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Siti Mumtazah; Salmaini Safitri Syam; Nur Azmi Alwi

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

The development of information technology encourages innovation in learning methods, one of which is through digital educational games. This study aims to assess the effectiveness of Wordwall educational game-based learning media in improving elementary school students' 21st century skills, such as critical thinking, creativity, collaboration, and communication. The method used is a literature study by analyzing various scientific sources and relevant research. The results showed that Wordwall is able to increase students' motivation and interest in learning through interactive features and a variety of games that are easily adapted to the subject matter. Obstacles faced include limited access to technology and teacher readiness, which can be overcome with intensive training and provision of adequate facilities. Therefore, Wordwall is proven to be effective and relevant as a learning media that supports the 21st century learning process in elementary schools. It is recommended that the utilization of Wordwall be optimized through continuous training for teachers and provision of adequate technological facilities to improve the quality of learning.

Anissa Putri Ramadhania; Muhammad Suwignyo Prayogo; Ulfatul Rofida Alfikriyah

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2025 Universitas Palan

The purpose of this study was to improve the understanding of fourth grade students of SDN Kaliwates 2 Jember about the form of substances and their changes by using snakes and ladders educational game. The background of this research is the lack of interest, motivation, and learning outcomes of students on abstract science materials. The teaching model used integrates the snakes and ladders game with the question mechanics of the lesson, where students who land on a box labeled "boom" are required to answer questions from the material being taught.By integrating the snakes and ladders game with questions about the form of substances and their changes, students can learn actively. By integrating the snakes and ladders game with questions about the form of substances and their changes, students can learn actively. Thus, the snakes and ladders educational game not only serves as a medium of entertainment, but also as an effective learning tool to improve learning outcomes and active engagement of students in the classroom.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

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

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Nayla Adhwa; Nurul Faeza; Nur Azmi Alwi; Salmaini Safitri Syam

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

This study examines how digital technology can help boost elementary school students’ interest in learning the Indonesian language. As technology continues to influence the way education is delivered, incorporating digital tools into the classroom has become increasingly important. The study examines how interactive learning techniques, including educational games, digital storytelling, and multimedia presentations, can enhance the engagement and enjoyment of language learning for elementary students. A qualitative descriptive methodology was used, with data collected through interviews with both teachers and students, classroom observations, and the review of relevant documents. The results indicate that digital technology significantly contributes to increasing students' motivation, participation, and curiosity. Interactive digital tools foster a more lively and enjoyable learning atmosphere, making it easier for students to grasp and relate to the content. Teachers also reported that students became more active during lessons and demonstrated improved comprehension and vocabulary usage.The study concludes that integrating digital technology into Indonesian language lessons can shift traditional teaching methods toward more student-centered and engaging learning. It is recommended that schools invest in proper digital infrastructure and provide training for teachers to fully benefit from interactive learning approaches  

Galih Maulana Hendrawan; Dien Nurmarina Malik Fadjar

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This paper aims to evaluate the effectiveness of using the Wordwall application in learning Indonesian for elementary school students. Wordwall is a digital platform based on educational games that allows teachers to create interactive learning activities online and offline. The research method used is classroom action with two cycles, where each cycle includes the planning, implementation, and evaluation stages. The results of the study indicate that the use of Wordwall can increase student interest, motivation, and engagement during learning. This application helps teachers in delivering material in a fun way, and is able to encourage active student participation in the learning process. Thus, Wordwall is proven to be an effective and relevant learning media to be applied in teaching Indonesian at the elementary school level.

Yarisda Ningsih; Nur azmi Alwi; Intan Resnika; Nabila Isya Farhan

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

In the era of modern education, teachers are expected to create a creative and interactive learning environment. One approach that is increasingly being implemented is game-based learning combined with literacy enhancement at the elementary school level. This study aims to evaluate the effectiveness of this method in improving student learning outcomes. Data were collected through interviews with teachers at SDN 08 Salimpaung and supported by literature from ten scientific journals. The analysis results indicate that this strategy can improve student participation, conceptual understanding, and learning motivation.

Yarisda Ningsih; Nur azmi Alwi; Intan Resnika; Nabila Isya Farhan

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

In the era of modern education, teachers are expected to create a creative and interactive learning environment. One approach that is increasingly being implemented is game-based learning combined with literacy enhancement at the elementary school level. This study aims to evaluate the effectiveness of this method in improving student learning outcomes. Data were collected through interviews with teachers at SDN 08 Salimpaung and supported by literature from ten scientific journals. The analysis results indicate that this strategy can improve student participation, conceptual understanding, and learning motivation.

