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Putranto Anugrah; Heru Sulistyo

International Journal of Management Science and Entrepreneurship 2025 International Forum of Researchers and Lecturers

Because it affects teaching quality, teacher performance, and eventually the overall quality of education, teacher job satisfaction in schools is very important.  Teachers that are happy tend to be more driven, effective, and capable of fostering a supportive learning environment for their pupils.  The purpose of this research is to partly and concurrently examine the effects of competence, career growth, and normative commitment on elementary school teachers' work satisfaction in the Ayodya cluster in the Banyumanik district of Semarang City.  Using a saturation sampling strategy, the study's sample consisted of all 88 instructors in the Ayodya cluster.  A survey-based quantitative research methodology was used.  A questionnaire with a Likert scale of 1–5 was used to gather the data.  Using SPSS 23, data analysis methods included multiple regression, t-tests, F-tests, and classical assumptions.  According to the study's findings, work satisfaction is highly influenced by competence, career advancement, and normative commitment, in that order.  At the same time, primary school teachers' work satisfaction in Banyumanik, Semarang City's Ayodya cluster is greatly influenced by career growth, competence, and normative commitment.

Khoiru Rifai; Aditya Pringga Satria

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This research aims to develop an electronic student worksheet (E-LKPD) based on Liveworksheet, integrated with Quizwhizzer, for teaching economic activities in elementary school. The background of this study stems from the limited variation in learning activities and the underutilization of digital technology in the learning process at schools. To address these problems, the study seeks to produce innovative, interactive, and easily accessible learning media that can support student engagement and improve learning outcomes. The development process follows the ADDIE model, consisting of five stages: Analyze, Design, Development, Implementation, and Evaluation. In the analysis stage, the needs of students and teachers were identified. The design and development stages involved creating E-LKPD content integrated with Liveworksheet and interactive quizzes using Quizwhizzer. The implementation was carried out through classroom trials, followed by evaluation to assess the effectiveness and feasibility of the product. Data collection was conducted through expert validation (media, material, and language experts) and questionnaire responses from both teachers and students. The validation results indicated that the E-LKPD developed is of excellent quality, with a score of 90% from media experts, 98% from material experts, and 96% from linguists. The student trial also produced highly positive results, with a feasibility score of 83%, reflecting strong student enthusiasm and acceptance of the media. Teachers also responded positively to the practicality and clarity of the content. Based on these results, it can be concluded that the Liveworksheet-based E-LKPD integrated with Quizwhizzer is highly feasible and effective for use in teaching economic activities at SD Negeri 7 Kampungdalem. This learning media is expected to increase students' interest, motivation, and active participation, while also optimizing the role of technology in supporting a more engaging and meaningful learning experience in the classroom.

Alya Dwi Nurhafizah; Susilowati Susilowati

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study examines the relationship between material mastery and draping practice outcomes among students in the Family Welfare Vocational Education (PVKK) Fashion Design Study Program at PGRI Adi Buana University, Surabaya. Draping, as a technique for making patterns directly on a mannequin or the human body, is an important course in fashion design synchronization. This technique allows students to develop creativity, understand the proportions, shapes, and volumes of fabric, and produce unique works that suit the curves of the body. This study used a quantitative approach by collecting data from 60 student respondents from the 2021 and 2022 intakes through questionnaires and documentation. The variables studied were draping material mastery (independent variable) and draping practice outcomes (dependent variable). The analysis results showed a significant and positive relationship between material mastery and draping practice outcomes. The better the material mastery, the better the students' draping practice outcomes. This emphasizes that a strong theoretical understanding is an important foundation for practical skills, and learning theory and practice must be balanced to optimally improve the quality of student work. These findings have important implications for curriculum development and learning methods in the PVKK Fashion Design Study Program. To support the achievement of optimal practical results, teaching strategies are needed that integrate theory and practice in a more interactive and applicable way. For example, the use of video tutorial-based learning media, digital draping simulations, or project-based learning can strengthen students' understanding while improving their technical skills. Furthermore, increasing the intensity of practice with direct feedback from lecturers has also proven effective in accelerating technical mastery. With a holistic and adaptive learning approach, vocational education institutions can produce graduates who are not only technically competent but also competent.

