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Susanti Maysura; Suryani Pulungan; Sabarita Br Tarigan; Anita Adinda

International Journal of Educational Development 2026 Asosiasi Periset Bahasa Sastra Indonesia

The development of digital technology and the demands of 21st-century learning require teachers to implement meaningful and student-centered learning through an immersive learning approach. However, many elementary school teachers still face limitations in understanding the concept of immersive learning and utilizing technology-based learning media, especially three-dimensional (3D) and Artificial Intelligence (AI)-based media. Therefore, this Field Study activity aims to improve the knowledge and skills of teachers and students in implementing immersive learning through the use of 3D-based learning media and AI technology at the UPTD of SD Negeri 155684 Lubuk Tukko 1, Pandan District. The activity was implemented through a four-day workshop involving teachers and students, using an approach of socialization, demonstrations, hands-on practice, discussion, and reflection. The workshop materials covered the concept of immersive learning, the use of 3D-based learning media, gamification of learning through 3D Media applications, and the use of Artificial Intelligence in developing teaching materials and learning media. Evaluation of the activity was conducted through pre- and post-tests, participant observation, and analysis of the resulting learning products. .The results of the activity showed an increase in teachers' understanding and skills in designing and implementing technology-based immersive learning. Teachers were able to produce interactive learning media, teaching modules, and evaluation questions using 3D media, 3D media, and AI. Furthermore, this activity also increased teachers' motivation, creativity, and awareness of the importance of digital literacy in learning. This Field Study activity made a positive contribution to improving teacher competency and supporting the creation of more innovative, interactive, and relevant learning that reflects the characteristics of 21st-century learners.

Imelvia Munu; Nur Azizah Rasid

Inovasi Pendidikan dan Anak Usia Dini 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Effective learning involves active student involvement. The PAIKEM (Active, Innovative, Creative, Effective, and Enjoyable Learning) model emphasizes activeness, creativity, and a fun learning atmosphere. In this model, students are invited to be directly involved in the learning process, either through discussions, questions and answers, or group work that facilitate the development of their social and cognitive skills. This article aims to examine the application of the PAIKEM learning model in improving student learning activities through a literature review of ten scientific journals indexed by Google Scholar. The results show that PAIKEM increases participation in discussions, courage to ask questions, group collaboration, and learning motivation. In addition, this model also facilitates the development of students' critical and creative thinking skills, creating a fun and challenging learning atmosphere. The implementation of PAIKEM in learning has a positive impact on improving overall student learning outcomes. Thus, the PAIKEM learning model can be an effective alternative for teachers to create more active, meaningful learning, and oriented towards the development of student competencies as a whole.

Hamsina Hamsina; Romansyah Sahabuddin; Muhammad Rakib; Ichwan Musa

Proceeding of the International Conference on Economics, Accounting, and Taxation 2026 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study explores how Generation Z constructs work values and meaning in modern organizations shaped by digitalization and social transformation. Using a qualitative phenomenological approach under a social constructivist paradigm, the research investigates the lived experiences of young professionals in the digital, creative, and startup sectors. Data were collected through in-depth interviews and non-participant observation and analyzed using thematic analysis (Braun & Clarke, 2006; Moustakas, 1994). Findings show that Generation Z defines work through three interrelated dimensions: (1) intrinsic motivation grounded in personal purpose and self-expression, (2) redefined productivity emphasizing creativity and emotional balance rather than quantitative output, and (3) job satisfaction derived from inclusive culture and adaptive leadership. These results support Self-Determination Theory (Deci & Ryan, 2000) and Social Constructionism (Berger & Luckmann, 1966), showing that work meaning is socially constructed rather than objectively given. Overall, the study concludes that for Generation Z, work represents not merely economic activity but a medium for identity, contribution, and personal growth, urging organizations to embrace meaning-centered and value-driven leadership to enhance engagement and fulfillment.

Raihan Abaidata; Elva M Sumirat; Putri Thalib; Ribby Aulia Salsabila; Siti Alizah A. Sua +9 more

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study was to determine how puzzle games affect the problem-solving abilities of early childhood children. This study used quantitative methods and a quasi-experimental design. The study involved children aged 4 to 6 years from various early childhood education institutions (PAUD). Purposive sampling was used to collect samples. Data were collected through pre-tests and post-tests of problem-solving abilities and observations of children's behavior while playing puzzles. Logical thinking, creativity, concentration, focus, use of problem-solving strategies, and willingness to learn were all metrics used for assessment. To determine the differences in abilities before and after treatment, the collected data were analyzed statistically. The results of the study showed that puzzle game intervention improved children's problem-solving abilities. Children learned to identify problems, make plans for solutions, and work independently. In addition, it was proven that puzzle games as a learning medium were more effective with the help and guidance of teachers and parents. According to this study, puzzle games are an effective tool for developing the cognitive, social, and emotional abilities of early childhood.

