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Syahrul Hidayat; Haniatul Mabruroh

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

This study is motivated by the low learning outcomes in Mahfudzat among Grade 2C students at Pondok Pesantren Al-Madani Cikalong, as indicated by an average score of 54.2, which is below the minimum passing standard of 60, as well as low student attention during learning. This study aims to determine the improvement in students’ learning activity and achievement through the implementation of the Team Quiz strategy. The method used is Classroom Action Research (CAR) based on the Kemmis and Taggart model, conducted in three cycles using data collection techniques such as observation, interviews, tests, and documentation. The results show that the Team Quiz strategy is effective in improving both student activity and learning outcomes. Learning activity increased from 84% in Cycle I to 96% in Cycle III, while learning achievement improved from 77% (average score 70) to 100% (average score 86). Therefore, the Team Quiz strategy is proven to enhance the quality of Mahfudzat learning. It is recommended that teachers consistently apply this strategy and that schools provide adequate support to optimize the learning process.

Syahrul Hidayat; Haniatul Mabruroh

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

This study is motivated by the low learning outcomes in Mahfudzat among Grade 2C students at Pondok Pesantren Al-Madani Cikalong, as indicated by an average score of 54.2, which is below the minimum passing standard of 60, as well as low student attention during learning. This study aims to determine the improvement in students’ learning activity and achievement through the implementation of the Team Quiz strategy. The method used is Classroom Action Research (CAR) based on the Kemmis and Taggart model, conducted in three cycles using data collection techniques such as observation, interviews, tests, and documentation. The results show that the Team Quiz strategy is effective in improving both student activity and learning outcomes. Learning activity increased from 84% in Cycle I to 96% in Cycle III, while learning achievement improved from 77% (average score 70) to 100% (average score 86). Therefore, the Team Quiz strategy is proven to enhance the quality of Mahfudzat learning. It is recommended that teachers consistently apply this strategy and that schools provide adequate support to optimize the learning process.

Monalisa Septrianingsih; Ari Suriani; Yesi Anita; Mansurdin Mansurdin

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

This research is motivated by the low learning outcomes of students caused by the lack of learning activities involving students, as the learning process is still centered on the teacher. This makes students less active in participating in learning. This study aims to describe the improvement in student learning outcomes in Pancasila and Citizenship Education learning using the Inquiry model assisted by audio-visual media in class IV of SDN 16 Padang Besi, Padang City. The type of research used is classroom action research (CAR) with qualitative and quantitative approaches, carried out in two cycles. The research procedure consists of planning, implementation, observation, and reflection. The data obtained are related to learning outcomes using the Inquiry model assisted by audio-visual media. Data collection techniques include observation, tests, and non-tests. The research subjects involved class teachers as observers, researchers as practitioners, and 26 class IV students. The results of the study show that: first, the cycle I teaching module obtained an average of 85.3% (B), increasing in cycle II to 95% (SB). Second, the implementation results of the teacher's learning aspects in cycle I reached 82% (B), increasing in cycle II to 96% (SB). Third, the implementation results of the students' learning aspects in cycle I were 82% (B), increasing to 96% (SB) in cycle II. Fourth, the average student learning outcomes in cycle I were 77 (C), increasing to 89 (B) in cycle II. Thus, it can be concluded that the Inquiry model can improve student learning outcomes in Pancasila and Citizenship Education learning.

Monalisa Septrianingsih; Ari Suriani; Yesi Anita; Mansurdin Mansurdin

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

This research is motivated by the low learning outcomes of students caused by the lack of learning activities involving students, as the learning process is still centered on the teacher. This makes students less active in participating in learning. This study aims to describe the improvement in student learning outcomes in Pancasila and Citizenship Education learning using the Inquiry model assisted by audio-visual media in class IV of SDN 16 Padang Besi, Padang City. The type of research used is classroom action research (CAR) with qualitative and quantitative approaches, carried out in two cycles. The research procedure consists of planning, implementation, observation, and reflection. The data obtained are related to learning outcomes using the Inquiry model assisted by audio-visual media. Data collection techniques include observation, tests, and non-tests. The research subjects involved class teachers as observers, researchers as practitioners, and 26 class IV students. The results of the study show that: first, the cycle I teaching module obtained an average of 85.3% (B), increasing in cycle II to 95% (SB). Second, the implementation results of the teacher's learning aspects in cycle I reached 82% (B), increasing in cycle II to 96% (SB). Third, the implementation results of the students' learning aspects in cycle I were 82% (B), increasing to 96% (SB) in cycle II. Fourth, the average student learning outcomes in cycle I were 77 (C), increasing to 89 (B) in cycle II. Thus, it can be concluded that the Inquiry model can improve student learning outcomes in Pancasila and Citizenship Education learning.

