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Amelia Rahma Pertiwi; Siti Aesijah

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Karawitan is one of the traditional arts native to Indonesia that has high cultural value, but now it is increasingly rare and is starting to be marginalized, especially among the younger generation. In Semarang City, karawitan learning faces various challenges, such as the lack of student interest, the assumption that karawitan is an ancient and boring art, and the limitations of interesting learning methods. Therefore, an innovative approach is needed to regrow students interest in karawitan. This study aims to analyze the improvement of students ability to play gamelan through the application of the Fun teaching method  in karawitan learning at SMP Negeri 12 Semarang. The research method used is qualitative descriptive, focusing on the learning process, student responses, and challenges faced during the implementation of learning. The research location was chosen purposively, with 30 subjects from grades VII to IX actively participating in cultural arts subjects, especially karawitan. Data collection is carried out through direct observation in learning activities, interviews with students and teachers, and documentation of learning activities. The results of the study show that the application of the Fun teaching method  has succeeded in creating a fun, participatory, and non-monotonous learning atmosphere. Students responded positively to learning activities, feeling more interested and enthusiastic in playing gamelan. Creative activities such as rhythmic games, light competitions, and the incorporation of visual and audio elements have been proven to increase students engagement and understanding of gamelan instruments. 

Lidia Ayu Purwonegoro; Novi Trisnawati

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to analyze the influence of learning interest, learning discipline, and critical thinking skills on student learning outcomes in the Simple Financial Processing subject for class XI MPLB at SMK PGRI 2 Sidoarjo. Learning outcomes are understood as skills or abilities acquired by students after participating in the learning process, the success of which is measured through scores in the form of numbers, symbols, or letters. Three factors selected in this study as independent variables are learning interest, learning discipline, and critical thinking skills. This type of research is quantitative research with an explanatory approach, which aims to explain the cause-and-effect relationship between these variables. The population in this study were all 102 class XI MPLB students. The sampling technique used non-probability sampling with a total sampling type, so that the entire population was sampled. Data collection was carried out by distributing questionnaires to students. The data obtained were then analyzed using SPSS version 27 software. Before conducting multiple linear regression analysis, validity and reliability tests were first conducted to ensure that the instruments used were appropriate and consistent in measuring the variables studied. The analysis results show that the three independent variables—learning interest, learning discipline, and critical thinking skills—have a significant influence on student learning outcomes. Therefore, it can be concluded that improvements in these three aspects will positively impact student learning outcomes in the subjects studied.

Devi Dwi Oktavia; Tabroni Tabroni

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

This study aims to improve student learning outcomes in Natural and Social Sciences (IPAS) through the application of the Discovery Learning model assisted by image media in grade V of Nurul Khoir Elementary School, Jambi City. This study is a classroom action research (CAR) conducted in two cycles, with each cycle consisting of planning, action, observation, and reflection stages. The subjects in this study were 26 fourth-grade students. Data collection techniques used included tests, observation, and documentation to obtain more comprehensive data on student learning outcomes. The results of the study showed an increase in student learning outcomes in each cycle. In cycle I, the percentage of student learning outcomes reached 73.92%, and increased in cycle II to 85.30%. This increase indicates that the application of the Discovery Learning model assisted by image media can improve student learning outcomes in the subject of IPAS. The Discovery Learning model provides opportunities for students to learn actively and independently, by utilizing attractive image media and making it easier for students to understand the concepts taught. Thus, this model can be used as an alternative in a more effective and interesting learning process. Furthermore, the implementation of this model also had a positive impact on student engagement in learning activities, making the teaching and learning process more interactive and enjoyable. This study recommends that the Discovery Learning model, assisted by image media, be applied more widely across various subjects to improve the quality of learning in elementary schools. In the future, this research can also be continued by examining the application of similar models in other subjects and measuring their impact on improving students' cognitive abilities and overall skills.