Faruk, Majida; Usman, Syahruddin; Achruh, Andi; Yahdi, Muhammad

International Journal of Educational Evaluation and Policy Analysis 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This article investigates how Islamic Education teachers implement their professional competence in managing learning at a public Islamic senior secondary school in North Maluku, Indonesia. Teacher competence is understood as a multidimensional construct that includes pedagogical, professional, personal, social, and spiritual dimensions and is expressed through lesson planning, classroom instruction, and learning assessment. Using a qualitative naturalistic design, data were collected through participant observation, in depth interviews with teachers, school leaders, and students, and documentation of lesson plans and institutional records. The findings show that lesson planning is carried out consistently and aligned with the curriculum, but the depth and creativity of plans vary between teachers, with some documents remaining largely administrative. In classroom instruction, teachers demonstrate sincere efforts to create a conducive learning climate, connect Islamic teachings with students daily lives, and encourage participation, although limited use of educational technology, differences in student engagement, and classroom management challenges constrain the consistency of instructional quality. Assessment practices employ diverse techniques to evaluate cognitive, affective, and psychomotor domains, yet the systematic use of formative and authentic assessment is still uneven due to workload and time pressures. Supporting factors include institutional backing through workshops and subject teacher forums, supportive leadership, adequate facilities, and teacher experience, while inhibiting factors comprise internal limitations in instructional design, external constraints related to technology and student diversity, and structural administrative demands. Overall, the study offers an integrated and context specific picture of how competence in learning management contributes to students understanding, motivation, and religious character.

Yusro Edy Nugroho; Siti Hadiati Nugraini; Asep Purwo Yudi Utomo; Inna Havidatus Saniyah; Indri Dwi Astuti +1 more

Nusantara: Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

The Bulusari Film Village Community possesses considerable potential as a community-based creative space, yet it continues to face limitations in technical film production skills and community management. This community engagement program aims to strengthen the community’s creative capacity and professionalism through training in scriptwriting, cinematography, production, and film editing, as well as reinforcing organizational management using the Participatory Community Appraisal (PCA) approach. The activities were implemented through five major stages, namely needs identification, formulation of alternative solutions, technical training, short film production mentoring, and strengthening of the community’s management system. The results demonstrate significant improvements in members’ technical competencies across all stages of film production, from pre-production to post-production. The community successfully produced a script and one short film with enhanced visual and narrative quality compared to their earlier works. In addition, the establishment of a new organizational structure, operational SOPs, and a simple administrative system effectively improved community governance. The program also broadened the community’s collaborative network with local government, educational institutions, and other creative groups. These findings indicate that PCA-based empowerment supports increased creativity, autonomy, and competitiveness among local creative communities in alignment with the SDGs, particularly SDG 4 (Quality Education), SDG 8 (Decent Work and Economic Growth), and SDG 11 (Sustainable Communities).

Diah Safithri Armin; Ummi Azhany Husna Nasution; Yessy Agustia Lestari; Dermilan Siregar

Nusantara: Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

The 2025 UINSU Community Service Program research in Sempajaya Village was carried out through training in making ecoprint tote bags as an effort to develop creativity while strengthening the economic literacy of elementary school children. This activity utilized natural materials such as leaves and flowers commonly found in the village environment, so that children could learn to recognize the potential of their natural surroundings as a source of creative works with practical and economic value. The training was conducted in three main stages: preparation, implementation, and reflection. During the implementation stage, children were introduced to the concept of ecoprinting, pounding techniques, and the steps involved in making ecoprinted tote bags through lectures, question and answer sessions, and hands-on practice. The results of the activity showed an increase in the participants' creativity, as evident in their ability to arrange motifs, select natural materials, and produce tote bags with attractive patterns. In addition, this activity also fostered a basic understanding of the economic value of creative products, thereby supporting the formation of independence and an entrepreneurial spirit from an early age. The reflection stage showed that the children were able to identify the process, benefits, and challenges they faced. Thus, ecoprint tote bags proved to be an effective educational tool in integrating creativity, economic literacy, and love for the environment for the children of Sempajaya Village.