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Putri Jenar Mahesa Ayu; Aulia Rohmah; Sania Rizka Faiza; Abelia Helga Natasya; Ika Ari Pratiwi

This study aims to develop and test the feasibility of Smart Clock learning media as an aid in learning mathematics on time material in grade 2 of SD NU Tanwirul Qulub. The media is designed as a three-dimensional analog clock that can be adjusted by students to facilitate understanding of the concept of time units in a concrete and fun way. This study applies the ADDIE development model, which includes the stages of analysis, design, and development. The validation process was carried out by material experts and media experts, each carried out twice. The validation results showed an increase in scores from 60% to 90% in material validation, and from 92% to 96% in media validation, indicating that the media is included in the "very valid" category. A limited trial was conducted involving eight grade 2 students, and the results showed that 87.5% of students responded positively to the application of this media in learning. Smart Clock media has proven effective in improving students' understanding of reading time and creating an active and interactive learning atmosphere. Therefore, this media is recognized as suitable for use as an alternative in learning mathematics for time material in lower grades of elementary school.

I’anatul Ashriyah; Umi Mahmudah

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

This study aims to develop learning media based on the Wordwall application in mathematics learning for grade 3 at MI Salafiyah 1 Kauman. The background of this study is the low interest and motivation of students in participating in mathematics learning, which is caused by less interesting learning methods and the lack of use of interactive media. By utilizing the Wordwall application, it is expected to increase student involvement through fun educational games. The method used in this study is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The development process begins with needs analysis, learning media design, media development using the Wordwall application, media implementation in learning, and evaluation of the effectiveness of the media developed. The results of the study showed that the Wordwall-based learning media developed had high validity with an average score of 90% from material and media experts. The practicality of the media was also obtained with an average score of 85% from teachers and students. The trial of media implementation in mathematics learning showed an increase in student motivation and learning outcomes. So, students will be more active in participating in learning and show a better understanding of the material being taught. Thus, Wordwall-based learning media has proven effective in increasing the motivation and learning outcomes of grade 3 students at MI Salafiyah 1 Kauman.

Adi Supardi; Taufiq Taufiq; Islami Fatwa; Dabet, Abu Bakar; Jamadi Rusli

Jurnal Riset Rumpun Ilmu Teknik 2025 Pusat riset dan Inovasi Nasional

This study aims to develop and modify learning media in the form of a motorcycle headlight electrical trainer to improve the effectiveness of learning for students at State Vocational High School (SMK) 4 Lhokseumawe. Conventional learning media are often less able to provide a real picture of the electrical system of motor vehicles, so it is necessary to develop more representative and interactive aids. The method used in this study is the research and development (R&D) method with the Borg and Gall model. The results of the modification include the addition of visual indicators (LED lights), more systematic wiring, and an electric current disturbance simulation panel. The feasibility test was carried out by media experts, material experts, and limited field trials on vocational high school students. The evaluation results showed that the modified trainer was very suitable for use as a learning medium, in terms of clarity of function, ease of use, and visual appeal. The use of this trainer was able to significantly improve students' understanding of the motorcycle headlight electrical system. .  

Salsabila Nur Aini; Tirta Amelia Putri; Nita Rosyda Setyawan; Luthfa Nugraheni

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

Education at the elementary school level plays a fundamental role in shaping students’ character and literacy skills during their golden age of growth. However, strengthening noble character and improving literacy, especially reading interest and comprehension of stories, still face challenges so that students do not feel bored. Facing this phenomenon, the synergy between Indonesia’s as a source of moral values and local wisdom, and digital comics as a visual medium that is popular and effective in attracting reading interest, offers great potential. The folktale “Mouse Deer, the Bear, and the Secret Forest” contains relevant moral messages, while digital comics can presnt it in an interactive and easily understandable format for students. This research aims to deeply examine the potential synergy between folktales (case study “Mouse Deer, Bear, and the Secret Forest” and digital comic learning as an effective stimulus in strengthening character education and improving literacy among elementary school students. Using a qualitative approach, this research will explore how the integration of these two media can be implemented and its impact on instilling character values through the moral messages in the story, as well as developing literacy skills through an engaging visual-verbal format for students. It is hoped that this learning model can be an innovative alternative solution in achieving the goals of character edutation and literacy in elementary schools.