Daniel Ginting; Farida Ariani Pelawi; Nina Fentiana

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Children are one of the most vulnerable groups during disasters due to their limited physical and psychological resilience. Therefore, providing disaster mitigation education to children is essential to enhance their awareness, preparedness, and response capabilities in the face of potential disasters. This community service activity aims to increase children's understanding of disaster mitigation through both theoretical education and participatory simulations that reflect real-life scenarios. The activities were carried out using a cooperative-participatory approach in collaboration with the local Indonesian Red Cross (PMI) in Tanah Karo and members of the surrounding community. The stages of implementation included conducting a site survey, securing necessary permits, determining the time and location, coordinating with local stakeholders, and executing the service program. The educational activities covered disaster phases, including pre-disaster, during disaster, and post-disaster, with a focus on practical and age-appropriate learning strategies. The educational team involved an interprofessional group of facilitators who delivered the material through socialization and counseling sessions. The sessions were enthusiastically received by the children, indicating a high level of engagement and interest. However, findings revealed that children's knowledge of disaster mitigation was still minimal, emergency response plans were underdeveloped, and community involvement in disaster preparedness training remained low. This highlights the need for continuous and sustainable disaster education efforts, especially for children and communities in disaster-prone areas. By fostering early awareness and preparedness through ongoing education and simulation-based activities, it is expected that children will be better equipped to respond effectively and safely during disaster situations. Long-term, this approach also aims to build a more resilient and disaster-aware community.

Ummy Kalsum; Meilinda Meilinda; Mega Wahyuni; Alfino Fathin Z

Nusantara: Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

The use of technology in early childhood and elementary education is becoming increasingly important in the digital era. This study aims to evaluate the effectiveness of educational games as an interactive learning medium to increase the interest and motivation of elementary school students. This activity was carried out by the KKM group 95 team from Bina Bangsa University on 43 fourth-grade students at Bayak Public Elementary School. The research method used a descriptive quantitative approach through a pre-test and post-test using a Google Form questionnaire. The educational games were developed through the Educaplay platform, which provides various features such as interactive quizzes, crosswords, and picture-matching games. Prior to the intervention, observations were conducted on student learning behavior in the classroom. The results of the initial observations indicated that most students showed little interest in conventional, monotonous learning methods. Therefore, a more engaging approach involving active student participation was needed to rekindle their enthusiasm for learning. During the activity, students were very enthusiastic in participating in the educational games presented. The classroom atmosphere became more lively, and students were seen working together and showing a high curiosity about the material presented through the games. After using the educational games for several sessions, a post-test was conducted to measure changes in students' interest and motivation to learn. Preliminary data analysis results indicate an increase in student interest and motivation scores after participating in educational game-based learning. This indicates that interactive, technology-based approaches have strong potential to improve learning effectiveness at the elementary school level. This study recommends that teachers actively integrate interactive technology into the teaching and learning process. In addition to increasing student engagement, the use of media such as Educaplay can also adapt learning to the digital-native characteristics of today's generation of students.

Muhamad Saifudin; Zhaima Saputri; Sharla Martiza; Ayu Novirianti; Ika Putra Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to understand how learning about rainbows can improve elementary school students' understanding of basic science concepts, particularly regarding the refraction of light and the color spectrum. The concept of rainbows is an important part of Natural Science (IPA) lessons because it involves optical phenomena that can be directly observed and related to students' daily experiences. In this study, the method used is a literature study, namely by collecting, reviewing, and analyzing various relevant library sources, such as scientific articles, textbooks, and educational journals that discuss the topic of science learning and the rainbow phenomenon. The results of this study indicate that learning about rainbows can be done through various interactive and fun approaches, such as through practical experiments using prisms, water droplets, or other simple media that can demonstrate the process of refraction of white light into a color spectrum. In addition, the use of visual media such as images, animated videos, and digital simulations has also proven effective in helping students understand the process of rainbow formation more concretely. Creative activities such as drawing rainbows, making color models, or role-playing as light and water droplets can also increase active student participation and make learning more enjoyable. This study also emphasizes the importance of integrating rainbow learning into the elementary school science curriculum systematically and contextually. Rainbow materials not only introduce scientific concepts in a fun way, but also develop critical thinking, observation, and experimental skills in children. With the right approach, this learning can foster students' interest in science from an early age. Therefore, the results of this study are expected to contribute positively to the development of more effective, creative, and developmentally appropriate science learning methods for elementary school students.

