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Gofi Haryobel Hutasoit; Siti Mutia; Uswatun Hasannah; Riwana Simarmata

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Educational transformation through the use of interactive technology is an integral part of the implementation of the Merdeka Curriculum, especially in Mathematics learning in Elementary Schools (SD). This curriculum emphasizes a contextual, student-centered, and adaptive learning approach to the challenges of the digital era. This study aims to analyze the role of interactive technology in improving the effectiveness of Mathematics learning and developing 21st-century skills in elementary school students. Various digital media such as GeoGebra, gamification applications, and visual simulations are used to help students understand abstract concepts in a concrete and enjoyable way. The results show that technology integration supports the achievement of the Pancasila Student Profile by increasing creativity, independence, and critical thinking skills. Challenges such as limited infrastructure and teacher competency can be overcome through continuous training and development of relevant local content.

Salsha Julia; Keisya Damia Garbita; Syah Akbar; Beny Rahim; Muhammad Ilham +1 more

Jurnal Ilmu Kesehatan 2025 Lembaga Pengembangan Kinerja Dosen

The research aims to explore how Quizziz can be effective in improving the understanding of currency recognition in learners with disabilities. The research used a quantitative approach and an experimental method of one group pre-test post-test design to collect data on student learning outcomes. Data collection was done through written tests in the form of multiple choice, with analysis using parametric statistical techniques and Paired Sample T-Test test. The data findings showed that the average student pretest score was 66.0 and which then increased to 89.3 on the posttest, with an average difference of 23.3 points. The statistical test resulted in a significance value of p = 0.004, which is a value that shows the significance of the difference and increase in scores. The increase in the results obtained is an indication that when learning is carried out with gamification and visual-based media such as Quizizz is able to provide assistance in helping students understand the basic concepts of currency and increase learning motivation through an attractive and interactive display. Thus, it can be concluded that the Quizizz application can be a feasible alternative for use in learning, especially to increase the independence of students with disabilities in daily life through mastery of currency recognition material.

Taufik Afandi; Abdul Khobir; Muhlisin Muhlisin

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

The digital era requires the world of education to adapt to learning innovations that can increase student participation and enthusiasm, especially at the elementary school level. This research was motivated by students' low interest in learning which was influenced by conventional learning methods that were less interactive. The aim of this research is to examine the effectiveness of creative learning strategies through collaboration between gamification and inquiry methods in increasing student enthusiasm for learning. This research uses a qualitative approach with a case study method carried out in one elementary school in Indonesia. Data was collected through observation, interviews and documentation, then analyzed descriptively. The research results show that the integration of gamification with inquiry methods can significantly increase students' active involvement, curiosity and enthusiasm for learning in the learning process. The use of game elements combined with independent exploration is proven to create a fun and challenging learning atmosphere. The implications of these findings show the importance of implementing innovative and contextual learning strategies to support student learning processes in the digital era. This strategy is recommended as an alternative learning method that is relevant to be widely implemented in elementary schools.

Alberta Adinata; Budi Eko Soetjipto

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

In the face of an increasingly competitive landscape, culinary MSMEs in Indonesia are required to not only offer quality products, but also create interactive and emotional consumer experiences. This study aims to investigate the mediating role of loyalty programs in influencing the relationship between gamification and relationship marketing on Gen Z consumer loyalty. Using a quantitative approach through online questionnaire distribution to 385 Gen Z respondents on social media, the results show that both gamification and relationship marketing have a significant direct influence on consumer loyalty, as well as an indirect influence through the mediation of loyalty programs. The findings confirm that the integration of gamification elements-such as challenges, point systems, and leaderboards-in loyalty programs can generate intrinsic motivation that strengthens consumers' emotional engagement. Meanwhile, a relationship marketing approach based on trust and personalization encourages long-term commitment. This research extends the application of the Commitment-Trust and Self-Determination theories in the digital-native context, and makes a conceptual contribution to the strategic design of experiential loyalty programs for culinary MSMEs targeting Gen Z consumers. The practical implication is that business owners need to build a loyalty ecosystem that is not only functional, but also fun and emotionally meaningful.