Maria Enjelica Colorosa; Reinaldis Masi; Maria Fatima Bongi Beribe

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Digital transformation in education demands a fundamental shift in the role of teachers from traditional instructors to modern learning facilitators who are adaptive, creative, innovative, and responsive to the latest technological developments. This research aims to explore in depth the multidimensional role of economics teachers in optimizing visual learning media to increase students' interest in learning in the digital era, especially at SMAN 1 Lewolema in the 2024/2025 academic year. Using a descriptive qualitative approach, this study involved one economics teacher and 23 students of class X through observation, interviews, and comprehensive documentation. The results show that teachers play the role of innovative learning designers, interactive facilitators who encourage active participation, motivators who arouse the spirit of learning, and innovators who make effective use of visual media. The integration of visual learning media is carried out with a contextual and interactive approach, so that it is able to transform the student learning experience holistically. The positive impacts identified include an increase in the affective dimension through a sense of pleasure, a cognitive dimension through a better understanding of the material, and a conative dimension through increased focus, interest, and motivation of students to learn. However, the implementation of the use of visual learning media cannot be separated from various challenges. Obstacles that arise include the limitations of technology infrastructure in schools, the gap in teachers' digital competencies, and the diversity of students' psychological characteristics that affect acceptance of new methods. This research makes a theoretical contribution to understanding the dynamics of educational technology integration in Indonesia, as well as offering a practical blueprint for schools with limited resources.

Fennyndia Aqiilah Jauzaa; Diana Evawati

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This research is motivated by the lack of interesting learning media that can motivate and facilitate students in understanding fashion design material. The purpose of this research is to develop Pop-Up Book Fashion media as an innovative and interactive learning tool and to determine the feasibility of Pop-Up Book Fashion media on the material of custom skirts. The research method used is development research with a 4D model with stages consisting of 4 main stages, namely: (1) Define (Definition) (2) Design (Planning); (3) Develop (Development); (4) Disseminate (Dissemination). Assessment of product feasibility results is carried out by validation to 1 validator, namely a media expert. There is 1 more validator, namely the validator of the student response questionnaire instrument. Based on the value of the validator regarding the results of the product feasibility, the average score from the media expert is 91% (very feasible). Trials on 18 class X students of SMK Negeri 6 Surabaya showed an interest level of 91.11% (very interesting). So it can be concluded that the Pop up book Fashion media is proven to be effective and interesting to use as a learning medium. This media is recommended as an innovative alternative to improve student learning outcomes, particularly in fashion design. In addition to enhancing students' understanding of fashion design materials, the use of Pop-Up Book Fashion media also provides a stronger visual and kinesthetic learning experience. Through direct interaction with media that can be touched and moved, students can imagine the final form of clothing more realistically, especially for the custom skirt material that requires visualization of models and construction. This media not only helps with cognitive aspects but also facilitates students' emotional engagement in the learning process. This is in line with the thematic learning approach that emphasizes the importance of multisensory engagement in increasing retention and learning interest.

Fatimah Azzahra Dalimunthe; Tri Indah Kusumawati; Budiman Budiman

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

This study was motivated by the low interest and skills of seventh-grade students at Darul Ulum Budi Agung Private Islamic Junior High School, which was caused by the use of uninteresting teaching methods and the lack of innovative learning media during classroom activities. This study aimed to develop animated video learning media for seventh-grade students' descriptive text material. The research methodology uses research and development with the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The population in this study was seventh-grade students at MTs Swasta Darul Ulum Budi Agung, with a sample size of 30 students from class VII-1 and 30 students from class VII-5. Data collection was conducted through observation, interviews, validation tests, questionnaires, and documentation, then analyzed using SPSS V.26 software with normality tests, homogeneity tests, and t-tests to obtain valid and accurate results. The research results indicate that the developed animated video was deemed highly suitable by media experts (90%), language experts (84%), and subject matter experts (86%). The practicality of the animated video also received highly practical results, with 94% of teachers, 58% of control class students, and 92% of experimental class students responding positively. Additionally, the effectiveness of the animated video showed an improvement in students' writing skills, with an average of 67.66 for the control class and 84.83 for the experimental class in the effective category. This study demonstrates that animated videos can serve as an alternative teaching material that supports the learning process and leads to significant improvements in learning outcomes.