Dyahsih Alin Sholihah; Ahmad Anis Abdulla; Muhammad Najib Mubarok; Rino Richardo; Esti Nawangsasi

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Indonesia is a country rich in culture, one of which is batik, recognized by UNESCO as an intangible cultural heritage of Indonesia. Batik is not only a visual art form but also holds significant potential as a context for teaching mathematics. Unfortunately, the integration of local culture into mathematics education has not been widely implemented. Therefore, this community service activity aims to train teachers and assist students in applying Realistic Mathematics Education (RME) based on batik culture at MTs Nurul Ummah Kotagede, Yogyakarta. The activity was carried out in three stages: preparation, implementation, and evaluation. In the preparation stage, teachers were provided with training on the theory and practice of RME, which was then applied in the classroom. The lesson focused on geometric transformations, using batik patterns as a real-world context. By linking mathematical concepts to the familiar cultural context of batik, it was hoped that students would more easily understand abstract mathematical ideas and find them more meaningful. The results of the activity showed high enthusiasm from the students and positive appreciation from the teachers toward the RME model based on culture. Students demonstrated a better understanding of mathematical concepts, as the learning process connected theoretical knowledge to real-world contexts they recognized. Additionally, teachers acknowledged that using batik culture in mathematics education made the learning experience more enjoyable and meaningful. This activity proves that integrating local culture, such as batik, into RME can increase students' interest in mathematics and help them understand abstract concepts by relating them to real-life experiences.

Euis Kusumarini; Eka Selvi Handayani; Maria Yosevina Tridarmawati; Riska Wanti; Suwaibatul Aslamiyah

Jurnal Pengabdian Masyarakat Nian Tana 2025 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

This study aims to explain attempts to build honest character in less active children and increase their interest in learning through traditional congklak or dakon games. Congklak games were chosen because they have elements of competition that require honesty, while also involving fine motor activities that can stimulate the participation of children who tend to be passive. The method used is a literature methods based on literature review and analysis of earlier research result in PAUD, TK, and SD. The finding indicate that congklak these games prove beneficial in instilling honesty values, improving simple arithmetic skills, and triggering learning motivation in less active children. The strategies applied include the preparation of clear rules, providing positive encouragement, and reflection after the game. Thus, congklak games may serve as an alternative tool for educational purposes character and academics that are fun, both at school and at home, which are relevant to the developmental needs of early childhood to elementary school.

Bayu Pangestu; Iif Firmana

Mutiara Pendidikan dan Olahraga 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve the learning outcomes of underhand passing skills through the application of play-based methods to fifth and sixth grade students at SDN 1 Bumijawa. This study used a quantitative approach with a One Group Pretest and Posttest experimental design. The sample in this study was 15 students. Data were collected through underhand passing skills tests conducted before and after treatment. The results showed a significant increase in underhand passing skills after students participated in learning using the play-based method. This method has been proven to be able to increase students' interest, active participation, and understanding of basic volleyball techniques. In addition, the application of the play-based method also creates a more enjoyable learning atmosphere and reduces student boredom. This method directly involves students in practical activities, so that students not only understand the theory but also can apply it in real games. Play activities carried out in small groups allow students to learn from each other and increase self-confidence. Improvement in underhand passing skills also shows that the play-based method is effective in developing fine motor skills needed in volleyball. Therefore, the play-based method can be used as an alternative strategy in learning Physical Education, especially volleyball material in elementary schools. This study suggests that Physical Education teachers implement play-based methods more widely to maximize student learning and learning outcomes, as well as increase their motivation and enthusiasm for sports. Furthermore, implementing play-based methods can also improve teamwork among students, a crucial aspect of volleyball. With a more fun and interactive approach, students are more motivated to practice and master the skills taught.