Kayla Attya Ramadhani; Fikri Saputra; Muhammad Yordi Septian; Fadhlan Zaki Darmansyah; Humannisa Rubina Lestari

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

The rapid advancement of digital technology has transformed the landscape of language learning, particularly in the post-pandemic era where self-directed learning through mobile applications and online platforms is increasingly common. This study explores the effectiveness of two popular digital tools LuvLingua and YouTube in supporting independent Japanese language learning among Indonesian university students. LuvLingua offers a structured, gamified approach suitable for beginners, while YouTube provides authentic and contextual exposure through real-life content. Using a descriptive quantitative method, this research involved twelve students from non-language majors who actively use both platforms to study Japanese. The findings reveal that each platform has distinct advantages: LuvLingua excels in foundational vocabulary and pronunciation, whereas YouTube significantly enhances listening skills and cultural understanding. The combination of both platforms yields optimal learning outcomes, although success heavily depends on learners’ motivation, discipline, and time management. This study contributes to the growing body of research on technology-assisted language learning and provides practical recommendations for learners, educators, and content developers.

Rahmat Hidayat; Rahmad Al-Rian; Pratama Benny Herlandy; Melly Novalia

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

This research develops CompuParts Game, a mobile-based educational game that serves as an interactive learning media to understand computer components. The game was designed using the Game Development Life Cycle (GDLC) method which consists of six main stages, namely concept design, pre-production, production, testing, launch, and post-production. By applying gamification principles, the game features levels, leaderboards, and immediate feedback to increase user engagement in the learning process. Evaluation was conducted on 20 students, with the results showing that the game is effective in improving the understanding of the function and assembly of computer components in a more interactive and fun way. In addition, the questionnaire results showed a user satisfaction level of 85.75%, which indicates that this game is well received as a mobile-based learning media. The use of CompuParts Game is expected to be an innovative solution in improving the accessibility and effectiveness of technology learning, especially in the growing digital education environment. With an interactive approach, this game provides a more interesting learning experience and motivates students to better understand technology concepts in depth.

Dimas Akbar Tama; Syifa Nursaadah; Fatih Kawakib Kartono; Ferrol Azki Mashudi; Humannisa Rubina Lestari

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

This study aims to analyze the effectiveness of Drops app in improving Japanese vocabulary acquisition among beginners. Based on the theory of cognitivism, the study used a descriptive qualitative method with a sample of 21 subjects who answered 11 questions through a Google Form survey. Results showed that the use of Drops significantly increased the average vocabulary score by 43 % (from 28.5 to 40.7), which was influenced by the integration of gamification features and spaced repetition mechanism in the application. The majority of respondents (76 %) reported high satisfaction with ease of use, learning motivation, and effectiveness of visual illustrations, consistent with previous research on audiovisual and gamification-based mobile apps. However, about 24 % of respondents recorded medium to low scores on motivational aspects and interface appearance, indicating the need for UX/UI enhancements to expand adoption. Demographic statistics revealed the average age of respondents to be 18.38 years (Q1=17; median=18; Q3=20), confirming that teenagers and pre-adults are the main group of Drops users. The findings provide recommendations for both language education practitioners and app developers to optimize design and features to maximize vocabulary learning effectiveness.

Restu Permohonan Hasibuan; Makruf Makruf; Gusmaneli Gusmaneli

AL-MUSTAQBAL: Jurnal Agama Islam 2025 STIKes Ibnu Sina Ajibarang

This study aims to analyze digital technology-based Islamic Religious Education (PAI) learning strategies in an effort to enhance religious literacy and strengthen Islamic values in the lives of modern students. Using a literature research method, this study collects and analyzes various literature sources, such as books, scientific journals, articles, and related documents, that discuss the integration of digital technology in PAI learning. The results indicate that digital technologies, such as e-learning, social media, mobile applications, gamification, and virtual reality, play a significant role in creating more interactive, engaging, and effective learning processes. This strategy not only improves students' understanding of religious materials but also helps them internalize Islamic values in their daily lives. Additionally, digital technology enables access to a wider range of learning resources, encourages personalized and adaptive learning, and opens opportunities for more participatory collaboration and discussion. However, the implementation of this strategy also faces challenges, such as the digital divide, infrastructure limitations, and a lack of digital competence among educators. Therefore, collaborative efforts are needed to address these challenges, including training for educators, improving access to technology, and curriculum adjustments. Overall, this study concludes that digital technology-based PAI learning strategies are an effective approach to enhancing religious literacy and strengthening Islamic values in the lives of modern students, while also preparing the younger generation to face global challenges while adhering to Islamic principles.