Ummi Aisyatus Salehah Ahlul Jannah; Mutiatul Hasanah; Imelyatun Namilah; M. Riqi Firmansyah; Ismail Makki

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The lack of interest of young children in learning numbers is a common challenge in kindergarten learning activities. Children tend to be passive during the mathematics learning process because the approach used is not appropriate to their age developmental characteristics, which prefer play, movement, and direct interaction with concrete media. To address this problem, the Community Service Program (KKN) at At-Tien Kindergarten, Sumber Gayam, focused on learning innovation by designing a simple media called the Mathematics Ferris Wheel. This media was designed by combining elements of play and motor activity, making it more engaging for children. The research in this community service activity used a Participatory Action Research (PAR) approach, which actively involved teachers and students in the planning, implementation, and evaluation stages. The media was implemented by children turning the Ferris wheel in turns, then calling out the number indicated along with the numbers before and after. Through this activity, children not only learned to recognize number sequences but also practiced concentration, courage, and communication skills. The implementation results showed that the use of the Mathematics Ferris Wheel was able to significantly improve the understanding of number concepts in early childhood. Furthermore, children's active involvement in learning also increased, demonstrated by their enthusiasm in participating in the game from start to finish. Teachers found this media to be highly beneficial because it is easy to use, flexible, and adaptable to teach other topics such as colors, shapes, and letters. Thus, this KKN activity demonstrates that innovative, participatory learning media can create a fun, contextual, and effective learning environment. Such efforts are a practical solution to improving the quality of learning in early childhood education

Saor Maruli Hasibuan; Endang Mulyani

International Journal of Economics and Management Sciences 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study develops Prezi-based audio-visual learning media aimed at improving motivation and economics learning outcomes for Grade X students at SMA X. The primary issue addressed is the low motivation and achievement among students due to the use of monotonous teaching methods and unengaging media. This research distinguishes itself by integrating Prezi’s Zooming User Interface (ZUI) with economics content, aligning with the independent curriculum and the Pancasila student profile. The study follows the Four-D Research and Development (R&D) model, consisting of Define, Design, Develop, and Disseminate phases. Data were collected through needs analysis, expert validation, and a quasi-experimental pretest-posttest control group design. Two classes, each consisting of 36 students, participated in the study. The learning media developed integrates various components such as text, images, charts, animations, and audio explanations, creating a comprehensive and interactive learning experience. The media was validated and found to be suitable, practical, and flexible for classroom use. The experimental group using the Prezi-based learning media saw a significant improvement in their learning outcomes. The average score of this group increased from 43.472 to 86, showing a substantial gain. In contrast, the control group, which used traditional methods, showed a smaller increase in average score, from 43.056 to 66.389. These results indicate that Prezi-based media is an effective tool for enhancing students' motivation and learning outcomes. It provides an innovative and engaging alternative for teachers, making economics content more dynamic and accessible. The study suggests that integrating such audio-visual tools can play a crucial role in improving the quality of learning, fostering both student engagement and academic achievement.

Yudi Hermansyah; Mahesi Agni Zaus

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design and develop an interactive learning medium based on Augmented Reality (AR) for the subject of Basic Electronics Engineering, particularly on the topic of active and passive electronic components, in order to enhance the understanding and learning motivation of tenth-grade students at SMK Negeri 5 Padang. The development method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of conceptualization, design, material collection, production, testing, and distribution. The final product of this research is an Android application utilizing AR technology to display 3D objects of electronic components, equipped with learning materials, educational videos, interactive evaluations, and a scan marker feature. The results of the development and implementation of this learning medium show that the Android application serves as an interactive medium that supports the learning process through Augmented Reality technology. The application received a score of 93% from the Media Expert, categorized as “Valid,” and 89.3% from the Material Expert, also categorized as “Valid.” Furthermore, the practicality test conducted with students showed an overall score of 93.15%, categorized as “Very Practical.” Based on the design results and validation by the Media Expert and Material Expert, it can be concluded that this interactive learning medium based on Augmented Reality technology is highly feasible for use. Furthermore, the implementation of this application in the learning process shows an increase in student participation and enthusiasm during the learning activities. Students appear more interested in exploring the material through 3D visualizations provided by AR technology, compared to conventional methods. The interactivity offered by the application, such as evaluation features and educational videos, also helps students understand concepts in a deeper and more enjoyable way. This shows that the integration of AR technology in learning media not only improves the effectiveness of the quality of the material.