Nurhalimah Nurhalimah; Yahfizham Yahfizham

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

Computational ability is one of the basic skills that is very important for students in learning mathematics. However, many students face difficulties in understanding mathematical concepts due to the lack of interactive and fun exercises. To overcome this, TuxMath is present as an educational game-based software specifically designed to improve students' arithmetic skills through challenging and interesting games. This study aims to evaluate the effectiveness of TuxMath in improving students' computational abilities, through literature reviews and empirical analysis of previous studies. The method applied is the Systematic Literature Review (SLR), by investigating various journals, articles, and studies published between 2020 and 2024. The results of the study show that the use of TuxMath can increase the speed and accuracy of students' arithmetic calculations, increase learning motivation, and help them understand mathematical concepts in a more enjoyable way.    

Fika Amelia; Wandi Syahfutra; Deprizon; Neng Sholihat; Radhiyatul Fithri

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

This study aims to improve students' Malay language learning outcomes at An Nikmah Al Islamiyah PhnomPenh Institute, Cambodia, through the application of interactive learning media. The method used is Classroom Action Research (PTK), which consists of four cycles: planning, implementation, observation, and reflection. The study was participated by 30 students who had difficulties in learning Malay Language. In each cycle, interactive media such as educational apps, learning videos, and language games were applied to increase student engagement and understanding of the material. Data collection was conducted through observation, interviews with students and teachers, and document analysis of learning outcomes. The results showed a significant increase in student engagement, where students' active participation increased from 31% in the first cycle to 51% in the second cycle and increased again to 83% in the third cycle. In addition, students' average test scores increased by 20% and 32% after the implementation of interactive media. The application of interesting and diverse learning media is proven to increase students' learning motivation and facilitate understanding of the material. The conclusion of this study confirms that the use of interactive learning media can effectively improve the quality of Malay language learning.

Safitri Nur Ramadhani; Masnuna Masnuna; Bayu Setiawan

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

The activity of murojaah or repeating the memorization of the Qur'an is an important part in the process of strengthening memory of the verses of the Qur'an that have been memorized. However, children often face challenges in maintaining the consistency of murojaah due to lack of motivation and lack of interesting learning methods. This design aims to explore the potential of board games as a supporting media for murojaah juz amma which is educational and fun. By having an attractive visual design, it is expected to be able to increase learning motivation, strengthen memory, and strengthen social interaction between players.  

Hardian Muhammad; Intan Putri Lusita; Intan Yumeriza; Kartila Pri Malti; Meiliana Fitria Ningrum +2 more

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

Mathematics is often viewed by many elementary school students as a difficult subject. This is because if it is only taught in the lecture method, the material is abstract and not very interesting. To overcome this, the use of interactive learning media is a promising solution. The purpose of this study was to determine the extent to which interactive media affects mathematics learning outcomes in elementary school and what factors support its success. The method used is literature study research by collecting and analyzing various related research findings. The findings of this study indicate that interactive media such as animation, educational applications, digital games and other visual media can help to better understand the material, increase enthusiasm for learning, and promote active participation in the learning process. In addition, most of the studies analyzed showed an increase in students' academic reviews after using interactive media compared to traditional learning methods. The success of using this media is also greatly influenced by teacher motivation, institutions available at school, and the suitability of the media to student needs. Therefore, it is important for teachers to choose the right media and remain innovative. This will make the mathematics learning process more interesting and easier for students.

Tasha Wulandari Liandri; Adrias Adrias; Salmaini Safitri Syam

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

Understanding geometric concepts is an essential part of the mathematics learning process in elementary school. However, many fifth-grade students face challenges in grasping these concepts due to monotonous and less interactive learning media. These difficulties contribute to students' low comprehension of geometric concepts. The purpose of this study is to analyze the contribution of interactive media in strengthening students' understanding of geometric concepts in elementary school. The research employs a qualitative approach, with data collected through observations, interviews with teachers and students, and documentation. The findings reveal that less interactive teaching methods, the lack of concrete learning media, and an unconducive learning environment are the main factors hindering students' understanding. Increasing student participation and facilitating their comprehension of geometric concepts can be achieved by implementing interactive media such as digital simulations, animated videos, and educational games. Thus, interactive media can enhance students' learning motivation and create a more enjoyable learning atmosphere. By integrating interactive media into the mathematics learning process, students are expected to become more actively engaged, focused, and able to understand geometric concepts more effectively.

Muhammad Ainur Rofiq; Ainur Rofiq Sofa

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

This study examines the Arabic language learning strategies at MTs Nurul Istifadah Gebangan, focusing on the implementation of audio-visual methods, educational games, and digital learning applications. The research employs a qualitative approach through interviews with the Principal (Sulhan Wahyudi), Vice Principal for Curriculum (Misbahus Sudur), Arabic Language Teacher (Muslihatul Ilfah), and a 10th-grade student (Budianto). The findings reveal that the audio-visual method enhances students’ comprehension and pronunciation through interactive videos, songs, and recorded conversations. Educational games, such as Arabic Scrabble and role-playing, make learning more engaging and boost students' motivation. The use of digital applications like Duolingo Arabic and Nahwu Shorof enables flexible learning both inside and outside the classroom. This study concludes that a combination of technology-based strategies and active interaction can improve students' interest and understanding of the Arabic language. As a recommendation, the school should further develop the use of AI-based media and blended learning methods to enhance learning effectiveness.

