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Tofan Rinaldi; Muhammad Alfi Syahrin

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study examines the predictive influence of religious habituation and teacher role modeling on students’ emotional intelligence in an Islamic elementary school context. A quantitative approach with an ex post facto design was employed, involving 78 students selected through total sampling. Data were collected using Likert-scale questionnaires and analyzed using multiple linear regression. The findings indicate that religious habituation has a positive and significant effect on students’ emotional intelligence, while teacher role modeling demonstrates a relatively stronger contribution. Simultaneously, both variables significantly predict emotional intelligence, explaining 74.9% of its variance. These results suggest that students’ socio-emotional development is shaped by the integration of structured religious practices and pedagogical modeling within the school environment. The study contributes to the ecological-religious perspective on character education by emphasizing the importance of consistent spiritual habituation and teachers’ personal competence in fostering emotional regulation and social skills. Practically, Islamic elementary schools are encouraged to strengthen religious culture programs and support teachers’ emotional and moral development to enhance students’ emotional intelligence.

Devi Siling; Nobertin Derita Marimbun; Sarce La bi

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Truancy among high school students continues to be a serious concern that has negative effects on both academic outcomes and social development. This study seeks to analyze the application of reality therapy as an intervention to minimize truancy behavior. The research utilizes a literature review approach by evaluating six relevant scholarly articles published over the past decade. The findings suggest that truancy is caused by a combination of internal factors, such as lack of learning motivation and feelings of boredom, and external factors, including family environment and peer influence. Conventional approaches that rely heavily on punishment and external control are considered less effective in creating lasting behavioral improvements. On the other hand, reality therapy emphasizes personal responsibility, present actions, and self-assessment, allowing students to better understand their behavior and make more positive decisions. The results demonstrate that this approach enhances students’ self-awareness, responsibility, and decision-making abilities. Therefore, reality therapy can be regarded as an effective alternative counseling method to address truancy behavior in schools and to support long-term behavioral change.

Muna Maimunah Salsabila; Prasetyo, Budi

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Sexual behavior among adolescents is a reproductive health issue that can lead to various consequences, such as unplanned pregnancy, sexually transmitted infections, and the risk of dropping out of school. Technological developments and easy access to digital media also influence how adolescents obtain information and shape their attitudes and behaviors. Therefore, innovative, engaging educational media that align with the characteristics of younger generations are needed; one example is the use of animated videos. This community service activity aims to increase students' knowledge about sexual behavior through animated videos. The activity was held on May 6, 2024, at SMA Negeri 5 Surakarta, with 51 students in attendance. The methods used included interactive lectures, screenings of 3-minute 4-second animated videos, discussion sessions, and evaluations through pre- and post-tests. The evaluation results showed an increase in students' knowledge with an average score of 2.84 points. Thus, animated videos have proven effective in increasing adolescents' knowledge about sexual behavior and have the potential to be an engaging and educational health promotion medium.

Lisa Aprisilia Mauru; Harol Reflie Lumapow; Deysti Trifena Tarusu

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to improve student learning outcomes in Natural and Social Sciences (IPAS), specifically on the topic of changes in the state of matter, by implementing the Project Based Learning (PjBL) model in Grade IV of SD GP Berea Tondano. The research followed a cyclical procedure consisting of planning, implementation, observation, and reflection. This study employed a classroom action research design and was conducted during the odd semester of the 2025/2026 academic year. Data were collected through observation, testing, and documentation techniques, with 15 fourth-grade students serving as the research subjects. The findings revealed significant improvements across teacher activity, student activity, and learning completeness. Teacher performance in managing instruction improved notably, with an average observation score of 73 (good) in Cycle I, rising to 93 (excellent) in Cycle II. Student engagement in the learning process likewise increased, from an average of 68.26 (good) in Cycle I to 86.53 (excellent) in Cycle II. Student learning completeness also showed marked progress, with the average score reaching 46.77 (satisfactory) in Cycle I and advancing to 100 (excellent) in Cycle II. These results demonstrate that the implementation of the Project Based Learning (PjBL) model is effective in enhancing both student creativity and learning outcomes on the topic of changes in the state of matter.