Hendra Lukito; Mohamad Ikrom Arasid

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Education plays a fundamental role in shaping character, developing personality, and exploring students' potential. Schools should ideally be safe, comfortable, and conducive spaces for student growth and development. However, reality shows that the school environment is still vulnerable to negative behaviors such as bullying and sexual violence. Bullying is understood as aggressive behavior carried out repeatedly with the aim of harming the victim, whether through physical, verbal, social, or online media (cyberbullying). Meanwhile, sexual violence includes various forms of sexual acts without the victim's consent, which have serious impacts on psychological, social, and academic achievement. Sexual violence in schools not only harms the victims physically but also leaves deep psychological scars that may affect their future. To respond to this problem, KKM Group 30 Bina Bangsa University conducted a socialization activity entitled "Stop Bullying and Sexual Violence" at SMAN X, District Y. The main objective of this activity was to provide in-depth understanding, build awareness, and encourage mutual respect in the school environment. The outreach was conducted through several methods, including presentations by resource persons, educational drama performances depicting real-life cases, and interactive question-and-answer sessions involving active student participation. Interactive sessions are essential to engage students and encourage them to express their thoughts openly. The results of the activities demonstrated high student enthusiasm, increased understanding of the forms and impacts of bullying and sexual violence, and a growing awareness to report victims or witnesses. These activities emphasized that prevention is not solely the responsibility of schools but also requires collaboration between students, teachers, parents, and the wider community. This creates a safe, comfortable learning environment free from all forms of violence.

Fitrotus Salamah; Rosa Imani Khan; Ridwan Ridwan

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

This research is motivated by the low speaking ability of children in group A of RA Tarbiyatul Khoiriyah. This problem is caused by the lack of varied learning methods and the use of learning media that have not been able to optimally attract children's attention and interest. In fact, speaking ability is an important aspect in early childhood language development, which plays a role in communication and further learning processes. Therefore, an innovative and interesting approach is needed to encourage children's speaking skills. This research aims to develop children's speaking ability through storytelling activities using Paflaber (Pictured Flannel Board) as an interactive visual aid. This research uses the Classroom Action Research (CAR) approach model Kemmis and Taggart, which is implemented in three cycles. Each cycle consists of planning, implementation, observation, and reflection stages. The subjects in this study were 20 children aged 4–5 years, consisting of 10 boys and 10 girls. The instruments used in the research included open modules, child performance assessment sheets, as well as observation notes and activity documentation. The results showed a significant increase in children's speaking ability in each cycle. Learning completion increased from 30% in the pre-action phase to 40% in cycle I, 60% in cycle II, and 85% in cycle III. The implications of this research result indicate that Paflaber media is very effective in improving the speaking skills of early childhood children. This media not only helps children understand the content of the story through visualization but also stimulates active involvement and verbal interaction. Therefore, Paflaber media is recommended as one of the creative learning strategies that can be implemented by early childhood teachers to develop children's language skills in a fun and meaningful way.

