SciRepID - Scientific Publication Search

Publication Search

52,135 articles from 425 journals · 1,456 citations tracked

Showing 1-10 of 10

Analytics

Tanita Anggun Saputri; Tika Sari

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

Fourth-grade students of SD Negeri 76/IX Mendalo still show low learning motivation in Natural Sciences and Social Sciences (IPAS) subjects. This is evident from their low attention, lack of enthusiasm, and tendency to chat during learning, which is caused by teachers not implementing appropriate learning methods and media. This study was conducted to increase student interest through PJBL with the use of audiovisual media, by means of a Classroom Action Research (CAR) methodology, separated into two cycles, with each cycle consisting of two meetings. Observation, worksheets, and questionnaires were the methods that were utilized to obtain data from the 21 students who participated in the research. An increase of 19.9% was observed in the average level of learning, which went from 62.7% in Cycle I to 82.6% in Cycle II respectively. All indicators of motivation, engagement, interest, enjoyment, and

Tanita Anggun Saputri; Tika Sari

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

Fourth-grade students of SD Negeri 76/IX Mendalo still show low learning motivation in Natural Sciences and Social Sciences (IPAS) subjects. This is evident from their low attention, lack of enthusiasm, and tendency to chat during learning, which is caused by teachers not implementing appropriate learning methods and media. This study was conducted to increase student interest through PJBL with the use of audiovisual media, by means of a Classroom Action Research (CAR) methodology, separated into two cycles, with each cycle consisting of two meetings. Observation, worksheets, and questionnaires were the methods that were utilized to obtain data from the 21 students who participated in the research. An increase of 19.9% was observed in the average level of learning, which went from 62.7% in Cycle I to 82.6% in Cycle II respectively. All indicators of motivation, engagement, interest, enjoyment, and

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

Naufal Fadlan; A. Gafar Hidayat; Ratnah Ratnah

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

The purpose of this study is to develop illustrated story media to increase interest in learning social studies subjects for grade IV students of SDN Inpres Rabakodo. This study uses the R&D method, to develop illustrated story media as a learning media for social studies for grade IV elementary school students. By using the Borg and Gall model which includes 5 stages, namely potential and problems, collecting data, product design, product validation, and design revision. The results of the study showed that the validity of the illustrated story media from 4 media and material validators obtained an average score of 83.26 categorized as very feasible. The questionnaire response of limited test students showed the practicality of the illustrated story media with an average score of 85.16 categorized as very practical. The results of the development of illustrated story media carried out by measuring student learning interest were 82%, compared to before the use of the story media, student learning interest was only 45%. This means that the results of the development can significantly increase student learning interest

Naufal Fadlan; A. Gafar Hidayat; Ratnah Ratnah

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

The purpose of this study is to develop illustrated story media to increase interest in learning social studies subjects for grade IV students of SDN Inpres Rabakodo. This study uses the R&D method, to develop illustrated story media as a learning media for social studies for grade IV elementary school students. By using the Borg and Gall model which includes 5 stages, namely potential and problems, collecting data, product design, product validation, and design revision. The results of the study showed that the validity of the illustrated story media from 4 media and material validators obtained an average score of 83.26 categorized as very feasible. The questionnaire response of limited test students showed the practicality of the illustrated story media with an average score of 85.16 categorized as very practical. The results of the development of illustrated story media carried out by measuring student learning interest were 82%, compared to before the use of the story media, student learning interest was only 45%. This means that the results of the development can significantly increase student learning interest

