Publication Search

73,319 articles from 707 journals · 2,111 citations tracked

Showing 301-320 of 499

Analytics

Asmidar Dhalimunthe; Nur Wahyuni

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2025 Asosiasi Periset Bahasa Sastra Indonesia

Early reading ability is a basic skill that is important to be mastered by early grade students as a foundation for learning at a higher level. However, based on observations in class 1B of SD Negeri 104202 Bandar Setia Village, it was found that many students had difficulty in early reading, such as recognizing letters, combining letters into words, and understanding the meaning of simple words. This study aims to improve students' early reading ability through the use of picture media. This study uses the Classroom Action Research (CAR) method which is carried out in two cycles. Each cycle consists of the stages of planning, implementation, observation, and reflection. The subjects of this study were 29 students of class 1B of SD Negeri 104202 Bandar Setia Village. This study was conducted at SD Negeri 104202 Bandar Setia Village on Jl. Terusan Dusun V, Bandar Khalifah, Kec. Percut Sei Tuan, Deli Serdang Regency. Data were collected through observation, reading ability test results, and documentation. The results showed that the use of picture media significantly improved students' early reading ability. The improvement is seen from the results of the reading ability test, active student participation during learning, and increased student interest in learning. This can be seen from the results of the assessment carried out starting from the pre-cycle, cycle 1 and cycle 2. The use of visual media to improve Indonesian literacy in elementary schools can improve achievement, ability, and improve student learning outcomes at SD Negeri 104202 Bandar Setia Village. In addition, image media helps students understand the material more easily in a fun and interesting way. The conclusion of this study is that image media is effective as a learning aid to improve early reading skills in early grades. It is hoped that teachers can continue to develop visual-based learning media to create a more interesting and interactive learning atmosphere.

Fitri Harabiyah Gultom; Nabilah Azrilia Marpaung; Fathiyah Rahma Hamali Zega; Riana Riana

Student Scientific Creativity Journal 2025 Pusat Riset dan Inovasi Nasional

This study aims to determine the effect of the application of multiplication board media in mathematics learning on students' understanding of multiplication concepts in grade IV of elementary school. This study uses a qualitative approach with a descriptive method conducted in several elementary schools. Data were collected through observation, interviews with teachers and students, and documentation of learning activities. The results of the study indicate that the use of multiplication board media can improve students' understanding of multiplication concepts. Students who initially had difficulty memorizing multiplication tables showed significant progress after using this media, as seen from their ability to work on multiplication problems faster and more accurately. In addition, the use of this media also increased student involvement and motivation in learning. Teachers reported that the multiplication board media made it easier for them to explain multiplication concepts in a more concrete and visual way, and increased student participation in class. Based on these results, it can be concluded that the application of multiplication board media in mathematics learning can be an effective alternative to improve students' understanding of multiplication material. This media not only makes mathematics learning more interesting, but also strengthens the basic concepts of mathematics taught in elementary school.

Arisma Salwa Hilmana; Muhaiminah Jalal

Jurnal Pendidikan, Bahasa dan Budaya 2025 Pusat Riset dan Inovasi Nasional

This research is Class Action Research (PTK), set at State Elementary School 125/IX Simpang Selat. The objects of this research were class III students at State Elementary School 125/IX Simpang Selat, and the aim of this research was to apply educational picture story book media to the learning of Natural and Social Sciences (IPAS), animal life cycle material. This research was carried out in two cycles and four stages, including: (1) planning, (2) implementation, (3) observation, (4) reflection. Data was obtained through observation, interviews and documentation. Using qualitative and quantitative data analysis. The results of the research show that the application of educational picture storybook media can increase students' learning motivation in the learning process. Increased learning motivation can be measured from assessments in Cycle I and Cycle II. The student learning motivation score in cycle I was 52% in the high category, and the student learning motivation score in cycle II was 82% in the very high category. Therefore, the research results at State Elementary School 125/IX Simpang Selat have been well realized.

Dewi Indriany; Karimatus Saidah; Muhamad Basori

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2025 Pusat Riset dan Inovasi Nasional