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.

Titin Kempa; Jems Sopacua; Miranda Y. Kuasapy; Johan Silalebit

Jurnal Pengabdian Masyarakat Sains dan Teknologi 2024 Fakultas Teknik Universitas Cenderawasih

Education is the main key in building an intelligent and competitive generation. However, in remote areas such as Werwaru Village, Southwest Maluku, the challenges in education are quite significant, especially in increasing children's interest in learning. Gaps in facilities, lack of motivation, and limited resources are the main obstacles to their academic development. This research aims to explore the role of free tutoring activities carried out by KKN students at Pattimura University PSDKU MBD in increasing children's interest in learning in Werwaru Village. This program is carried out for 30 days with a frequency of three times a week and involves various interactive and creative learning methods, such as group learning, personal approaches, and educational games. The research results showed an increase in children's motivation and enthusiasm for learning, which was reflected in improvements in understanding of subject matter and increased student test scores. However, challenges related to program sustainability remain a major concern, especially after KKN students complete their assignments. This research suggests the need for partnerships with local institutions to ensure this program can continue to run and have a positive impact on future generations.

Siti Maimunah; Kusmiyati Kusmiyati

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The purpose of this study is to explore how game-based learning impacts the learning motivation of Grade V students at UPTD SDN Pendabah 3. A literature review method was employed to analyze relevant academic sources. The results indicate that game-based learning, through challenges and rewards, can enhance students' intrinsic motivation. This study concludes that game-based learning has significant potential as an innovative teaching strategy, despite certain challenges in its implementation, such as costs and teacher training.

Windy Annastasia Maharani; Hesty Widiastuty

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

The community service program carried out by MBKM (Merdeka Belajar Kampus Merdeka) Teaching Assistance in English Education Students IAIN Palangka Raya is titled “English Club.” It aims to improve the English skills of participants at the Secondary Level. This program introduces interactive learning methods and enjoyable media through a game-based approach and technology. Thus, this activity helps participants understand English material more easily and effectively. The program is conducted over three sessions, covering topics such as self-introduction, telling time, and hobbies. Each session is designed to develop the participants' English language abilities by optimally combining theory and practice. To create an active and engaging learning environment, the activities also include educational games, such as “Hi! My Name Is...,” “Catch It!,” and “Simon Says!”, which are designed to sharpen the cognitive and motor skills of the participants. In each session, technology media, such as engaging PowerPoint presentations and online games, are used to create variety in the learning experience, making participants feel interested and motivated. The results of this activity indicate an improvement in the participants' English skills, particularly in speaking. Additionally, there is also an increase in the participants' interest and motivation toward learning English. The use of creative methods and technology has proven effective in helping participants understand the material and creating a positive learning atmosphere. In conclusion, enjoyable learning not only enhances the English skills of participants but also builds their confidence in communication.

Winda Winda; Anisa Anisa; Abdul Aziz; Dewi Aulia; Muhammad Hasan

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Learning is still teacher-focused, students often feel bored in learning, especially learning fiqh, therefore this study aims to increase student activeness in fiqh learning at MTs Islamiyah through the development of learning media in the form animation videos and games “Open the Box”. Learning that still focuses on the teacher causes students to feel bored and lackluster. By utilizing technology, this research develops interesting interactive media to support the teaching and learning process. The method used is research and development (R&D) with the ADDIE model. The results showed that the use animated videos and educational games can increase student motivation and engagement in fiqh learning.

Oktavianus Rangga; Dyulius Thomas Bilo

Coram Mundo : Jurnal Teologi dan Pendidikan Agama Kristen 2024 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

Previous research shows that digital learning media can increase student learning motivation, facilitate interaction between teachers and students, and encourage educational innovation. Student participation in the learning process is a key factor in improving the quality of learning. In the context of PAK, student participation can be measured through their level of involvement in discussions, assignments and other activities related to the lesson material. In this paper, the method applied by the author is a qualitative descriptive method with a focus on literature study. where books and other literature are the main focus of his research. Teachers play an important role in integrating digital media in the development of the PAK curriculum. Digital media technology that can be used in developing the Christian Religious Education (PAK) curriculum includes various types of tools and platforms that can improve the quality of learning. The use of digital media in developing the PAK curriculum has shown a significant increase in student participation. Canva is a graphic design tool that allows users to design creative designs online. This is a graphic design platform that can be used to create various types of graphics for social media, presentations, posters, documents and other visual content. Guru also makes it easy to create teaching materials and create Bible text games or create Bible verse quizzes. Even though there are several weaknesses that must be taken into account, this is not a problem that cannot be resolved by presenting material interactively and responsively. Therefore, the use of information technology or digital media is very influential in improving the quality of student learning.