Adinda Dwi Cahyani; Ully Arta Silitonga; Risma Anita Puriani

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Digital literacy is an individual's ability to access, understand, evaluate, and use digital information and technology wisely, critically, and responsibly. This skill is crucial for students to use technology safely and avoid various risks in the digital space. The development of digital technology and the increasingly widespread use of social media have provided various conveniences in people's lives, particularly in communication and information access. However, on the other hand, these developments also pose various risks for children and adolescents, one of which is the crime of child grooming in the digital space. Child grooming is a manipulative act perpetrated by adults by building emotional closeness and trust with children for the purpose of sexual exploitation. This study aims to examine the role of digital literacy in raising students' awareness of the dangers of child grooming in the digital era. The method used in this study was a Systematic Literature Review (SLR. The results indicate that low digital literacy among students makes them more vulnerable to various forms of digital crime, including child grooming that occurs through social media and online games. Conversely, strengthening digital literacy through education in schools, the role of guidance and counseling teachers, and parental supervision can increase students' awareness of the risks of digital interactions and protect themselves from potential cybercrimes. Therefore, digital literacy is a crucial effort in preventing child grooming and protecting children in the era of information technology development.

Agwila Abata; Siska Patattan; Juandi Bilolo

Jurnal Budi Pekerti Agama Kristen dan Katolik 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study is motivated by the low level of students’ learning concentration in the classroom, which is reflected in behaviors such as drowsiness, lack of focus, and limited participation during learning activities. These conditions are generally caused by less varied teaching methods and a lack of activities that actively engage students. Therefore, this study aims to examine the use of brain gym–based ice breaking activities to reduce drowsiness and improve students’ concentration. The method employed in this research is a literature review, involving the analysis of various relevant academic sources, including journals, books, and research articles. The findings indicate that integrating ice breaking activities with brain gym techniques has a positive impact on the learning process. This approach is shown to enhance concentration, memory, and students’ readiness to learn. In addition, the simple movements in brain gym can help increase oxygen flow to the brain, making students feel more refreshed and focused. In conclusion, brain gym–based ice breaking can serve as an effective, innovative, and enjoyable instructional strategy to improve the quality of teaching and learning in the classroom.

Dame Enjelina Sigalingging; Indriyani Fransiska Tinambunan; Marianche Ferbina Tarigan; Natalia Susi Susanti Silitonga; Sola Gracia Manik

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study analyzes junior high school students' errors in solving mathematics problems involving integers. This study was conducted through a systematic literature review of 12 related research articles published between 2021 and 2026. The analysis shows that students' errors in integers include contextual, procedural, and technical (calculation) errors. The most common conceptualization errors were found in the understanding of positive and negative signs and the rules for mixed operations. The main causes of errors are a lack of in-depth conceptual understanding, the habit of memorizing without understanding, and a lack of practice using concrete media. Internal factors such as learning motivation and external factors such as learning methods and media also contribute. This study recommends that the mathematics learning process emphasize meaningful conceptual understanding, the use of concrete media, and learning strategies that engage students' mathematical connection skills. Thus, difficulties in learning integers can be minimized sustainably.

Della Dornauli Simanjuntak; Tria Yunita; Risma Anita Puriani

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Academic anxiety is one of the problems commonly experienced by students due to the pressure of assignments, demands for achievement, and concerns about learning outcomes. This article aims to examine the effectiveness of mindfulness-based counseling in reducing students' academic anxiety and to explain the strategic role of guidance counselors in its application in schools. This study uses a literature review method with a literature review approach. Data were obtained from various national journals relevant to the topics of academic anxiety and mindfulness, then analyzed descriptively and qualitatively through a process of collecting, classifying, and synthesizing the results of previous studies. The results of the study show that mindfulness-based counseling is effective in helping students reduce their levels of academic anxiety through conscious breathing exercises, focusing attention, and accepting learning experiences without negative judgment. In addition, guidance counselors play an important role as facilitators, program developers, role models for mindfulness practices, mental health advocates, and liaisons between schools and parents in supporting the success of interventions. By applying the right methods, mindfulness-based counseling can be an effective alternative service in helping students overcome academic anxiety when implemented systematically and continuously  by guidance counselors in schools.