This study is based on the results of observations made at SDN Lirboyo 1 Kediri City, teachers in delivering material, especially the Solar System, only use the lecture method and student books. Many students have difficulty in explaining and mentioning the constituent members of the Solar System. student difficulties are seen when students are asked questions only silent, and the value at the end of learning is far from the Minimum Completeness Criteria (KKM). The formulation of the problem developed is how the process, practical validity and effectiveness of pop up book media on solar system material for grade VI elementary school students in its use as media during learning. This research uses the Research and Development (R&D) research method with the ADDIE model (Analyze, Design, Develop, Implementation, and Evaluation). The subjects of this study were teachers and students of grade VI SDN Lirboyo 1 Kediri City. There are two instruments used in this study, namely using questionnaires and tests. Questionnaires are used to determine the validity and practicality of pop up book media, while tests are used to determine the effectiveness of pop up book media. The results of the pop up book media development research are as follows: (1) The results of the pop-up book media validity trial were carried out by media experts and material experts and received a percentage of 90% very valid or can be used without revision. (2) The results of the pop-up book media practicality trial in the limited trial were carried out by teachers by 92% and from students by 95%, then the results of the pop-up book media practicality in the broad trial were carried out by students by 93.5%. The percentage of scores from teachers and student responses is in the range of 81.00% - 100.00% which can be categorised as very interesting/valid. (3) The results of the effectiveness of pop-up book media obtained from the results of pretest and post test scores and getting a percentage of 81.65% are in the vulnerable range of 81.00% - 100.00% declared very effective can be used without improvement.

Husnaini Rahmi Arrumi

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2025 STIKes Ibnu Sina Ajibarang

This study explores the reinforcement of monotheism (tauhid) education through interactive digital content for fifth-grade students at SDIT Insan Kamil in the social media era. Using a qualitative case study approach, data were collected via classroom observations, interviews with Islamic education teachers, and analysis of digital learning materials. Findings indicate that interactive digital content, including videos, animations, and educational games, enhanced students' understanding of tauhid, increased engagement, and facilitated self-directed learning beyond school hours. Students demonstrated improved participation in discussions and greater confidence in expressing religious inquiries. However, challenges such as unequal access to technology among students were identified. Recommendations include developing tailored digital content aligned with tauhid principles, providing teacher training in technology integration, and addressing technological disparities through collaborative school-parent efforts. This study highlights the potential of digital tools to make Islamic education more relevant and engaging for digitally immersed students, emphasizing balanced collaboration between technology and teacher guidance.  

Rida Oktarina; Nova Alia; Tesha Caroline; Cindy Hedi Wardana; Palupi Indah Sari

Jurnal Nusantara Berbakti 2025 Universitas Kristen Indonesia Toraja

The creative workshop on designing school bulletin boards is a community service activity aimed at enhancing the collaboration and creativity skills of students at SD 168 in Sinar Bhakti Village. The main issue identified is the lack of effective learning media to stimulate teamwork and creativity among students. This program was designed to train students in designing school bulletin boards as a medium for expression and interactive learning. The activity was carried out in several stages: initial observation to identify students' needs, theoretical training on the basic concepts of bulletin board creation, hands-on group practice to produce projects, and evaluation of the final results and students’ teamwork processes. The results showed that students not only improved their collaboration skills but also successfully created bulletin boards that were attractive and relevant to the given themes. Furthermore, the program increased students' confidence in presenting their work in public. The positive impact of this activity is reflected in the heightened enthusiasm of students for project-based learning activities. Thus, this program makes a significant contribution to the sustainable development of collaboration and creativity potential among students at SD 168 in Sinar Bhakti Village.

Darwan Darwan; Elpisah Elpisah; Saripuddin Saripuddin

International Journal of Educational Evaluation and Policy Analysis 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to analyze the influence of social media on student learning achievement and extracurricular participation among fifth and sixth-grade students in Tondong Tallasa Sub-district, Pangkep Regency. A total of 64 students from three elementary schools were involved as research participants. A quantitative approach with a descriptive method was employed. Data were collected through interviews, observations, and questionnaires, then analyzed using the path analysis method to assess causal relationships between variables. The findings reveal that responsible use of social media significantly enhances student achievement and promotes active involvement in extracurricular activities. Future research could explore the impact of social media across broader demographic groups and investigate its long-term effects on student academic and personal development.

Diva Amilia Ramadhani; Nurul Oktavia Ramadani; Nabila Fitri Angelika Ika; Putra Viratama

Populer: Jurnal Penelitian Mahasiswa 2025 Universitas Maritim AMNI Semarang

The purpose of this research is to evaluate the effectiveness of using the Quiz application as an interactive learning medium to enhance cooperation, creativity, and critical thinking skills among fourth-grade elementary school students (SD/MI). The Classroom Action Research (CAR) method was employed to analyze the impact of digital quiz-based learning on students. The study was conducted over two cycles, which included planning, action, observation, and reflection. The results indicated that the use of the Quiz application could improve student cooperation through interaction and group collaboration, foster creativity through innovative problem-solving, and enhance critical thinking skills through analysis and evaluation of issues. Improvement was reflected in the average achievement scores for indicators of cooperation, creativity, and critical thinking, which reached 85%, 82%, and 80% respectively in the second cycle. This research concludes that the Quiz application, as an interactive learning medium, can create a dynamic, enjoyable, and meaningful learning atmosphere, and is relevant to the needs of today's digital generation.