Aditya Ahmad Fauzi; Fithriawan Nugroho; Wahyu Putra; Yossa Agung Pratama; Andria Rezki +1 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technological advancements have significantly impacted education, including more interactive learning methods. Kahoot and Quizizz are two platforms that utilize gamification to enhance student engagement in learning. This study aims to analyze and compare these interactive media in terms of ease of use, student engagement, and effectiveness in providing feedback. Using a qualitative method and a case study approach, data was collected through interviews and observations of teachers and students utilizing both platforms. The study's findings indicate that Kahoot is more effective in boosting student motivation through a competitive system, whereas Quizizz excels in independent learning flexibility and providing more detailed result reports. Therefore, the utilization of these platforms should be adjusted according to the learning objectives to be achieved..

Astri Chintya Astana; Trifena Ruth Clara; Parshuram Sahoo

International Journal of Education and Social Sciences 2025 International Forum of Researchers and Lecturers

This study aims to assess the impact of gamification on students' motivation and social collaboration in the educational environment. The problems identified were the low levels of motivation and collaboration in traditional learning methods. The aim of this study is to explore whether the application of gamification can improve both aspects. The methods used were experimental design with control groups and experiments, as well as the application of gamification class activities that included elements such as point systems, levels, and collaborative tasks. The main results showed that the experimental group experienced a significant increase in motivation and social collaboration compared to the control group. The average motivation score increased from 3.2 to 4.1, and the collaboration score increased from 3.0 to 4.0. These findings are in line with previous research that showed that gamification can increase student engagement through elements of games. In conclusion, gamification is an effective approach to increase students' motivation and social collaboration in learning.

Muhammad Nawir; Aini Nurpratiwi; Dimas Mulyadin

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study was conducted because of the lack of interest in learning the IPS subject of grade IX junior high school which according to the students always makes them sleepy. The low interest in learning students can be seen from the minimal participation in class discussions and the lack of motivation to complete assignments. To overcome this, learning innovation was carried out by utilizing Game Based Learning Quizizz, an interactive quiz platform based on gamification that can increase student motivation. This study aims to test whether the use of Quizizz can increase students' interest in learning in IPS. This Classroom Action Research (CAR) was conducted in two cycles, each consisting of the planning, implementation, observation, and reflection stages, with 31 subjects of grade IX students of SMPN 1 Barru. Data were collected through observation, questionnaires, and interviews, then analyzed descriptively qualitatively and quantitatively. The results showed that the use of Quizizz significantly increased students' interest in learning. In Cycle 1, there was an increase in interest in learning, although some students still had difficulty using the application and many were still not interested and lacked learning. After improvements in Cycle 2, 90% of students became more active and enthusiastic, supported by interview results which showed that students felt more motivated and enjoyed learning through interactive quizzes because they could see their scores directly using the LCD.

Akbar Yusgiantara

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The transformation of Islamic education in Indonesia in the Society 5.0 era is crucial to address the rapid development of technology. The current era is marked by the application of technologies such as the Internet of Things (IoT), big data, and artificial intelligence (AI) in various aspects of life, including education. However, there is still a lack of research on how Islamic values can be integrated with modern technology in the Islamic education curriculum. This article offers creative solutions to integrate Islamic values with technology through multidisciplinary approaches and technology-based learning methods such as gamification, adaptive learning, and blended learning. By adopting modern technology without compromising fundamental Islamic values, Islamic education in Indonesia can evolve and contribute to shaping a generation that is not only intellectually capable but also morally upright. This study is expected to provide a new perspective on building a more comprehensive and relevant Islamic education in the modern era. 

Nofamataro Zebua; Padmaning Fathimah Pudya Malik; Nur Al-Azizah Al-Hilmiyah; Ester Novi Kurnia Zebua; Paulina Elvi Pebrianti +2 more

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Learning motivation is an important factor in the success of learning. However, low student motivation and learning outcomes are still a major problem in science-biology learning at Sriwedari Junior High School. This study aims to analyze the role of gamification as an innovative learning method that can improve students' motivation, engagement, and learning outcomes. The research used a descriptive qualitative approach involving students in grades VII, VIII, and IX as research subjects. Data was collected through in-depth interviews and documentation. The results showed that the use of gamification elements such as points, badges, and leaderboards managed to significantly increase students' motivation. In addition, students' active engagement in learning increased, seen from consistent attendance and participation in group discussions. Student learning outcomes also improved, with 75% of students achieving scores above the KKM after the implementation of gamification. Gamification creates interactive and relevant learning, allowing students to understand complex concepts more deeply. In conclusion, gamification is an effective approach to improve the quality of science-biology learning. Teachers are advised to strategically integrate gamification elements to create a fun and meaningful learning experience.

