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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.

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.

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.

Andika Kurnia Rachman; Aan Hasanah; Heri Sugriwa; Maya Soleha; Intan Novia +1 more

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

This study aims to find out: (1) The effect of the application of the DLDPF model on improving TDBI writing proficiency; (2) Differences between student learning outcomes with the DLDPF model and without DLDPF; and (3) Student obstacles in the application of the DLDPF model. The design of this study is a pseudo-experiment with a non-equivalent comparison group design scheme. The researcher used a nonprobability sampling technique in the form of total sampling. The instruments used in this study are tests and questionnaires. The test instrument is in the form of an essay test with four aspects of assessment criteria (content, organization, grammar, and vocabulary). There are also document study instruments and semi-open questionnaires with the Likert Scale. The results of the study revealed the following findings. First, the results of the paired sample test showed a sig. (2-tailed) of 0.00 < 0.05 which means that there is a significant influence of the application of the DLDPF model on the improvement of TDBI writing proficiency. Second, the results of the independent sample t-test showed a sig. (2-tailed) of 0.00 < 0.05 which means that the application of the DLDPF model has a significant impact on improving TDBI writing proficiency. In addition, the experimental class has an N-gain score of 0.59 which means it has a moderate level of improvement. The control class has an N-gain score of 0.24 which means it has a low level of improvement. In other words, it shows that there is a difference between student learning outcomes with the DLDPF model and student learning outcomes with no DLDPF model. And third, respondents showed few obstacles in the application of the DLDPF model, including: (1) Most of the respondents (70.53%) did not experience linguistic barriers; and (2) Most respondents (70%) did not experience nonlinguistic barriers.

Andika Kurnia Rachman; Aan Hasanah; Heri Sugriwa; Maya Soleha; Intan Novia +1 more

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

This study aims to find out: (1) The effect of the application of the DLDPF model on improving TDBI writing proficiency; (2) Differences between student learning outcomes with the DLDPF model and without DLDPF; and (3) Student obstacles in the application of the DLDPF model. The design of this study is a pseudo-experiment with a non-equivalent comparison group design scheme. The researcher used a nonprobability sampling technique in the form of total sampling. The instruments used in this study are tests and questionnaires. The test instrument is in the form of an essay test with four aspects of assessment criteria (content, organization, grammar, and vocabulary). There are also document study instruments and semi-open questionnaires with the Likert Scale. The results of the study revealed the following findings. First, the results of the paired sample test showed a sig. (2-tailed) of 0.00 < 0.05 which means that there is a significant influence of the application of the DLDPF model on the improvement of TDBI writing proficiency. Second, the results of the independent sample t-test showed a sig. (2-tailed) of 0.00 < 0.05 which means that the application of the DLDPF model has a significant impact on improving TDBI writing proficiency. In addition, the experimental class has an N-gain score of 0.59 which means it has a moderate level of improvement. The control class has an N-gain score of 0.24 which means it has a low level of improvement. In other words, it shows that there is a difference between student learning outcomes with the DLDPF model and student learning outcomes with no DLDPF model. And third, respondents showed few obstacles in the application of the DLDPF model, including: (1) Most of the respondents (70.53%) did not experience linguistic barriers; and (2) Most respondents (70%) did not experience nonlinguistic barriers.

Mardina Wati; Sakban Sakban; Wismanto Wismanto

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

Cooperative learning model is one of the models that can be used as an alternative. The use of small groups in cooperative learning makes students work together to achieve the learning objectives. The problems in this study are (1) How is the application of cooperative learning models in improving the character of self-confidence in civics subjects in class III SD Negeri 15 Pekanbaru (2) Whether the cooperative learning model can improve the character of self confidence in the subject of civics in class III. This research includes Classroom Action Research (PTK) which was 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 research were third grade students of SD Negeri 15 Pekanbaru, totalling 31 students. The research data were obtained using teacher and student observation sheets and student confidence test results, then the data were analysed using the percentage formula.The results obtained were (1) teacher activity in cycle I by using cooperative model from 72.11% to 92.15% in cycle II, (2) student activity in cycle I by using cooperative model from 45.71% to 83.69% and, (3) student learning outcomes in Civics subject in cycle I by using cooperative 32.25% to 83.87% in cycle II.This shows that the results of students' self-confidence in Civics subjects by using cooperative models show very positive results. Based on the results of this study, it can increase students' confidence to be more active and the teacher's ability to improve to be better.