Makarim, Hafshoh Aulia; Rahayu, Arum Putri

Jurnal Komunikasi Pendidikan 2025 Universitas Veteran Bangun Nusantara

Creativity is the fundamental trait a teacher has to have.  Creative teachers can be recognized by their capacity to use several approaches and modify instructional methods to fit other learning environments.  This study intends to investigate the imaginative techniques used by Islamic Religious Education (PAI) teachers to inspire students' enthusiasm in memorizing short surahs at the elementary school level, also to know the supporting factors of it.  To capture the lived experiences of participants, a qualitative research design using a phenomenological method was applied.  In-depth interviews with Islamic Religious Education teachers, three students, and two parents yielded primary data.  These interviews aimed to collect ideas on the teachers' inventiveness in creating interesting memorizing exercises, their strategies for inspiring pupils, and the obstacles they face. The results show that students' motivation is much improved by the regular application of the muraja'ah (revision) technique in weekly memorization exercises.  Encouraging students' desire to memorize brief surahs was the inventiveness of PAI teachers.  The study also emphasizes, therefore, that the effectiveness of these memorization exercises at SDN Gulun 3 is significantly influenced by parental support and good rivalry among students.  These elements working together produce a synergistic environment that motivates pupils to be more dedicated and eager in learning brief surahs. Keywords: Creativity, Islamic Religious Education (PAI), Muraja’ah Method.

Anita Firdaus; Afakhrul Masub Bakhtiar; Ismail Marzuki

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to determine the effect of the use of the Paired Story Telling learning model on the narrative essay writing skills of grade V students of MI Assa'Adah Bungah for the 2024/2025 Academic Year. The problems raised in this study focus on the low ability of students to write narrative essays in a sequential, interesting, and correct structure. The Paired Story Telling model was chosen because it is considered to increase students' interest and active involvement in learning to write by retelling the content of the story with their partners. The method used in this study is a pseudo-experiment with between subject design. The sample in this study consisted of two classes, namely the experimental class that was given treatment using the Paired Story Telling model, and the control class that was not given special treatment and still used conventional learning methods. The research instrument is in the form of a narrative essay writing test that has gone through a validity and reliability test. The population in this study is all students of class V MI Assa'Adah Bungah for the 2024/2025 Academic Year which totals 42 students. The data analysis technique used a t-test which showed that there was a significant difference between student learning outcomes in the experimental class and the control class. The results of the hypothesis test showed that the significance value was 0.000 < 0.05 which means that H₀ was rejected and Hₐ was accepted. Thus, it can be concluded that the use of the Paired Story Telling model has a significant effect on improving students' narrative essay writing skills. These findings suggest that collaborative learning models such as Paired Story Telling can be used as an alternative strategy in effective writing teaching in elementary schools.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Deny Deny +2 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This community service activity aims to strengthen the character development of elementary school students through training in creating digital applications using the Thunkable platform. In the midst of the digital era and the challenges of the Industrial Revolution 4.0, character education is an essential aspect that must be instilled from an early age, alongside cognitive competence. Elementary schools, as the foundation of education, play a strategic role in shaping children’s personalities, including embedding positive character values. This activity was conducted at SD Moria in Sorong City and involved 24 students from grades 5 and 6, selected based on their interest and readiness. The training used a Project-Based Learning approach, where students were actively engaged in creating simple application projects. Throughout the process, students not only learned basic programming skills using Thunkable but also developed key values such as teamwork, responsibility, independence, creativity, and curiosity. Despite facing challenges such as limited devices and internet access, the students demonstrated remarkable enthusiasm. Thunkable proved to be an effective tool for interactive and enjoyable learning. Students were able to directly develop their creative ideas through designing user interfaces and application functions. This provided a meaningful learning experience that motivated students to continue exploring and trying new things. The activity showed that technology-based learning can serve as a strategic means to holistically shape students' character. Overall, this initiative demonstrated that digital application development training can serve as a character education model based on technology that is highly relevant for elementary education. This program is expected to serve as an educational innovation example that encourages the integration of digital literacy and character education in Indonesian elementary schools.