Audrey Fadillah; Rosa Imani Khan; Ridwan Ridwan

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The background of this research highlights the crucial role of vocabulary mastery in children’s language development, which significantly impacts their social interactions and learning processes. This study focuses on developing the Magic Star Box as a learning medium aimed at enhancing the gross motor skills of children aged 4–5 years. The Magic Star Box is an adaptation of stop-motion media, designed to create an engaging and enjoyable learning atmosphere by integrating words and images. The research applies a Research and Development (R&D) method, simplified into four stages: identifying potentials and problems, collecting data, designing the product, and validating the design. Validation from subject matter experts and game design experts indicated that the Magic Star Box is feasible for improving children’s vocabulary. This medium is expected to provide an innovative, engaging, and effective learning solution for young learners

Mayang Serungke; Tri Indah Kusumawati; Budiman Budiman

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The research that has been conducted is entitled "Development of Adventure Comic Media to Improve Fantasy Story Writing Skills of Class VII MTs Negeri 2 Medan", the background of this research is the low writing ability of students, which is caused by difficulties in developing ideas and the use of conventional learning methods. This problem encouraged researchers to develop learning media in the form of comics as an innovative alternative to support more interesting and effective learning. This research uses the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. Data were obtained through questionnaires, interviews, observations, tests, and documentation, and involved a validation process by material experts, media experts, and linguists. Furthermore, trials were conducted on students of class VII-G as an experimental class. The results of the study showed that the developed adventure comic media was classified as very feasible, practical, and effective. The validation results by three experts showed that the media expert gave a score of 95% (after revision), the material expert 98.33%, and the linguist 88%. In addition, user responses to the media were also very positive. Students in class VII-G gave an assessment of 94,52%, while the teacher gave an assessment of 97.14%. All assessment results are included in the very practical category. In terms of effectiveness, pretest and posttest tests were conducted to measure the improvement of students' writing skills. The results of the effectiveness trial were analyzed using the N-Gain value. In class VII-F (control class), the N-Gain score was 48.66%, while in class VII-G (experimental class) it was 68.35% with a fairly effective category. These results indicate that adventure comic media is quite effective in improving students' fantasy story writing skills. Thus, adventure comic media can be used as an alternative learning media that is interesting, easy to understand, and able to increase students' motivation and writing skills, especially in fantasy story text material.

Joko Warsito; Fitria Nur ‘Aini

Kajian Administrasi Publik dan ilmu Komunikasi 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study examines the perceptions of the Pucangadi Village community towards the educational children's program "SiBobo" broadcast by TVRI Central Java. This research uses a descriptive qualitative approach, with data collection techniques through in-depth interviews with fifteen informants selected purposively. Informants consisted of parents, teachers, and local residents who have views regarding the program. The purpose of this study was to explore the extent to which the program "SiBobo" is accepted and has a positive impact on the development of children in the community. The results showed that the program "SiBobo" is considered an entertaining and educational learning medium by the majority of informants. This program successfully conveys moral and social messages relevant to children's lives, such as the values ​​of togetherness, social awareness, and the importance of protecting the environment. This program is also considered able to attract children's attention in a fun way, making them interested in learning while playing. In addition, the content presented in this program can increase children's knowledge about local culture and wisdom, which is expected to increase their love for Indonesian culture. However, despite "SiBobo"'s high educational value, the presence of gadgets and children's preference for digital content, such as YouTube videos and game apps, often divert their attention from public television. Children are more interested in shows they can access anytime through their devices. This suggests that while television shows like "SiBobo" still play a significant role, competition from digital media presents a significant challenge. This study emphasizes the importance of revitalizing children's programming based on local values ​​and the need for more adaptive communication strategies to optimally convey educational messages.

Cacang Cacang; Siti Qomariyah; Hasbullah Karim Al Fauzi; Ridwan Hermawan

Jurnal Budi Pekerti Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The low level of students’ understanding of Islamic practices and values in daily life remains a significant challenge in the teaching of Islamic Religious Education (IRE) at the elementary school level. The teaching of IRE on the topic “Hajj and Qurban” in Grade V at SDN Bangbayang, Cisolok District, plays a strategic role in shaping Islamic character and instilling noble moral values in students. This study aims to critically examine the learning objectives, teaching materials, instructional methods, evaluation system, references, and teaching resources used in the learning process. The research employed a qualitative approach with data collected through classroom observation, interviews with teachers and students, and an analysis of instructional documents. The findings reveal that, in general, the teaching of IRE in Grade V has been implemented in accordance with the objectives and curriculum standards. Teachers have designed teaching modules based on the basic competencies and learning goals outlined in the curriculum. However, several aspects still require further development. Among these are the limited relevance of the learning materials to students’ everyday experiences, the lack of integration of technology-based media, and an evaluation process that places greater emphasis on cognitive aspects while paying less attention to affective and psychomotor domains. This situation indicates that while the learning process is carried out in line with procedural standards, students’ comprehension of Islamic values in practical and contextual terms remains insufficient. Therefore, strengthening the understanding of Islamic teachings in real-life contexts is essential so that students not only acquire theoretical knowledge but are also able to internalize and practice Islamic values in their daily lives. The teaching module currently used is adequate, yet further development is needed to make learning more practical, contextual, and impactful in fostering a strong Islamic character among students.