Khairullah Khairullah; Gusti Hadiatus Solehah; Muhammad Arbain

Jurnal Pelayanan Hubungan Masyarakat 2024 International Forum of Researchers and Lecturers

This community service activity aims to introduce the advantages of Madrasah Ibtidaiyah (MI) compared to Elementary Schools (SD) and the Paket A Program, particularly in the context of student learning and character development. Madrasah Ibtidaiyah excels in the integration of religious and general education, supporting the holistic development of student character. Based on various studies, including the development of gamification-based literacy media in MI and the internalization of multicultural values in MI, MI has proven to be more effective in instilling important religious and social values at an early age. While the Paket A Program provides educational opportunities for school dropouts, it does not directly accommodate religious education as MI does. The advantages of MI are also reflected in the development of wahdatul ulum-based teaching materials and interactive e-modules to improve science skills, which demonstrate a more innovative approach to teaching and align with 21st-century learning principles. Therefore, this activity aims to increase public understanding of MI's advantages in shaping student character, skills, and socio-economic intelligence, while emphasizing the importance of religious education in supporting the moral and ethical development of children.

Meike Irmawati Tompira; Tonny Andrian Stefanus; Maria Titik Windarti

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Christian Religious Education (PAK) in the digital era faces great challenges as well as opportunities to develop through learning innovation. With a theological foundation such as Ephesians 2:10, this education does not only aim to develop cognitive aspects, but also to shape character oriented towards personal and spiritual transformation. PAK teachers are required to be inspirers who integrate faith values with innovative learning approaches, such as the utilisation of digital technology, the development of student-based learning models, and the application of creative methods, such as gamification and blended learning.However, this digital transformation is not without obstacles. In Palu City, geographical challenges, technological limitations, and diverse student backgrounds are important issues that need to be addressed. By implementing strategies such as teacher training, collaboration with churches, and contextualised curriculum development, PAK can adapt and be relevant to the times. This research uses a literature review to explore the concept and implementation of innovations in PAK, including improving teachers' skills in technology, learning management, and communication. The results show that a constructivism-based approach, which emphasises hands-on experience and active learning, can improve learning effectiveness. The synergy between technology, faith and local context is the key to the success of Christian education that is able to produce a generation with character and competence to face the digital era..    

Iis Susiawati; Arozatulo Bawamenew; Zohaib Hassan Sain

International Journal of Educational Sciences and Languages 2024 International Forum of Researchers and Lecturers

The rapid development of technology has introduced various language learning resources, including podcasts, which offer authentic audio input but are often underutilized and lack structured application in EFL classrooms. Integrating gamification into podcasts represents a promising approach to enhance students’ engagement, motivation, and learning outcomes. This study aims to evaluate the impact of gamified podcasts on EFL students’ listening comprehension, learning motivation, and content retention. A quasi-experimental design was employed, involving university-level EFL students divided into an experimental group (gamified podcasts with interactive quizzes, leaderboards, and badges) and a control group (non-gamified podcasts). Pre-tests and post-tests assessed listening comprehension, motivation, and retention, with statistical comparisons conducted using t-tests and ANOVA. The results indicate that students exposed to gamified podcasts demonstrated significant improvements in listening comprehension, motivation, and retention compared to their peers in the control group. The interactive and competitive elements of gamification encouraged repeated engagement, active participation, and deeper cognitive processing of audio materials, which strengthened long-term memory and overall learning outcomes. These findings suggest that gamified podcast-based learning not only enriches traditional listening practices but also fosters a more engaging, motivating, and effective EFL learning environment. Consequently, integrating gamification into podcast instruction is recommended as an innovative strategy to support language acquisition and enhance students’ sustained involvement in learning activities.

Aditya Wicaksono; Raveenthiran Vivekanantharasa

International Journal of Educational Sciences and Languages 2024 International Forum of Researchers and Lecturers

The rapid development of digital technology has reshaped communication practices in online learning, particularly in language education. Emojis, as a visual symbol widely used in digital interactions, have the potential to enrich emotional expression and participation, but their role in educational contexts remains insufficiently explored. This study aims to investigate how emojis influence students’ emotional expression, engagement, and digital literacy in online language classrooms. To achieve this, a qualitative observational design was employed, focusing on university students participating in online language courses. Data were collected from authentic digital interactions, including chat messages, discussion forums, and collaborative platforms, and were analyzed through content analysis to identify the communicative and pedagogical functions of emojis. The findings indicate that emojis help clarify emotional expression, support comprehension of messages, and encourage active student participation in online discussions. These results demonstrate that emojis not only serve as supplementary tools for digital communication but also contribute to creating a more engaging and supportive learning environment. Synthesizing the main ideas, this study extends the understanding of digital communication theory by highlighting the pedagogical value of emojis beyond their informal use on social media. In conclusion, emojis play a crucial role in strengthening interaction, fostering emotional presence, and enhancing learning outcomes in online language education. The study recommends integrating emojis into digital teaching practices while encouraging further research on cultural variation, learner levels, and diverse digital platforms to maximize their educational potential.