Nurul Hidayah; Yasdinul Huda; Ilmiyati Rahmi Jasril; Hendra Hidayat

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

This study aims to develop interactive learning media for logic gate material in Industrial Electronics Engineering subjects at SMK Negeri 5 Batam by utilizing Adobe Flash CS6 integrated with CircuitVerse. This media is designed to provide a more interesting, interactive, and applicable learning experience, so it is expected to improve students' understanding of the concept of logic gates which is a basic material in the field of electronics. The study uses a Research and Development (R&D) approach with a 4D development model that includes the Define, Design, Develop, and Disseminate stages. Research data were collected through validation by material experts and media experts, as well as practicality tests involving students. Data collection instruments were in the form of validation sheets and student response questionnaires. The validation results showed that the developed learning media obtained a score of 88.20% from material experts and 93.88% from media experts, both of which are in the "very valid" category. The practicality test involving grade XI students obtained a score of 92.80%, indicating that the media is "very practical" to use in the learning process. This interactive media combines elements of text, images, animation, and digital circuit simulations using CircuitVerse, so students can learn logic gate concepts visually and directly practice them virtually. This integration not only makes it easier for students to understand the theory but also trains problem-solving and critical thinking skills. The findings of this study indicate that interactive learning media based on Adobe Flash CS6 and CircuitVerse has great potential to increase learning motivation, student engagement, and conceptual understanding of logic gate material. This media is also relevant to support the implementation of the Independent Curriculum, which emphasizes project-based learning, independent learning, and complete competency mastery.  

Ismi Widyaningrum; Arina Nur Indriani; Linda Linda; Asep Saefullah Kamali

Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Teknik Indonesia

Limited access to learning resources appropriate to the local context presents a challenge in the mathematics learning process in indigenous communities such as the Baduy Tribe. Conventional mathematics learning is often considered too abstract and less relevant to the daily lives of Baduy children, especially in the Outer Baduy region. To address this challenge, this community service activity aims to introduce contextual mathematics learning media based on the surrounding environment and local culture. The media developed is designed to be easily accessible, affordable, and environmentally friendly, while still respecting prevailing traditional values. The method used in this activity is Participatory Action Research (PAR), with a collaborative approach between a team of lecturers and the Outer Baduy community. The activity implementation process includes six stages, namely: identification of local problems and potential, planning, designing learning media, implementation, evaluation, and documentation of activity results. The results of the activity show an increase in interest and understanding of basic mathematics concepts among Outer Baduy children. Children appear more active, enthusiastic, and confident in participating in the learning process through educational games and concrete activities. The media used utilizes natural objects and local cultural elements, such as woodcuts, ancient angklungs, traditional hats, and distinctive Baduy woven motifs. The community responded positively because these media do not conflict with traditional values. This activity has had positive cognitive and social impacts and strengthened awareness of the importance of a contextual and culturally based educational approach as a relevant and inclusive learning strategy.  