Imas Susilawati; Neng Lies Susilawaty; Elis Hasanah; Siti Ade Amiati; Rosyidatul Munawaroh +1 more

This research aims to develop a fun learning model based on interactive wordwall games on informative text reading material in class V of Bangbayang 2 Elementary School, Cianjur Regency. This type of research is development research (R&D) with the ADDIE model which consists of five steps: analysis, design, development, implementation and evaluation. The designed media is then validated by the validator using a validation sheet in the form of a questionnaire. Product validation consists of material and media experts. To practice product quality, this is done by filling out teacher and student response questionnaires. Then, the effectiveness test is carried out by giving evaluation questions to students. The results of media research obtained a validity level of 86% from the material aspect in the very valid category, 80% from the media aspect in the valid category. Thus, it can be concluded that the learning media in the form of interactive wordwall media using a fun learning model in Indonesian language learning in class V elementary school is declared practical, effective, and suitable for use in learning.

Diyah Andini Kusumastuti; Umi Mahmudah

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The era of digitalization has a significant impact on various aspects of life, including education. However, the existence of traditional games is increasingly eliminated due to technological developments. This study examines the implementation of the traditional game of ball ball as an interactive learning medium of the earth's gravitational force for elementary / middle school students. Using  the Systematic Literature Review (SLR) method, this study identifies the benefits of the game of ball ball in improving students' understanding, motivation, and learning outcomes through a fun and interactive approach. The results of the study show that the ball game is able to integrate the concept of the earth's gravitational force in a simple but effective way. The game also facilitates the development of students' cognitive, psychomotor, affective, social, and spiritual aspects. The use of the game of ball in learning not only increases students' interest but also creates an inclusive and collaborative learning environment. The conclusion of this study confirms that the traditional game of bekel ball is an innovative and relevant learning medium in teaching physics concepts, especially the earth's gravitational force. The practical implications can be used as a guideline for educators to develop learning strategies based on local wisdom that support in-depth conceptual understanding. Further research is recommended to explore the potential of other traditional games in the learning of complex science concepts.

Sunanih Sunanih; Anita Dewi A; Alya Aditya; Nurul Fadhillah A; Rini Putri R +8 more

Interest is a sense of interest in something, while learning is the process of producing knowledge, skills and behavior. therefore, interest in learning is an interest in the learning process. This research focuses on the low interest in seeking knowledge by students in Indonesian language learning at level 5 of public elementary school 3 cintabodas, culamega sub-district. This research serves to identify things that make the lack of interest in participating in Indonesian language learning and its influence on the skills of students in capturing and applying to Indonesian language learning. the results of the study indicate that the lack of interest of students in participating in Indonesian language learning is due to the views of students who think that Indonesian language learning is easy and monotonous learning methods in order to develop Indonesian language learning, teachers are advised to apply creative learning methods with varied media. this analysis uses a descriptive qualitative approach with information obtained through question and answer results and evidence and involves educators as the main source.

Avika Septiana Hapsari; Yeni Nuraeni; Syahnia Maulida Fitria; Virna Dhia Ulhaq; Rizkia Putri Awalina

Education is an essential component in an individual’s life which plays a role in providing self-development, determining the future, and forming national identity. In the educational process, reading skills are an important aspect because reading is the key to gaining knowledge. A high interest in reading will encourage students to learn independently and broaden their horizons. However, interest in reading is often influenced by internal factors such as understanding the benefits of reading, and external factors such as the social environment and the availability of learning media.  Games Book-based learning media is one solution to increase students’ reading interest. This media combines game elements with learning, creating an interactive and fun learning atmosphere. Games Books are also able to stimulate creativity, increase learning motivation, and support collaborative learning. In its implementation, this media is designed to attract students’ attention with educational games such as mazes, puzzles, puzzles and other games. As a result, the use of this media has proven to be effective in increasing students’ reading interest. This research aims to explore the potential of using Games Books in increasing students’ reading interest, especially at the elementary school level. With a creative educational approach, it is hoped that this media can make a positive contribution to the learning process, support the achievement of educational goals, and create meaningful learning experiences.  

Despryanto Despryanto

The Professional Strengthening Program for Teachers (P2K) implemented at SD Muhammadiyah 2 Maros aims to improve students' teaching skills through a practical approach. This classroom action research (CAR) focuses on the application of the STAD (Student Teams Achievement Divisions) cooperative learning model to improve the early reading skills of grade I students. The learning process is carried out in two cycles that include planning, implementing actions, observation, and reflection. The results of the study indicate that the use of letter card media is effective in increasing active student participation, learning interest, and student learning outcomes, as indicated by an increase in the average score from the first cycle to the second cycle. This study emphasizes the importance of innovation in learning strategies, especially through the use of simple interactive media, to overcome the challenges of student heterogeneity at the elementary school level.