Anisa Isti Yuslimah; Achmad Kurniady, Dedy; Nurdin

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2025 LPPM Universitas 17 Agustus 1945 Semarang

In the digital era, teachers must not only master technology but also develop strong strong information literacy to support thoughtful, responsible, and contextually relevant pedagogical practices. This study aims to identify comprehensive strategies to enhance teachers’ information literacy as part of their professional development. Using a Systematic Literature Review (SLR), ten empirical studies published within the past five years were selected from Scopus, Web of Science, and Google Scholar, employing the PRISMA protocol and Boolean search techniques. Thematic analysis revealed five key strategies: integrating digital media into teaching, providing professional development programs, fostering collaborative learning communities, promoting innovative and reflective information use, and strengthening policy support. These strategies collectively foster teachers’ ability to think reflectively, act responsibly in information use, and apply contextually grounded pedagogical approaches in their classrooms. The study concludes that improving teachers’ information literacy requires a multidimensional approach that combines pedagogical innovation, continuous digital training, and institutional backing. The proposed framework offers practical insights for schools, policymakers, and teacher educators in designing adaptive, sustainable, and context-sensitive models for teacher professional growth in the digital age.

Suci Puspita Rini; Neng Sholihat

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to assess the impact of using Talking Stick game as a learning media on students' learning outcomes and scientific communication skills in science lessons. This study was conducted using the Systematic Literature Review (SLR) method, by analyzing various relevant previous studies from elementary to secondary education levels. The research findings indicate that the Talking Stick learning technique can significantly improve student learning outcomes. This model has also been proven effective in improving science communication skills, conceptual understanding, active participation, and students' courage to express opinions during the learning process. The Talking Stick method emphasizes collaboration and involvement between students in a fun and interesting atmosphere. The use of various supporting media, such as question cards, posters, audio visuals, and student worksheets (LKS), increases the effectiveness of this method. The use of alternating sticks in question and answer sessions encourages students to be more confident and actively involved in the learning process. This also provides benefits for the development of students' critical thinking skills and emotional skills, which are very much in line with the needs of learning in the 21st century. The findings of this Talking Stick model research are recommended as an innovative strategy in science learning. Teachers are advised to combine it with interesting learning media to make the learning process more meaningful and enjoyable. tested the effectiveness of this method in various educational conditions. Furthermore, consistent application of the Talking Stick method can create an inclusive learning environment that is responsive to individual student needs. In the context of science learning, which often demands understanding of abstract concepts and problem-solving, this method can bridge the gap between theory and practice through active and reflective interaction.

Trisnawati Bura; Nona Lin; Maria Eka Febriyanti Dua Dala; Yusfina Tuto; Fransiska Andrea Poa +2 more

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study aims to examine in-depth the forms and types of clauses that appear in everyday conversations on social media, particularly on the Facebook platform. The focus of the study is directed at how social media users form and use clauses in online interactions, and their implications for message comprehension. This study uses a qualitative descriptive method with data collection techniques consisting of observations of conversations and interactions between users. The collected data are then analyzed to identify patterns, variations, and characteristics of the clauses used. The results show that the language forms used tend to be non-standard, for example, short sentences, omissions of subject or predicate elements, and the use of informal vocabulary. However, these variations do not hinder the understanding of messages between users. Instead, the use of these forms reflects users' adaptation to the nature of online communication, which demands speed and efficiency. This phenomenon demonstrates the flexibility of language that is constantly evolving in response to changes in social and technological contexts. The research findings confirm that language dynamics in the digital era not only influence clause form and structure but also enrich the variety of contemporary Indonesian discourse. This has important implications for education, particularly in language learning. By understanding the role of clauses in online communication, educators can adapt teaching methods to be more relevant to the linguistic realities faced by students. This research contributes to the study of sociolinguistics and digital communication, while also opening up opportunities for further research. Future, more in-depth studies could explore the influence of online interactions on language development, the relationship between language and culture, and how technology shapes communication patterns in society.  