M. Triono Al Fata; Riyono Riyono

PANGARSA : Jurnal Pengembangan Penelitian dan Pengabdian Masyarakat 2025 Lembaga Penelitian dan Pengabdian Masyarakat STIT Sunan Giri Trenggalek

This community service activity aims to introduce and implement deep learning technology through interactive learning applications at MTsN 2 Malang City. Deep learning, particularly through the application of Convolutional Neural Network (CNN), is used to create educational media that can recognize images, text, and sound in the context of learning for middle school students. The implementation method includes classroom observation, the development of CNN-based systems, training for teachers, and the implementation of this technology in the daily teaching and learning process. The results obtained showed an increase in student involvement and interest in learning, with ease for teachers to deliver learning materials. In addition, the participation of parents and teachers has also increased significantly. Of the 80 students involved in the implementation of this technology, image recognition and interaction skills increased by 30%, from the previous 55% to 85%. The application of this technology has been proven to have a positive impact on the teaching and learning process, improving the quality of education and interaction between students, teachers, and parents. Therefore, this activity shows that the application of artificial intelligence (AI) technology, especially deep learning, has enormous potential in improving the quality of education, especially at the secondary education level.  

Wisnu Wahyu Widayat; Sulastri Rini Rindrayani

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The purpose of this study was to understand the effect of using Canva-based learning media on the creativity of eleventh-grade students in economics. The background of this study stems from the low level of student learning creativity caused by the minimal use of innovative and engaging media in the learning process. Creativity is an important aspect in economics learning because it encourages students to think critically, create solutions, and understand abstract concepts more contextually. Static and monotonous learning media such as blackboards and textbooks often do not sufficiently stimulate student interest and participation. Therefore, a more interactive and visual approach is needed, one of which is using Canva. Canva is an online graphic design platform that allows teachers and students to easily create presentations, infographics, and other visual materials. Using Canva in learning can provide a more enjoyable learning experience and motivate students to be actively involved. This study used a quantitative method with a one-group pretest-posttest pre-experimental design. Data analysis was carried out by comparing creativity scores before and after treatment. Student creativity was measured using a test instrument that included aspects of fluency, flexibility, originality, and elaboration. The study subjects were 34 11th-grade students at SMAN 1 Tulungagung. The results showed a significant difference in scores between the pretest and posttest results, indicating that the use of Canva-based learning media had a positive impact on increasing student creativity. Students became more active in expressing ideas, more daring to experiment with concepts, and better able to present learning outcomes visually and attractively. These findings support constructivism theory, which states that effective learning occurs when students actively construct knowledge through meaningful experiences.

Masniati Murni; Zubaidah Hanum

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

The topic of Differentiated Instruction (DI) has recently been studied by researchers and practitioners due to its importance and potential to improve student learning. In this regard, the current study aims to provide a concise overview of DI in the context of EFL to illustrate the need for its implementation in the classroom to foster successful language learning. Since differentiated instruction is designed to place students at the centre of the teaching and learning process, promote equity and academic success, as well as recognize diversity among students, it enables teachers to address a student’s unique needs, interests, abilities, English proficiency, and preferred learning strategies. While challenges such as increased workload and implementation pressure in DI may arise, the potential benefits of this approach to students' learning processes, attitudes toward learning, and long-term success are notable. Therefore, the learning process is maximized when teachers are committed to differentiated instruction. SMA ISLAM PLUS ADZKIA (SIPA) is one of the most popular spotlight of school in Medan which the school was succeed in graduating their Alumni to Kedinasan and private university both inside and outside the country with scholarship. This school becomes the spot or role model for many other schools in Medan, therefore, the researcher intended to investigate further about the teaching model applied in this school, especially in EFL classroom in studying English. Some problems need to be answered after applying this study, such as how the English teachers manage the class to apply the DI, how is the students’ understanding about the subject after they applied DI