Yeni Nuraeni; Serawati Serawati; Siti Alya Solihats; Fathiya Rachma Kamilla; Lutfinurul Karomah +1 more

This study aims to analyze the role of technology-based learning media in increasing the reading interest of elementary school (SD) students in the digital era. Using a qualitative approach, data was collected through in-depth interviews, observations, and document analysis in several schools that have implemented technology in the learning process. So that data collection techniques are obtained from the results of observations, interviews, and literature studies. The results showed that the use of media such as e-books, educational apps, and interactive videos significantly increased students' interest in reading, with students showing higher enthusiasm for the reading material presented interactively. In addition, support from teachers and parents is very important in creating a conducive learning environment. These findings confirm that the integration of technology in learning not only makes the learning process more interesting, but also contributes to the improvement of literacy elementary school students. This research is expected to provide insight for educators and policymakers in designing more effective learning strategies.  

Junika Indar Sawitri; Tria Novita Br Karo Sekali; Cahaya Mutiara Br Barus; Rahma Adinda Sahara; Vierca Cantika Budi

POTENSI : Jurnal Pengabdian Kepada Masyarakat 2025 Fakultas Ekonomi dan Bisnis UNDARIS

The use of interactive learning media is an innovative solution to improve the quality of learning, especially in the digital era. This study uses a qualitative method with a case study approach that focuses on elementary school students. The results of the study show that interactive learning media can improve students' understanding of the material, learning motivation, and active involvement in the learning process. With the integration of technology, such as the use of infocus and educational videos, students can learn in a more dynamic and interesting way. In addition, interactive learning also helps develop students' social skills and critical thinking skills. However, the implementation of this method faces challenges in the form of limited technological infrastructure, so additional support is needed for optimization.

Anggun Siska Pratiwi; Nelly Ainun Muna; Muhammad Sadam Husein; Muhammad Nofan Zulfahmi

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study examines the application of mini-game-based pocket books as a learning medium to improve elementary school (SD) students' mathematics learning outcomes. The background of this study is based on the challenges faced by students in understanding mathematical concepts effectively, so an innovative and fun approach is needed. Mini-game pocket books offer an interactive and motivating learning method, combining educational games with academic concepts. This study uses the systematic literature review (SLR) method by analyzing scientific articles published in the last five years from national journals and books. The analysis process is carried out descriptively to identify research patterns, the effectiveness of learning media, and their impact on student learning outcomes. The results of the study are expected to show that mini-game pocket books are able to improve students' conceptual understanding, learning motivation, and critical thinking skills. These findings also provide insight for teachers and researchers in developing more effective and interesting learning strategies at the elementary school level.

Addurun Nafis Firdaus; Alim Amin Fathan; Cresna Shafa Saiddina; Siti Zalfa Pratiwi; Yazid Fadhilah

The 21st century is characterized by globalization and technological advances that require students to have critical thinking abilities as part of 21st century skills, such as digital literacy, creative thinking, effective communication, and high productivity. These abilities are important to help students solve problems logically and effectively. For this reason, educators need to create relevant learning scenarios, one of which is through the project-based learning (PjBL) model (Hartini 2017), which is centered on solving problem-based projects. However, students' critical thinking skills in science learning in elementary schools are still not optimal due to the lack of appropriate learning media. This research uses a literature review method using a qualitative approach, explaining that various kinds of digital media inventions, such as educational games, videos, YouTube, PowerPoint, AR/VR, & educational implementation (Ruang Guru, Quipper School, Kelas Pintar), can be effective in improving students' critical thinking skills in science learning.

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

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

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

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

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

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

Khusnul Fatonah; Ahmad Muzaki

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to optimize the use of interactive flipbooks as a literacy learning media in elementary schools. Interactive flipbook media offers an innovative approach in the learning process, combining engaging visualization, interactivity, and digital accessibility that meets the needs of 21st-century students. The method used in this research is a literature review involving the collection, analysis, and synthesis of various literature related to the use of interactive flipbooks in the context of primary education. The results indicate that interactive flipbooks can enhance reading interest, literacy skills, and student comprehension through a combination of text, images, audio, and animation. This media also allows students to learn independently and collaboratively by utilizing interactive features. In addition, interactive flipbooks have proven effective in supporting thematic and integrative learning, which is often implemented in elementary schools. This study recommends the development of curriculum-based interactive flipbooks, teacher training in their use, and the integration of this media into teaching strategies. With proper optimization, interactive flipbooks can become an innovative solution to improve the literacy quality of elementary school students.