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.

Mita Afrianti

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

This study aims to determine the effect of using audio-visual media in increasing students' interest in learning. Class V at SDN 002/IX Sekernan. The method used was classroom action research with two cycles, which involved observation and questionnaires to measure changes in students' interest in learning. questionnaires to measure changes in students' interest in learning. Data were analyzed using quantitative and qualitative descriptive statistical techniques, with focus on increasing student engagement and attention during the learning process. learning process. The results showed that the application of audio-visual media significantly increased students' interest in learning, with the percentage of interest increasing from 56.1% in cycle I to 80.25% in cycle II. increased from 56.1% in cycle I to 80.25% in cycle II. The increase This increase shows that audio-visual media is effective in creating a more interesting and enjoyable learning atmosphere. learning atmosphere that is more interesting and enjoyable, so that it can increase student students' participation and understanding of the subject matter. This research confirms that audio-visual media is one of the solutions to improve students' interest and learning outcomes significantly

Mita Afrianti

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

This study aims to determine the effect of using audio-visual media in increasing students' interest in learning. Class V at SDN 002/IX Sekernan. The method used was classroom action research with two cycles, which involved observation and questionnaires to measure changes in students' interest in learning. questionnaires to measure changes in students' interest in learning. Data were analyzed using quantitative and qualitative descriptive statistical techniques, with focus on increasing student engagement and attention during the learning process. learning process. The results showed that the application of audio-visual media significantly increased students' interest in learning, with the percentage of interest increasing from 56.1% in cycle I to 80.25% in cycle II. increased from 56.1% in cycle I to 80.25% in cycle II. The increase This increase shows that audio-visual media is effective in creating a more interesting and enjoyable learning atmosphere. learning atmosphere that is more interesting and enjoyable, so that it can increase student students' participation and understanding of the subject matter. This research confirms that audio-visual media is one of the solutions to improve students' interest and learning outcomes significantly

Okza Zulfa; Melva Zainil

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

This research is based on the results of field observations, namely the low learning outcomes of students due to the lack of learning activities involving students because the learning process is still centered on the teacher, so that students are still less active in the learning process. The purpose of this study is to describe the improvement in student learning outcomes in learning about the circumference of flat shapes using the Problem Based Learning model in class V of SDN 15 Anduring, Padang City. This type of research is classroom action research (CAR) using qualitative and quantitative approaches. This research was conducted in two cycles, with research procedures consisting of planning, implementation, observation, and reflection. The research data obtained are related to the results Problem Based Learning model learning. Data collection techniques in the form of observation analysis, tests and non-tests. The subjects of this study were class teachers as observers, researchers as practitioners or teachers, and 24 students of class V SDN 15 Anduring, Padang City. The results of the study showed that: First, the cycle I teaching module obtained an average of 60% (C), increasing in cycle II to 90% (SB). Second, the results of the implementation of learning aspects of teachers in cycle I obtained an average of 75% (C), increasing in cycle II to 90% (SB). Third, the results of the implementation of learning aspects of students in cycle I obtained an average of 70% (C), increasing in cycle II to 90% (SB). Thus, it can be concluded that the Problem Based Learning model can improve student learning outcomes in learning the Perimeter of Flat Shapes in class V SDN 15 Anduring, Padang City.