Singgih Prastawa; Yanuar Triadi; Dedi Gunawan Saputra

International Journal of Educational Sciences and Languages 2024 International Forum of Researchers and Lecturers

The rapid growth of online English learning platforms has introduced new opportunities for language acquisition, yet maintaining student engagement and motivation remains a persistent challenge. Many learners experience reduced participation and limited knowledge retention in digital settings compared to traditional classroom environments. Addressing this issue, the present study investigates the effectiveness of gamified quizzes as a pedagogical strategy to enhance engagement, motivation, and retention among online English learners. A quasi-experimental design was employed with two groups: a control group that used a standard online platform and a treatment group that engaged with gamified quizzes incorporating points, badges, and leaderboards. Data on engagement were collected through participation frequency and time spent, while motivation was measured using pre- and post-intervention questionnaires, and retention was assessed through follow-up tests. Statistical analyses using independent-sample t-tests and ANOVA revealed significant differences between the two groups. The treatment group demonstrated higher engagement, stronger motivation, and improved retention outcomes compared to the control group. These results, supported by both tabular and graphical representations, highlight the pedagogical value of gamification in addressing motivational challenges and fostering meaningful learning. The study concludes that gamified quizzes serve not only as motivational tools but also as effective mechanisms to strengthen long-term knowledge retention in online English education. Implications for practice suggest that educators and digital learning designers should integrate gamification elements as a central feature of online platforms to optimize learner outcomes.

Rhinomuraena Murtoaji Abikusno; Sri Sundari; Auderey G. D. Tangkudung; Marisi Pakpahan; Rudianto Rudianto

International Journal of Management and Digital Sciences 2024 International Forum of Researchers and Lecturers

This study analyzesthe effectiveness of the flipped learning program in enhancing the English language proficiency of students at LembagaBahasa LIA Cibinong. Using a descriptive qualitative approach, the study adopts the Kirkpatrick evaluation model, which includes four aspects: student reactions, the learning process, behavior change, and the final outcomes of the program implementation. Data were collected through observation, interviews, and documentation, and analyzed through stages of condensation, presentation, and conclusion drawing. The subjects of the study involved the branch manager, academic staff, instructors, as well as students from LIA Cibinong and Jalan Baru, with the study being conducted from May to July 2024. The results of the study show that the implementation of flipped learning received positive feedback from students, increased active participation in class discussions, and developed critical thinking skills. Students also reported improvements in their English skills, particularly in speaking, listening, and vocabulary acquisition. Although challenges such as self-motivation and technological limitations still exist, the program has proven effective in enhancing the quality of learning and students' social skills. Classroom observation evaluations confirmed a consistent improvement in students' language skills. Additionally, the program had a positive impact on the institution's business growth. In conclusion, flipped learning has been shown to be an effective method and is worth further development atLembaga Bahasa LIA Cibinong. Recommendations for further development include optimizing learning motivation through gamification, improving the quality of materials, enhancing facilities, and providing additional training for teachers to maximize the potential of this method. 

Hanikmah Rahmadani; Sueb Hadi; Inna Prabandari

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research examines the use of gamification in learning descriptive text conjunctions for class 9I of SMP Negeri 13 Surabaya. How the use of gamification in learning can improve the results and motivation of learning Indonesian for class 9I students. The aim of this research is (1) to increase the learning activities of class 9I students at SMP Negeri 13 Surabaya through the application of gamification in learning (2) to improve the learning outcomes of descriptive text conjunctions for class 9I students at SMP Negeri 13 Surabaya. This research is Classroom Action Research (PTK) which includes planning, implementation, observation and reflection. Data collection methods use questionnaires and observation. The instrument used is quantitative descriptive data analysis. The results of this research show an increase in students' motivation and learning participation, as well as a better understanding of conjunctions in Indonesian descriptive texts.