Ressy Resviati Putri; Siti Qomariyah; Ai Siti Rahmawati; Lia Aliyah; Leni Sumarni

Jurnal Budi Pekerti Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to conduct a critical study of the teaching materials for Islamic Religious Education and Character Building (PABP), specifically on the material "Avoiding Backbiting and Carrying Out Tabayun" used in class VII of SMPIT Takhassus Al-Qur'an Ashabiq. The focus of the study in this study covers several important aspects, namely learning objectives, the material delivered, the learning methods and models applied, evaluation of learning outcomes, and sources and references for teaching materials used by teachers and students. The approach used in this study is descriptive qualitative with data collection techniques through document studies of teaching materials, observations of the learning process in the classroom, interviews with teachers and students, and data validation is carried out through expert audits to ensure the accuracy of the findings. The results show that the teaching materials used have referred to the principles of the Independent Curriculum and the Pancasila Student Profile, which emphasize the development of character and student competencies as a whole. However, several significant weaknesses were found, especially in terms of integration between learning objectives with learning activities and evaluations carried out. Learning materials are structured in a normative and idealistic manner, but they do not adequately accommodate students' real-life contexts, particularly in facing the challenges of today's digital era, which significantly impact how they understand and internalize religious values. Learning evaluation is still dominated by cognitive measures such as written tests and conceptual understanding, while the attitudinal and skill dimensions, which are crucial for character education, have not been optimally measured. Furthermore, the learning resources used are quite limited, relying solely on textbooks and student worksheets (LKS), without any support from contemporary literature or digital media that could enrich the learning process and make it more engaging and relevant to today's students.

Diah Lestari; Kana Hidayati

International Journal of Mathematics and Science Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to: (1) produce e-LKPD based on problem-based learning oriented to mathematical problem-solving ability and self-confidence of high school students on the material of equations and quadratic functions and (2) describe the feasibility of PBL-based e-LKPD oriented to mathematical problem- solving ability and self-confidence of high school students on the material of equations and quadratic functions seen from the aspects of validity,  practicality, and effectiveness. This type of research is research and development using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research was conducted at SMA Negeri 1 Malinau with the research subject of class X-3 students totaling 35 students. Data collection was carried out using interview techniques, observation, e-LKPD validation sheets, pretest-posttest, and questionnaires. To determine the validity, the e-LKPD assessment sheet of material and media experts was used, practicality used student and teacher response questionnaires, and effectiveness used mathematics problem solving ability test questions and student self-confidence questionnaires. Data analysis consisted of qualitative data analysis and quantitative data analysis. Qualitative data analysis was conducted by analyzing the results of interviews, observations, and comments or suggestions given to make improvements to the e-LKPD products developed. Quantitative data analysis was conducted by converting quantitative data into qualitative data in the form of certain categories, normality test using shapiro-wilk, t-test with paired samples test, and N-Gain score. The results showed: (1) PBL-based e-LKPDs oriented towards mathematical problem solving skills and self-confidence of high school students on the material of quadratic equations and functions have been produced, (2) PBL-based e-LKPDs developed meet product feasibility, namely valid with excellent categories based on material and media experts; practical with very practical categories based on teacher responses and practical based on student responses; effective on math problem solving skills with classical completeness of 77%, the t-test results obtained a significance value of 0.000 <0.05 which means that there is a difference in the average ability to solve mathematical problems before and after learning using e-LKPD, the N-Gain result is 0.65 with moderate criteria, and effective on student self-confidence with an increase in the average score of each indicator before and after learning,  the N-Gain result is 0.49 with moderate criteria, and the t-test results with a significance value of 0.000 < 0.05.