Okza Zulfa; Melva Zainil

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

This research is based on the results of field observations, namely the low learning outcomes of students due to the lack of learning activities involving students because the learning process is still centered on the teacher, so that students are still less active in the learning process. The purpose of this study is to describe the improvement in student learning outcomes in learning about the circumference of flat shapes using the Problem Based Learning model in class V of SDN 15 Anduring, Padang City. This type of research is classroom action research (CAR) using qualitative and quantitative approaches. This research was conducted in two cycles, with research procedures consisting of planning, implementation, observation, and reflection. The research data obtained are related to the results Problem Based Learning model learning. Data collection techniques in the form of observation analysis, tests and non-tests. The subjects of this study were class teachers as observers, researchers as practitioners or teachers, and 24 students of class V SDN 15 Anduring, Padang City. The results of the study showed that: First, the cycle I teaching module obtained an average of 60% (C), increasing in cycle II to 90% (SB). Second, the results of the implementation of learning aspects of teachers in cycle I obtained an average of 75% (C), increasing in cycle II to 90% (SB). Third, the results of the implementation of learning aspects of students in cycle I obtained an average of 70% (C), increasing in cycle II to 90% (SB). Thus, it can be concluded that the Problem Based Learning model can improve student learning outcomes in learning the Perimeter of Flat Shapes in class V SDN 15 Anduring, Padang City.

Yarisda Ningsih; Nur azmi Alwi; Intan Resnika; Nabila Isya Farhan

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

In the era of modern education, teachers are expected to create a creative and interactive learning environment. One approach that is increasingly being implemented is game-based learning combined with literacy enhancement at the elementary school level. This study aims to evaluate the effectiveness of this method in improving student learning outcomes. Data were collected through interviews with teachers at SDN 08 Salimpaung and supported by literature from ten scientific journals. The analysis results indicate that this strategy can improve student participation, conceptual understanding, and learning motivation.

Yarisda Ningsih; Nur azmi Alwi; Intan Resnika; Nabila Isya Farhan

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

In the era of modern education, teachers are expected to create a creative and interactive learning environment. One approach that is increasingly being implemented is game-based learning combined with literacy enhancement at the elementary school level. This study aims to evaluate the effectiveness of this method in improving student learning outcomes. Data were collected through interviews with teachers at SDN 08 Salimpaung and supported by literature from ten scientific journals. The analysis results indicate that this strategy can improve student participation, conceptual understanding, and learning motivation.

Yeni Listiana Purnama Putri; Pramita Laksitarahmi Isrianto; Siti Nuriyah

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

Improving the quality of leraning in vocational high school (SMK) is essential to meet the demands of a competency-based workforce, especially in the Agricultural Food Crop and Horticultural Agribusiness expertise program. One of the challenges faced is the low student achievement in practical subjects, such as Grafting techniques. This study aims to enhance the learning outcomes of grade X ATPH 2 students at SMK negeri 1 Gondang through the implementation of the Project-Based Learning (PjBL) model in the Agribusiness Food Crop and Horticulture subject, focusing on grafting material. This research employed a Classroom Action Research (CAR) method conducted in two cycles, starting from the pre-cycle to cycle I. the research involved 30 students and was conducted from February to April 2025. The instrument used was a cognitive test analyzed quantitatively to measure student learning outcomes. The results showed an increase in the average student score from 51.23 in the pre-cycle to 76.2 in cycle I. the percentage of learning mastery also significantly increased from 16% to 57%. The implementation of the Project-Based Learning (PjBl) model provided a concrete and comprehensible learning experience, enhancing student participation and motivation.

Yeni Listiana Purnama Putri; Pramita Laksitarahmi Isrianto; Siti Nuriyah

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

Improving the quality of leraning in vocational high school (SMK) is essential to meet the demands of a competency-based workforce, especially in the Agricultural Food Crop and Horticultural Agribusiness expertise program. One of the challenges faced is the low student achievement in practical subjects, such as Grafting techniques. This study aims to enhance the learning outcomes of grade X ATPH 2 students at SMK negeri 1 Gondang through the implementation of the Project-Based Learning (PjBL) model in the Agribusiness Food Crop and Horticulture subject, focusing on grafting material. This research employed a Classroom Action Research (CAR) method conducted in two cycles, starting from the pre-cycle to cycle I. the research involved 30 students and was conducted from February to April 2025. The instrument used was a cognitive test analyzed quantitatively to measure student learning outcomes. The results showed an increase in the average student score from 51.23 in the pre-cycle to 76.2 in cycle I. the percentage of learning mastery also significantly increased from 16% to 57%. The implementation of the Project-Based Learning (PjBl) model provided a concrete and comprehensible learning experience, enhancing student participation and motivation.

