportunities.  

Yeremias Bardi; Rikarda Nivani Dholo Bala Maria Ermelinda Bunga; Fransiska Putri Andriany; Anastasia Doa Nestiana Pare; Risky Afrizal Donatus Datoq +1 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

The lack of interest in reading among students results in a lack of ideas and opinions in arguing innovatively and creatively which is evident in assignment presentations and producing works. This journal uses a library research method by utilizing articles, journals, books, and internet access as sources. This journal aims to determine the impact of the lack of interest in reading among students, the impact of low interest in reading among students and how to increase interest in reading among teenagers. The results obtained in this study are the impact of low interest in reading among students can affect their lack of ability in mastering the field of science and how to increase interest in reading among students improve library services in schools and the community environment the availability of reading materials allows each person to choose what suits their interests and interests. The conclusion of this study is that the impact of the lack of interest in reading among students can affect the progress of the nation and its human resources.

Yeremias Bardi; Rikarda Nivani Dholo Bala Maria Ermelinda Bunga; Fransiska Putri Andriany; Anastasia Doa Nestiana Pare; Risky Afrizal Donatus Datoq +1 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

The lack of interest in reading among students results in a lack of ideas and opinions in arguing innovatively and creatively which is evident in assignment presentations and producing works. This journal uses a library research method by utilizing articles, journals, books, and internet access as sources. This journal aims to determine the impact of the lack of interest in reading among students, the impact of low interest in reading among students and how to increase interest in reading among teenagers. The results obtained in this study are the impact of low interest in reading among students can affect their lack of ability in mastering the field of science and how to increase interest in reading among students improve library services in schools and the community environment the availability of reading materials allows each person to choose what suits their interests and interests. The conclusion of this study is that the impact of the lack of interest in reading among students can affect the progress of the nation and its human resources.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.

Eny Junyanti; Nazla Maharani Umaya

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research examines the aspects of relevance, effectiveness, and impact of children's literature on the development of children in Indonesia. In the ever-evolving digital era, this study investigates how traditional children's literature continues to maintain its significance for contemporary generations. The methodology used includes a comprehensive analysis of existing literature, interviews with education experts, and observations of children's literature consumption patterns. The main findings indicate that classic children's literature maintains its relevance through the transmission of universal values and cultural heritage, as well as through adaptation into contemporary formats. The effectiveness of children's literature is proven in the improvement of literacy skills, emotional development, and social learning. Recent developments in children's literature show innovative trends, including theme diversification and the use of digital platforms. Furthermore, this research reveals the significant influence of children's literature on various aspects of development, including cognitive, emotional, social, and the formation of cultural identity. Children's literature serves as a catalyst in stimulating imagination, enriching vocabulary, and facilitating understanding of emotional complexities and social dynamics.The implications of this study emphasize the importance of integrating diverse children's literature into the education curriculum, as well as collaboration between educators, writers, and other stakeholders to create relevant and impactful content. Recommendations for future research include a deeper exploration of the long-term effects of children's literature exposure on individual development, as well as an investigation into the potential of children's literature in addressing contemporary issues such as digital literacy and global awareness.

Eny Junyanti; Nazla Maharani Umaya

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research examines the aspects of relevance, effectiveness, and impact of children's literature on the development of children in Indonesia. In the ever-evolving digital era, this study investigates how traditional children's literature continues to maintain its significance for contemporary generations. The methodology used includes a comprehensive analysis of existing literature, interviews with education experts, and observations of children's literature consumption patterns. The main findings indicate that classic children's literature maintains its relevance through the transmission of universal values and cultural heritage, as well as through adaptation into contemporary formats. The effectiveness of children's literature is proven in the improvement of literacy skills, emotional development, and social learning. Recent developments in children's literature show innovative trends, including theme diversification and the use of digital platforms. Furthermore, this research reveals the significant influence of children's literature on various aspects of development, including cognitive, emotional, social, and the formation of cultural identity. Children's literature serves as a catalyst in stimulating imagination, enriching vocabulary, and facilitating understanding of emotional complexities and social dynamics.The implications of this study emphasize the importance of integrating diverse children's literature into the education curriculum, as well as collaboration between educators, writers, and other stakeholders to create relevant and impactful content. Recommendations for future research include a deeper exploration of the long-term effects of children's literature exposure on individual development, as well as an investigation into the potential of children's literature in addressing contemporary issues such as digital literacy and global awareness.