Yance Cahyanda; Oktiana Handini; Dite Hastini

Jurnal Hukum, Pendidikan dan Sosial Humaniora 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aims to analyse the implementation of the social inquiry learning model assisted by Kahoot media in improving the curiosity and learning independence of fourth-grade students at SD Negeri Mangkubumen Wetan Surakarta in the 2024/2025 academic year. This research employed a descriptive qualitative approach with data triangulation techniques, including observation, interviews, and documentation. The research subjects consisted of 28 students, the classroom teacher, and the principal. The results showed that the application of the social inquiry model supported by Kahoot increased students’ curiosity from an initial estimate of 30% to 50%. However, the improvement in learning independence was still not optimal, although some students began to show initiative and responsibility. Kahoot created a fun, competitive, and interactive learning environment, which enhanced student motivation and participation. This study concludes that integrating the social inquiry model with interactive digital media like Kahoot is effective in developing students’ critical thinking, curiosity, and learning independence.

Fransisca Inneke Rossari; Dinny Devi Triana; Deden Haerudin

International Journal of Educational Development 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to explore the effectiveness of flashcard media in music learning, especially in helping students understand music theory and increase motivation to play music through a fun and interactive approach. Using the Systematic Literature Review (SLR) method, this study identified, evaluated, and synthesized eight selected scientific articles published between 2015-2025. The selection process was based on PRISMA guidelines and Zawacki-Richter's SLR model, including the formulation of research questions, screening of articles based on inclusion and exclusion criteria, and assessment of study quality. The results showed that the use of flashcards - both in manual and digital form - consistently contributed positively to the improvement of rhythmic ability, understanding of notation concepts, and affective engagement of learners from various levels. Flashcards proved effective in simplifying complex musical material into concrete visual representations, strengthening long-term memory through retrieval practice and spaced repetition techniques. Furthermore, the integration of flashcards in project-based pedagogical approaches (PjBL), character learning, as well as digital technologies such as apps and AR, shows great potential in enriching music learning experiences that are inclusive, collaborative and meaningful. Therefore, this study recommends the continued development of interactive technology-based flashcard media as a future music learning innovation.

Fidya Aisyah Asyifa; Ifanda Rahmadani; Shofiatun Najiah; Aldy Ferdiyansyah; Asniwati Asniwati

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Students are individuals who are in the process of learning and developing themselves through formal and non-formal education. There are still teachers who do not pay attention to the initial conditions of students before learning begins, so that it has an impact on the learning outcomes obtained. This article aims to explain the application of flipped learning model assisted by interactive PowerPoint media in improving learning effectiveness in class IV SDN Sungai Miai 5. This research uses descriptive qualitative method with data collection techniques in the form of observation, interviews, and documentation. Interviews were conducted with four informants, namely homeroom teachers and three students. Observations were conducted in a participatory manner, while documentation included classroom learning activities and teacher teaching styles. The data obtained were analyzed in depth. The results showed that grade IV students expect fun, interesting, and active learning. The flipped learning model assisted by interactive PowerPoint is proven to help create a more effective learning atmosphere. Future research is suggested to examine the application of this model in other grade levels or subjects to broaden the understanding of its effectiveness in various learning contexts.    

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

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

Rabbiatul Alawiyah; Reza Maulana Dalimunthe; Hadma Yuliani

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

The rapid development of digital technology demands character education as well as ethical guidelines for interacting in social media, especially social media manners in Islamic views at Berkah Integrated MTs Palangkaraya. This study aims to assess the validity of teaching modules on adab social media in the view of Islam for class VIII students of MTs Terpadu Berkah. The research method used is Research and Development (R&D) with the ADDIE model at the analysis and design stages. Validation was carried out by four experts, namely 2 material experts, and 2 design experts. The assessment included six aspects: content suitability, alignment with the curriculum, relevance to students, language, layout and design, and learning evaluation. Data were analyzed using a Likert scale to calculate the percentage of validity. The results showed that the teaching module had an average validity of 80%, which included the valid category. This shows that the module is feasible to use in learning. However, there are some minor revisions that need to be made, such as improving visual design, images, fonts, and simplifying language, and adding learning activities that are more interactive and fun. In conclusion, this teaching module can be used as a teacher's guide in learning that helps students understand and apply social media manners in accordance with Islamic values. Additional revisions from validators are expected to increase the effectiveness of the teaching module for students