Mardina Wati; Sakban Sakban; Wismanto Wismanto

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

Cooperative learning model is one of the models that can be used as an alternative. The use of small groups in cooperative learning makes students work together to achieve the learning objectives. The problems in this study are (1) How is the application of cooperative learning models in improving the character of self-confidence in civics subjects in class III SD Negeri 15 Pekanbaru (2) Whether the cooperative learning model can improve the character of self confidence in the subject of civics in class III. This research includes Classroom Action Research (PTK) which was 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 research were third grade students of SD Negeri 15 Pekanbaru, totalling 31 students. The research data were obtained using teacher and student observation sheets and student confidence test results, then the data were analysed using the percentage formula.The results obtained were (1) teacher activity in cycle I by using cooperative model from 72.11% to 92.15% in cycle II, (2) student activity in cycle I by using cooperative model from 45.71% to 83.69% and, (3) student learning outcomes in Civics subject in cycle I by using cooperative 32.25% to 83.87% in cycle II.This shows that the results of students' self-confidence in Civics subjects by using cooperative models show very positive results. Based on the results of this study, it can increase students' confidence to be more active and the teacher's ability to improve to be better.

Nanda Putri Maileni; Wismanto Wismanto; Deprizon Deprizon; Salman Salman; Sakban Sakban +1 more

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

Disciplinary character is an attitude and feeling of being obedient and obedient to values ​​that are believed to be one's responsibility. Therefore, teachers try to develop students' disciplined character, one of which is by applying the role-playing method. This research aims to develop students' disciplined character through role-playing methods on Pancasila values. This researcher uses a qualitative method with the Classroom Action Research (PTK) type, which consists of 2 cycles and each cycle has 2 meetings. The data collection techniques are through observation, interviews and documentation. The research results obtained from the application of the role playing method in PPKN subjects on Pancasila values ​​for teachers in cycle I increased from 75.5% to cycle II 88.75%. The application of the role playing method in PPKN subjects regarding Pancasila values ​​to students in cycle I was 67.5% and cycle II was 93.75%. Meanwhile, student learning outcomes in the mathematics subject material flat shapes after implementing the picture and picture model increased with the average score in cycle I being 65% and cycle II being 85%.

Nanda Putri Maileni; Wismanto Wismanto; Deprizon Deprizon; Salman Salman; Sakban Sakban +1 more

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

Disciplinary character is an attitude and feeling of being obedient and obedient to values ​​that are believed to be one's responsibility. Therefore, teachers try to develop students' disciplined character, one of which is by applying the role-playing method. This research aims to develop students' disciplined character through role-playing methods on Pancasila values. This researcher uses a qualitative method with the Classroom Action Research (PTK) type, which consists of 2 cycles and each cycle has 2 meetings. The data collection techniques are through observation, interviews and documentation. The research results obtained from the application of the role playing method in PPKN subjects on Pancasila values ​​for teachers in cycle I increased from 75.5% to cycle II 88.75%. The application of the role playing method in PPKN subjects regarding Pancasila values ​​to students in cycle I was 67.5% and cycle II was 93.75%. Meanwhile, student learning outcomes in the mathematics subject material flat shapes after implementing the picture and picture model increased with the average score in cycle I being 65% and cycle II being 85%.