Nadya Anisa Iffa; Ronadia Ronadia; M. Riski Hidayatullah; Syarifuddin Syukur; Rani Oktapiani

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study investigates the implementation of history learning based on Higher Order Thinking Skills (HOTS) in developing students' analytical history skills. This research is motivated by the dominance of conventional teaching focused on lectures that emphasize memorization of facts rather than critical and analytical thinking. The study aims to describe how HOTS-based strategies are implemented in history classes and to analyze their impact on students' analytical skills. This research uses a qualitative descriptive methodology. Data were collected through classroom observations, interviews, and documentation, then analyzed using data reduction, data display, and conclusion drawing techniques. The findings show that before the implementation of HOTS, students' responses were mostly descriptive and limited to recalling factual information. After the implementation of HOTS-based learning through the use of analytical questions, historical case studies, source analysis, and structured group discussions, students showed significant improvement in explaining cause-and-effect relationships, evaluating historical evidence, and building logical arguments. Students became more active in discussions and demonstrated a deeper conceptual understanding than mere memorization. However, several challenges were identified, including students' limited experience in critical thinking, time constraints, and the need for teachers to be better prepared in designing HOTS-oriented learning instruments. Overall, this study concludes that HOTS-based history learning effectively improves students' analytical history skills and shifts the learning orientation from lower-order thinking to higher cognitive engagement. This approach pedagogically contributes to fostering a critical, reflective, and contextual understanding of history that is relevant to the demands of 21st-century education.

Yulyuswarni Yulyuswarni; Isnenia Isnenia

Sevaka : Hasil Kegiatan Layanan Masyarakat 2026 STIKES Columbia Asia Medan

The consumption of snacks among school-aged children has become a serious concern in public health due to the widespread use of hazardous food additives such as formalin, borax, Rhodamine B, and excessive artificial sweeteners. These substances are commonly found in food sold around schools and have the potential to cause metabolic disorders, organ damage, and an increased risk of non-communicable diseases. The low level of knowledge among students, teachers, and canteen managers regarding food safety and balanced nutrition exacerbates this condition. This community service activity aims to increase students' knowledge about healthy snacks and encourage early detection through simple health checks. This program was conducted at SMP/SMA Al-Husna Kemiling, Bandar Lampung, involving 20 students, 4 teachers, and 1 canteen manager. The results of the activity show an increase in knowledge among 95% of participants after the education, based on the posttest results. Most participants experienced an increase in scores of 10–50 points from the pretest. The lecture method supported by teaching aids proved effective in helping students understand the material provided.

Rina Apriana; Putri Sidatillah Umma; Dimas Julian Pratama; Sani Safitri; Rani Oktapiani

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The development of digital technology in the 21st century has significantly influenced educational practices, including the teaching of history in schools. Conventional teaching methods often make history learning less engaging and limit students’ active participation. Therefore, innovative learning models based on digital technology are needed to improve the quality of history education and support the development of 21st-century skills such as critical thinking, creativity, communication, and collaboration. This study aims to examine the role of innovative digital technology-based learning models in history learning to enhance students’ 21st-century skills. The research uses a qualitative approach with a literature study method by analyzing various academic sources such as books, journal articles, and relevant research publications. The findings indicate that the integration of digital technology in innovative learning models can increase students’ engagement, improve their understanding of historical events, and encourage active learning through interactive media and digital resources. Furthermore, the use of digital technology enables students to access diverse historical sources and develop analytical and interpretative abilities. The study implies that the implementation of digital-based innovative learning models in history education can support more meaningful learning and contribute to the development of students’ competencies needed in the digital era.

Imania Laia; Sandra Rosiana Tapilaha

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study discusses the importance of family-focused Christian theology in building children's character in the digital era through the Christian Religious Education (PAK) approach. The transformation of information and communication technology has brought major changes, including in the fields of education and character formation. The digital era provides opportunities to increase knowledge and access to learning, but also raises challenges in the form of weakening moral values, integrity, and relationships within the family. The family as a divine institution has a primary role in teaching Christian values ​​through role models, communication, and direct experience. This study uses a qualitative method with a descriptive-analytical approach, which reviews literature and observations of Christian education practices both in families and schools. The results show that families have an important role in developing children's faith and character, while PAK serves as a link between faith education at home and formal education at school. PAK is considered relevant because it can unite students' cognitive, affective, and conative aspects in facing the influence of digital culture. Overall, family-based Christian theology supported by PAK has great relevance in shaping a young generation with integrity, critical thinking, and character. This approach not only instills knowledge of faith but also prepares students to become responsible and wise leaders in utilizing technology in accordance with Christian values.