Prihaten Maskhuliah; Aulia Salsabila Putri; Tita Mustikawati Selayar

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Relations in mathematics are a fundamental concept that describe the connection between two sets. This concept is crucial because it forms the foundation for understanding functions and various other mathematical topics. In everyday life, relations can be found in numerous real-world situations, such as the relationship between teachers and their students, sellers and buyers, or students and their exam scores. By understanding relations, students can see how elements from one set are linked to elements in another set based on specific rules. Unfortunately, many students still find it difficult to grasp the concept of relations because it is often taught in an abstract way, filled with mathematical symbols that are not connected to their real-life experiences. As a result, students may feel that the topic is irrelevant to their lives, leading to a lack of interest and poor comprehension. In fact, if taught contextually and practically, the concept of relations can serve as a key bridge to help students understand functions and their relevance in the real world. This article aims to explain the concept of relations through a more practical and relatable approach. For example, it can be illustrated by connecting students' names with their attendance numbers, or linking foods with their nutritional contents. Through these examples, students can see that relations are not just rigid parts of a math lesson but also reflect meaningful connections in everyday life. In this way, it is expected that students will gain a more comprehensive understanding of relations—not only mathematically but also in terms of practical application and functionality. A solid understanding of relations will make it easier for students to learn advanced concepts such as functions, mappings, and mathematical logic. Therefore, a learning approach that emphasizes contextual understanding is essential, so that students are not merely memorizing formulas but are also capable of applying the concept of relations in real-world situations.

Nurisman Juliyanto; Yasir Arafat; Darwin Effendi

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

This study aims to analyze the influence of the school environment and family environment on the learning interest of 8th-grade students at SMPN 1 Pangkalanbaru. Learning interest plays a crucial role in shaping students' academic performance and motivation. A conducive environment, both at school and at home, is believed to significantly contribute to the development of students' enthusiasm for learning. This research employed a quantitative method with a descriptive approach and utilized multiple regression analysis techniques to test the hypotheses. Data were collected through structured questionnaires distributed to 149 students from the 8th grade. The findings indicate that both the school and family environments have a positive and significant impact on students' interest in learning. The school environment's influence was confirmed by a simple linear regression coefficient of 0.229, while the family environment showed a stronger effect with a regression coefficient of 0.355. When tested simultaneously, both variables contributed to a combined effect on students' learning interest, with an R² value of 0.263, indicating that 26.3% of the variance in learning interest can be explained by these two factors. The remaining 73.7% is influenced by other variables not examined in this study, such as peer influence, personal motivation, teaching methods, and access to learning resources. These results underscore the importance of providing a supportive and engaging environment at both school and home to enhance students’ academic motivation. It is recommended that schools foster a positive atmosphere through effective teacher-student interactions, while families are encouraged to actively support their children's learning routines and emotional well-being. Further research is needed to explore other contributing factors and to develop holistic strategies that promote learning interest among junior high school students.

Salsabila Syifa Simbolon; Dody Feliks P. Ambarita; Eva Betty Simanjuntak; Robenhart Tamba; Apiek Gandamana

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

This study aims to determine the effect of the use of Word Search Puzzle media on English vocabulary mastery in grade IV students at MIS Nurul Hidayah Medan for the 2024/2025 academic year. Vocabulary mastery is an important aspect of learning English, as it is the basis for language skills such as reading, writing, speaking, and listening. In an effort to improve students' vocabulary skills, innovative, interesting, and interactive learning media is needed. One of the media used in this study is Word Search Puzzle, which is a game to find words in a letter box that can stimulate students' interest in learning and make it easier for them to recognize and remember new vocabulary. This study uses an experimental method with a One-Group Pretest-Posttest Design. The sample in this study is all fourth grade students of MIS Nurul Hidayah Medan, which totals 19 people. The research instrument was in the form of a multiple-choice test of 20 questions that measured students' English vocabulary mastery before and after treatment. The data was analyzed using the Paired Sample T-Test statistical test with the help of SPSS software. The results of the study showed a significant increase in the average score of students, from 55.26 in the pretest to 82.36 in the posttest. The hypothesis test showed a significance value of 0.000 (sig < 0.05), which means that Ho was rejected and Ha was accepted. Thus, it can be concluded that the use of Word Search Puzzle media has a significant influence on improving the English vocabulary mastery of grade IV students. These findings indicate that game-based learning media can be an effective strategy in English learning at the elementary school level.