Dhea Santika; Natasya Ariani Ramli; Adrias Adrias; Nur Azmi Alwi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Learning Indonesian requires strong focus from students to achieve a deep understanding and good mastery of the material. One approach that can increase students' focus is by implementing the Active, Innovative, Creative, Effective and Fun Learning Model (PAIKEM). This model emphasizes active interaction between teachers and students, the use of innovative methods, and a creative and fun learning atmosphere. This research emphasizes how the use of the PAIKEM Model can stimulate students' active participation, increase involvement in the learning process, and strengthen understanding and use of Indonesian. Therefore, it is hoped that this research can be an effective means of increasing students' focus in learning Indonesian, paving the way for achieving better and more sustainable learning outcomes.

Archielian Satrio Putro Pambudi; Anastasya Benny Pratama; Nensy Megawati Simanjuntak

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to evaluate the effectiveness of using visual media, specifically flashcards, in enhancing the vocabulary of first-grade students at SDN Wonorejo 3 Surabaya. This topic was chosen due to the importance of vocabulary development in language learning and the need for innovative teaching methods. The research method involved a quantitative approach with a pre-experimental design, collecting data through pretests and posttests on 30 students. The results showed a significant increase in students' vocabulary scores after using flashcards, with the average pretest score of 59.87 rising to 84.47 in the posttest. These findings confirm that flashcards are an effective learning medium for improving students' vocabulary. The conclusion of this study is that the use of visual media like flashcards can significantly enhance vocabulary comprehension, supporting the development of students' communication skills.

Dhea Santika; Natasya Ariani Ramli; Adrias Adrias; Nur Azmi Alwi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Learning Indonesian requires strong focus from students to achieve a deep understanding and good mastery of the material. One approach that can increase students' focus is by implementing the Active, Innovative, Creative, Effective and Fun Learning Model (PAIKEM). This model emphasizes active interaction between teachers and students, the use of innovative methods, and a creative and fun learning atmosphere. This research emphasizes how the use of the PAIKEM Model can stimulate students' active participation, increase involvement in the learning process, and strengthen understanding and use of Indonesian. Therefore, it is hoped that this research can be an effective means of increasing students' focus in learning Indonesian, paving the way for achieving better and more sustainable learning outcomes.

Archielian Satrio Putro Pambudi; Anastasya Benny Pratama; Nensy Megawati Simanjuntak

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to evaluate the effectiveness of using visual media, specifically flashcards, in enhancing the vocabulary of first-grade students at SDN Wonorejo 3 Surabaya. This topic was chosen due to the importance of vocabulary development in language learning and the need for innovative teaching methods. The research method involved a quantitative approach with a pre-experimental design, collecting data through pretests and posttests on 30 students. The results showed a significant increase in students' vocabulary scores after using flashcards, with the average pretest score of 59.87 rising to 84.47 in the posttest. These findings confirm that flashcards are an effective learning medium for improving students' vocabulary. The conclusion of this study is that the use of visual media like flashcards can significantly enhance vocabulary comprehension, supporting the development of students' communication skills.

Naomi Tita Sari; Jelita Anggita Haloho; Nur Aini Amelia

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

German language learning in High School (SMA) holds significant importance in the current era of globalization. The complexity of German grammar, including gendered nouns and article usage, demands innovative approaches in the learning process. This research explores innovative learning methods, focusing on the implementation of Game Based Learning (GBL) and the teaching of Nomen materials, to enhance the effectiveness of German language learning in SMA. The primary goal is to increase student participation and equip them with strong communication skills in German. Research findings indicate that integrating innovative learning methods, such as GBL, can serve as effective tools in achieving improved German language learning outcomes in SMA.

Naomi Tita Sari; Jelita Anggita Haloho; Nur Aini Amelia

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

German language learning in High School (SMA) holds significant importance in the current era of globalization. The complexity of German grammar, including gendered nouns and article usage, demands innovative approaches in the learning process. This research explores innovative learning methods, focusing on the implementation of Game Based Learning (GBL) and the teaching of Nomen materials, to enhance the effectiveness of German language learning in SMA. The primary goal is to increase student participation and equip them with strong communication skills in German. Research findings indicate that integrating innovative learning methods, such as GBL, can serve as effective tools in achieving improved German language learning outcomes in SMA.