Ilham Tri Wahyudhi; Sisfiana Ajeng Anggraeni; Indah Suciani; Hibrul Umam

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Student learning activeness is an important component in achieving effective learning outcomes. However, many classroom learning processes still tend to be teacher-centered, resulting in low student participation. This study aims to analyze the implementation of the Family 100 Quiz Game in improving students' learning activeness in Islamic Religious Education (PAI) learning among eleventh-grade students at SMAN 1 Tambakboyo. This research used a Classroom Action Research (CAR) approach with the Kemmis and McTaggart model consisting of planning, action, observation, and reflection stages. The research was conducted in two cycles involving 38 students. Data were collected through observation sheets, field notes, and documentation. Data analysis was carried out using descriptive quantitative and qualitative techniques by calculating the percentage of student learning activeness. The results showed that the implementation of the Family 100 Quiz Game was able to increase student learning activeness. The average percentage of learning activeness increased from 65% in cycle I to 86% in cycle II. The findings indicate that game-based learning strategies can create a more interactive, collaborative, and enjoyable learning environment. Therefore, the Family 100 Quiz Game can be used as an innovative learning strategy to improve student participation in Islamic Religious Education learning.

Moch Tauviqillah; Andika Budi Setyo Lestari; Supriyo Supriyo

This research was motivated by students' low interest in mathematics, particularly in integer arithmetic operations. The objective of this study was to develop a valid, practical, and effective instructional media based on the 24-game UNO card game for use in learning activities. This research was conducted through research and development (R&D) using the ADDIE development model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects were seventh-grade students at SMPN 9 Pasuruan. Data collection techniques used validation sheets, practicality questionnaires, and learning outcome tests. Data analysis was conducted using descriptive, quantitative, and qualitative methods. The results showed that validation from material experts and media experts achieved an average score of 91.88%, categorized as very valid. Practicality based on teacher and student responses achieved an average score of 91.42%, categorized as very practical. The results of the learning outcome test (posttest) showed an average score of 85, categorized as effective. Thus, the mathematics learning media based on the 24 Game UNO card game is declared valid, practical, and effective for use in the learning process.  

Achmad Maulana Chamdani; Supriyo Supriyo; Ani Afifah

Being able to solve problems is a key part of learning math. Many students still haven't fully understood this skill, especially when it comes to Statistics. This happens because the teaching methods haven't fully supported students in being more involved, and technology isn't being used as effectively as it could be in the lessons. So, this study was done to look at how using the Discovery Learning method along with the Photomath app affects students' ability to solve math problems. The study took place at SMPN 2 Gondangwetan during the 2024/2025 school year. It used a quasi-experimental method with a nonequivalent control group setup. The study included two groups of eighth-grade students, with each group having 30 students. Class VIII-A was the control group, and Class VIII-B was the experimental group. Data was gathered using written exams given before and after the teaching program. The pretests showed that the data followed a normal distribution but had unequal variances, so the Mann–Whitney U test was chosen to check the hypothesis. The analysis found a significance level of 0.003, which is below 0.05, showing there was a true difference between the two groups. The biggest progress was seen in the experimental group, especially in the areas of evaluating and making conclusions, which went up from 3% to 81%. So, it's clear that using the Discovery Learning model along with the Photomath app has a big positive impact on helping students improve their math problem-solving skills.  

Annisa Dwi Diningsih; Neng Sholihat; Defrizal Hamka

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2026 International Forum of Researchers and Lecturers

This study aims to determine the application of a mind-mapping Project-Based Learning (PjBL) model to the human digestive system in improving creative thinking skills and creativity in eighth-grade students at SMP Dakwah Pekanbaru. This study used a quantitative approach with a one-group pretest-posttest pre-experimental design. The subjects consisted of eighth-grade students at SMP Dakwah Pekanbaru. The research instruments included a creative thinking skills test, a product creativity assessment sheet, and learning documentation. Data were analyzed using descriptive statistics, the N-gain test, the Wilcoxon test, and the Spearman correlation test. The results showed an increase in students' creative thinking skills after implementing the mind-mapping-based PjBL model, as indicated by an increase in the average posttest score compared to the pretest and a low to moderate N-gain score. Furthermore, students' product creativity was in the good category and had a significant relationship with their creative thinking skills. Thus, implementing the mind-mapping-based PjBL model is effective in improving students' creative thinking skills and creativity in the human digestive system.