Ari Gunawan; Dani Kusuma

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2024 LPPM Universitas 17 Agustus 1945 Semarang

This research aims to develop an interactive web learning media called Mathventure based on Google Sites, with a focus on improving the math problem solving skills of third grade elementary school students in multiplication material. The background of this research is driven by students' low understanding of the concept of multiplication and the lack of interesting and contextual learning media. The approach used in this research is the Research and Development (R&D) method with the ADDIE model involving five stages: analysis, design, development, implementation, and evaluation. The resulting product has been validated by material and media experts with excellent results. The pilot test was conducted in two elementary schools involving pretest, posttest, and student response questionnaire. The test results showed a significant increase in problem solving ability, with an N-Gain value of 0.6612, and a practicality level of 82%. This media is considered effective in creating learning that is fun, interactive, and able to motivate students in understanding the concept of multiplication. The implication of this research shows that web-based digital media can be an innovative solution to overcome math learning difficulties in elementary schools and has the potential to be further developed for other materials and levels.

Rini Marlina Masumba; Utin Desy Susiaty; Hartono Hartono

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

The research methodology used by researchers in this research is a research and development approach. The researchers in this study used a research plan that combines a three-dimensional model consisting of four different development stages: Define, Design, and Develop. The participants involved in this research were class VIII students of SMP Negeri 1 Teriak. The method used in selecting the sample used a purposive sampling technique. Purposive sampling is a sampling technique that involves deliberate selection based on certain reasons. Researchers use many data collection strategies, including indirect communication tactics and measurement techniques. The data collection methods used in this research include the use of validation sheets, questionnaires, and assessment of mathematical understanding abilities. Based on the results of the discussion in this research, it can be concluded that the level of validity of interactive video learning media in the form of animated videos on relationship and function material based on direct instruction can be classified as valid with a percentage of 85.27%, the level of practicality obtained is 90.58% with very practical and high level criteria. The effectiveness obtained was 80.76% with effective criteria.

Ayu Malia; Ellinia Ika Gustiani; Dwi Ratih Puspitasari; Dhini Huda Chasanati; Asep Purwo Yudi Utomo +1 more

The educational process functions as the intellectual development and potential of students. The use of appropriate learning models or media can encourage the growth of students' enjoyment of the learning process, increasing learning motivation. This study applies the ASSURE learning model with Mentimeter media which can be accessed through each student's device. Menimeter media is used as a form of technology application in the learning process. Mentimeter can be used as an online presentation medium or presented in a quiz format to assess students' understanding of the material provided by the teacher (Zulfa & Huda, 2021). This study uses a qualitative research method with a descriptive approach method with research instruments that use test instruments and non-test instruments. The results of this study indicate that the ASSURE model with mentimeter media can be applied in learning to analyze the systematics and language of scientific work. The use of meter media in the learning process can motivate students in learning which affects the acquisition of learning outcomes.

Ima Ismail; Wa Ode Rizka Fauziah Ali

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2022 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to develop and test the feasibility of the “Colorful Science Kit” as a colorful-based learning media to improve early childhood science literacy. The study used the Research and Development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 20 children aged 5–6 years at an early childhood education institution. Data collection was carried out through observation, interviews, documentation, and expert validation using a Likert scale instrument. The validation results showed that the media obtained a very feasible category with an average percentage of 91%. The implementation of the media showed an increase in children’s scientific literacy skills, especially in the skills of observing, grouping, predicting, and communicating the results of simple experiments. Children showed high enthusiasm during the color exploration activities and were able to work actively together in small groups. The use of color-based media also helped improve children’s attention, creativity, and communication skills during the learning process. The results of the study showed that the “Colorful Science Kit” was effectively used as an interactive and fun science learning media in early childhood education. This media is recommended as a contextual learning innovation to support the development of scientific literacy in early childhood education (PAUD).