Nurus Sa’adah; Hana SilmaHadana; Titis Ardyasti; Asep Purwo Yudi Utomo; Eva Wulandari +2 more

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

 Cross-age stories or also known as hikayat story texts have their own uniqueness when compared to other types of texts. The uniqueness of the hikayat story text is in the presentation of the language in the story that uses archaic language, the contents of the story, and the plot used in the story. These uniqueness certainly requires an effective strategy in the learning process. After the Covid-19 pandemic has changed many aspects of human life, one of the aspects that has an impact is the field of education. In the field of education that is very influential is an educator or teacher. A teacher is required to always update and actualize the times and technology in relation to the learning process. Teachers must find alternative solutions to various problems for the smoothness and achievement of learning. One alternative solution to this problem is the implementation of Google Classroom media with a hybrid learning system. The hybrid teaching and learning process can use the help of electronic technology, one of which is Google Classroom. The method used is descriptive qualitative. The purpose of this article is to describe the implementation of Google Classroom in teaching story texts for class X-5 at SMA N 11 Semarang. The results obtained from this article are that the implementation of Google classroom in learning story texts for class X-5 at SMA N 11 Semarang runs well and smoothly and can improve student learning outcomes.   Keywords: technology, media google classroom, hikayat story text

Nurus Sa’adah; Hana SilmaHadana; Titis Ardyasti; Asep Purwo Yudi Utomo; Eva Wulandari +2 more

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

 Cross-age stories or also known as hikayat story texts have their own uniqueness when compared to other types of texts. The uniqueness of the hikayat story text is in the presentation of the language in the story that uses archaic language, the contents of the story, and the plot used in the story. These uniqueness certainly requires an effective strategy in the learning process. After the Covid-19 pandemic has changed many aspects of human life, one of the aspects that has an impact is the field of education. In the field of education that is very influential is an educator or teacher. A teacher is required to always update and actualize the times and technology in relation to the learning process. Teachers must find alternative solutions to various problems for the smoothness and achievement of learning. One alternative solution to this problem is the implementation of Google Classroom media with a hybrid learning system. The hybrid teaching and learning process can use the help of electronic technology, one of which is Google Classroom. The method used is descriptive qualitative. The purpose of this article is to describe the implementation of Google Classroom in teaching story texts for class X-5 at SMA N 11 Semarang. The results obtained from this article are that the implementation of Google classroom in learning story texts for class X-5 at SMA N 11 Semarang runs well and smoothly and can improve student learning outcomes.   Keywords: technology, media google classroom, hikayat story text

Shelvia Amanda; Syahira Nabila Zulkim; Adrias Adrias; Nur Azmi Alwi

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

This study aims to see the development of student learning outcomes using Wordwall-based science and technology learning media in grade IV SDN 01 Muara Panas, Solok Regency. This type of research uses a qualitative descriptive research method. Qualitative descriptive research is a series of activities carried out to obtain data that is as it is in accordance with the data in the field. The stages of data collection in this study are observation and interviews. The data collection analysis technique is to provide media, present data, and receive conclusions. The results of the study used Wordwall teaching media in improving the learning outcomes of grade IV students of SDN 01 Muara Panas, Solok Regency. Researchers use Wordwall media because this teaching media can be accessed easily and free of charge by teachers. Wordwall media also presents a variety of diverse alternative media such as Open the Box, True or False, Random Wheel, Missing Word, Find the Match, and many other types. With the presentation of various alternative media, educators can be creative in presenting fun teaching media for students. Fun teaching media will make students more active in participating in learning.

Shelvia Amanda; Syahira Nabila Zulkim; Adrias Adrias; Nur Azmi Alwi

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

This study aims to see the development of student learning outcomes using Wordwall-based science and technology learning media in grade IV SDN 01 Muara Panas, Solok Regency. This type of research uses a qualitative descriptive research method. Qualitative descriptive research is a series of activities carried out to obtain data that is as it is in accordance with the data in the field. The stages of data collection in this study are observation and interviews. The data collection analysis technique is to provide media, present data, and receive conclusions. The results of the study used Wordwall teaching media in improving the learning outcomes of grade IV students of SDN 01 Muara Panas, Solok Regency. Researchers use Wordwall media because this teaching media can be accessed easily and free of charge by teachers. Wordwall media also presents a variety of diverse alternative media such as Open the Box, True or False, Random Wheel, Missing Word, Find the Match, and many other types. With the presentation of various alternative media, educators can be creative in presenting fun teaching media for students. Fun teaching media will make students more active in participating in learning.