Najamudin Najamudin; Dwi Muliati; Siti Nuraliyah

Hikmah : Jurnal Studi Pendidikan Agama Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The low interest in reading and learning outcomes of students in Indonesia poses a significant challenge in the education sector. The Kampus Mengajar program has emerged as one of the solutions to enhance literacy and the quality of learning in schools. This article aims to analyze the impact of literacy activities initiated through the Kampus Mengajar program on student learning outcomes using a literature review approach. The research uses a qualitative method in the form of a literature review that examines various relevant sources published between 2020 and 2026. The study's findings indicate that structured literacy activities, such as reading for 15 minutes before lessons, have a significant impact on the improvement of students' cognitive, affective, and psychomotor skills. Literacy is not limited to reading and writing skills but also serves as a crucial foundation for developing critical thinking abilities, which are directly correlated with students' academic performance. Therefore, the Kampus Mengajar program can be an important driver to enhance reading interest and the quality of learning, as well as shape a more critical and high-achieving generation in the future.

Siti Nurlailil; Larasati Widoningtyas

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This research was motivated by the relatively low level of student learning activities, indicated by limited participation in asking questions, answering, and expressing opinions during the learning process. In addition, some students showed low concentration and attention to the teacher’s explanations. The learning process was still teacher-centered, which reduced student activeness and affected learning outcomes. To address this problem, teachers need to apply learning methods that encourage student participation while improving learning outcomes. One method that can be applied, particularly in social studies subjects, is the Quiz Team learning method. This study aimed to determine the effect of the Quiz Team learning method assisted by Baambozle media on student activity and learning outcomes in social studies at MTsN 6 Tulungagung. The study used a quantitative approach with a quasi-experimental design, specifically a non-equivalent control group design. Data were collected through questionnaires, tests, and documentation. Questionnaires were used to measure student learning activity, while tests were used to assess learning outcomes. The sample consisted of 32 students in the control class and 32 students in the experimental class selected through purposive sampling. The results showed that the Quiz Team method assisted by Baambozle media significantly affected students’ activity and learning outcomes, indicated by a Sig. (2-tailed) value of 0.000 < 0.05. The findings imply that this method can enhance student activity and consequently improve learning outcomes.

Siswati, Yopi; Kaluge, Laurens; Hariani, Lilik Sri

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2026 LPPM Universitas 17 Agustus 1945 Semarang

This research is motivated by the importance of guiding students in using digital technology in a positive way. The implementation of digital literacy enables students to use digital technology wisely and responsibly. This study aims to explore the importance of digital literacy, the impact of digital technology development on student’s character, the implementation of digital literacy for improving 21st-century skills, and the role of digital literacy for personalizing a generation with strong character, specifically at SMK Budi Mulia Pakisaji. This research is using a qualitative descriptive method, using purposive technique sampling and data triangulation techniques. This study uses an interactive model of data analysis. Data were collected through in-depth interviews, observation, documentation, and open-ended questionnaires. The results show that digital literacy supports the improvement of students’s 21st-century skills, known as the 6Cs: critical thinking, creativity, collaboration, communication, character, and citizenship. Digital literacy is integrated into IPAS (Science, Social, and Environmental Education) learning and implemented through the SMART (Spesific-Measurable-Achievable-Relevant-Time bound) digital concept. The implementation of digital literacy supports the achievement of IPAS learning goals, to make meaningfull learning experience, and students are able to produce a creation in IPAS projects. Students are able to solve problems using digital technology, select useful content, manage their time effectively, and become a lifelong learner. Furthermore, digital literacy supports the students to increase their knowledge, skills, and attitudes aligned with the values of Pancasila.

Rani Novriza Putri; Agusminarti Agusminarti; Hadi Purwanto

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2026 International Forum of Researchers and Lecturers

Learning media is a tool that can be used to help students learn better and more efficiently. The media used in SMP Negeri 23 Pekanbaru is a teacher-centered picture/poster media so that students quickly get bored, and because of the limited media from the school. Most students prefer learning that involves them directly such as the element of games. The learning models used are discovery, PBL, and lecture models, and student learning activities are still lacking or less active in science learning. The purpose of this study is to develop learning media in the form of a cooperative-based snakes and ladders game with the Teams Games Tournament (TGT) type which aims to train student learning activities. The research method used is Research and Development (R&D) by implementing the ADDIE model which consists of five stages, namely Analyze, Design, Development, Implement, and Evaluation. Based on the validation results obtained, media experts were 94% with very feasible criteria, material experts were 92% with very feasible criteria, teachers gave a practicality assessment of 95% with very practical criteria, and students' responses were 85% with very interested criteria. This shows that the snakes and ladders media based on Teams Games Tournament (TGT) is very reasonable, very practical to use, and very interesting for students during the learning process. The results of observations on all student learning activities showed that 79% got a good interpretation.