Diandra Nofita; Cerillia Nanda Ocktaviani; Adrias Adrias; Fadila Suciana

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

Science and technology have a big influence on teachers and students in the learning process. The use of digital-based learning media is also commonly used to support the learning process. The use of animated videos in learning is one of the uses of technology in the current era, animated video media provides enormous benefits in the process of delivering learning by teachers and student learning outcomes. In learning Indonesian, learning using animated videos greatly increases students' interest in carrying out learning. In this research the author uses a library study model, by analyzing several trusted articles. This research is suitable to be used because it does not only examine it from one point of view but from several valid points of view. The aim of this study is to find out how effective the use of animated videos is on students' listening skills.

Dhea Tri Amanda Fiska; Diva Andriani; Adrias Adrias; Fadila Suciana

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

This study aims to analyze the effectiveness of the Discovery Learning model in enhancing the motivation and learning outcomes of fourth-grade elementary school students through a literature review. The method used is a literature study, collecting data from various sources, including books, academic journals, and previous relevant research. Data analysis was conducted by examining theories and past research findings regarding the impact of Discovery Learning on student motivation and learning outcomes. The study results indicate that implementing Discovery Learning can increase students' learning motivation by providing a more active and meaningful learning experience. Furthermore, previous research also highlights that this model positively contributes to improving students' academic performance. Thus, Discovery Learning can be considered an effective instructional strategy for enhancing motivation and academic achievement in elementary school students.

Dhea Tri Amanda Fiska; Diva Andriani; Adrias Adrias; Fadila Suciana

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

This study aims to analyze the effectiveness of the Discovery Learning model in enhancing the motivation and learning outcomes of fourth-grade elementary school students through a literature review. The method used is a literature study, collecting data from various sources, including books, academic journals, and previous relevant research. Data analysis was conducted by examining theories and past research findings regarding the impact of Discovery Learning on student motivation and learning outcomes. The study results indicate that implementing Discovery Learning can increase students' learning motivation by providing a more active and meaningful learning experience. Furthermore, previous research also highlights that this model positively contributes to improving students' academic performance. Thus, Discovery Learning can be considered an effective instructional strategy for enhancing motivation and academic achievement in elementary school students.

Diandra Nofita; Cerillia Nanda Ocktaviani; Adrias Adrias; Fadila Suciana

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

Science and technology have a big influence on teachers and students in the learning process. The use of digital-based learning media is also commonly used to support the learning process. The use of animated videos in learning is one of the uses of technology in the current era, animated video media provides enormous benefits in the process of delivering learning by teachers and student learning outcomes. In learning Indonesian, learning using animated videos greatly increases students' interest in carrying out learning. In this research the author uses a library study model, by analyzing several trusted articles. This research is suitable to be used because it does not only examine it from one point of view but from several valid points of view. The aim of this study is to find out how effective the use of animated videos is on students' listening skills.

Imam Kurniawan; Zulharman Zulharman; Zulkifli Zulkifli

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

The purpose of this study was to develop a picture story book as a picture story book in science learning to improve the learning outcomes of grade IV students of SDN 04 Tente. The type of research used was R & D using the ADDIE development model including analysis, design, development, implementation, and evaluation activities. The results of the study showed that the results of the book development that was made could be used as a learning resource in thematic learning were declared valid. This can be seen from the results of expert validation consisting of media validation, language validation, and expert validation of learning. The picture story book as a learning resource in thematic learning obtained a value of 84.66% with a very feasible category. The picture story book as a learning resource in thematic learning was declared practical. The results of the questionnaire analysis filled out by 22 respondents/students with an average value of 97.36% in the very practical category. Meanwhile, the effectiveness of picture story books can be seen from the results of the t-test calculation that tℎ

Imam Kurniawan; Zulharman Zulharman; Zulkifli Zulkifli

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

The purpose of this study was to develop a picture story book as a picture story book in science learning to improve the learning outcomes of grade IV students of SDN 04 Tente. The type of research used was R & D using the ADDIE development model including analysis, design, development, implementation, and evaluation activities. The results of the study showed that the results of the book development that was made could be used as a learning resource in thematic learning were declared valid. This can be seen from the results of expert validation consisting of media validation, language validation, and expert validation of learning. The picture story book as a learning resource in thematic learning obtained a value of 84.66% with a very feasible category. The picture story book as a learning resource in thematic learning was declared practical. The results of the questionnaire analysis filled out by 22 respondents/students with an average value of 97.36% in the very practical category. Meanwhile, the effectiveness of picture story books can be seen from the results of the t-test calculation that tℎ