Selvina Zulpa; Sakban Sakban; Wismanto Wismanto

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

The Active Learning method is active learning. Most practitioners and observers refer to it as a learning by doing strategy. The approach views learning as a process of building understanding through experience and information. With this approach, learners' unique perceptions, knowledge and feelings influence the learning process. The problems in this study are (1) How is student interest in learning in the application of the Active Learning learning model using smart wheel games multiplication material of class III mathematics lessons SDIT Baitul Ilmi (2) Whether the application of the Active Learning learning model using smart wheel games can increase student interest in learning multiplication material of class III mathematics lessons SDIT Baitul Ilmi. This research includes Classroom Action Research (PTK) conducted in two cycles using quantitative analysis and qualitative analysis methods.  Each cycle consists of four stages, namely design, implementation, observation, and reflection. The subjects of this study were third grade students of SDIT Baitul Ilmi, totalling 33 students. The research data was obtained using teacher and student observation sheets and student learning interest test results, then the data was analysed using the percentage formula. The results obtained are (1) teacher activity in cycle I using the Active Learning model from 87.50% to 93.75% in cycle II, (2) student activity in cycle I using the Active Learning model 54.64% to 85.17% and, (3) the results of student learning interest in Mathematics subjects cycle I using Active Learning 32.25% to 83.87% in cycle II. This shows that the results of students' confidence in Mathematics subjects using the Active Learning model show very positive results. Based on the results of this study, it can increase students' interest in learning to be more active and the teacher's ability to improve for the better. 

Selvina Zulpa; Sakban Sakban; Wismanto Wismanto

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

The Active Learning method is active learning. Most practitioners and observers refer to it as a learning by doing strategy. The approach views learning as a process of building understanding through experience and information. With this approach, learners' unique perceptions, knowledge and feelings influence the learning process. The problems in this study are (1) How is student interest in learning in the application of the Active Learning learning model using smart wheel games multiplication material of class III mathematics lessons SDIT Baitul Ilmi (2) Whether the application of the Active Learning learning model using smart wheel games can increase student interest in learning multiplication material of class III mathematics lessons SDIT Baitul Ilmi. This research includes Classroom Action Research (PTK) conducted in two cycles using quantitative analysis and qualitative analysis methods.  Each cycle consists of four stages, namely design, implementation, observation, and reflection. The subjects of this study were third grade students of SDIT Baitul Ilmi, totalling 33 students. The research data was obtained using teacher and student observation sheets and student learning interest test results, then the data was analysed using the percentage formula. The results obtained are (1) teacher activity in cycle I using the Active Learning model from 87.50% to 93.75% in cycle II, (2) student activity in cycle I using the Active Learning model 54.64% to 85.17% and, (3) the results of student learning interest in Mathematics subjects cycle I using Active Learning 32.25% to 83.87% in cycle II. This shows that the results of students' confidence in Mathematics subjects using the Active Learning model show very positive results. Based on the results of this study, it can increase students' interest in learning to be more active and the teacher's ability to improve for the better. 

M. Rosyid Ridlo; Ulya Nurul Laili

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2023 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this writing is to determine the factors that influence reading interest and interest in class X MA Nurul Huda Lumajang students through the sociodrama method. This type of research is qualitative research with a descriptive approach. Class X students are the subjects. The influencing factors are internal and external factors. Internal factors include intelligence, interest and attention, motivation, perseverance, attitude, reading habits, as well as physical fitness and health. Students will not be interested in reading if they do not have the desire, health, physical fitness, intelligence and motivation. Bad libraries, outdated reading materials, some even unused, little encouragement from teachers, no encouragement from parents, parents who do not provide encouragement due to lack of funds, no parental attention to children's reading. Most parents focus more on learning outcomes, reading habits that students have not acquired since childhood. The influence of the reading environment and playmates indirectly influences students' interest in reading. The uncontrolled influence of technology. For example, the influence of misuse of smartphones or gadgets, the influence of television programs on students who forget their student responsibilities.    

M. Rosyid Ridlo; Ulya Nurul Laili

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2023 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this writing is to determine the factors that influence reading interest and interest in class X MA Nurul Huda Lumajang students through the sociodrama method. This type of research is qualitative research with a descriptive approach. Class X students are the subjects. The influencing factors are internal and external factors. Internal factors include intelligence, interest and attention, motivation, perseverance, attitude, reading habits, as well as physical fitness and health. Students will not be interested in reading if they do not have the desire, health, physical fitness, intelligence and motivation. Bad libraries, outdated reading materials, some even unused, little encouragement from teachers, no encouragement from parents, parents who do not provide encouragement due to lack of funds, no parental attention to children's reading. Most parents focus more on learning outcomes, reading habits that students have not acquired since childhood. The influence of the reading environment and playmates indirectly influences students' interest in reading. The uncontrolled influence of technology. For example, the influence of misuse of smartphones or gadgets, the influence of television programs on students who forget their student responsibilities.