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Kartini Anggi Agata Sihotang; Muhammad Kadri

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to determine the effect of the Discovery Learning model assisted by E-LKPD on students' physics learning outcomes. The research was conducted at SMA Negeri 1 Percut Sei Tuan. This type of research is a quasi-experimental design with a pretest-posttest control group design. The sampling technique used in this study was cluster random sampling, consisting of an experimental class and a control class, each with 36 students. The solution to address the research problem was to apply the Discovery Learning model assisted by E-LKPD in the experimental class and conventional learning in the control class. The subjects of this study were students in classes X-3 and X-4. The instrument used was a learning test in the form of 15 multiple-choice questions. Before the different treatments were applied, a pretest was conducted, resulting in an average pretest score of 48.1 for the experimental class and 45.6 for the control class. Normality and homogeneity tests on the pretest data indicated that both classes' data were normally distributed and homogeneous. The two-tailed t-test resulted in a value of tcount < ttabel = = 0.97 < 1.994, which means H0 was accepted, indicating that the initial critical thinking ability of the experimental and control classes was the same. After the different treatments, a posttest was conducted for both classes, which resulted in an average posttest score of 76.5 for the experimental class and 63.5 for the control class. Normality and homogeneity tests on the posttest data showed that both classes' data were normally distributed and homogeneous. The one-tailed t-test resulted in tcount < ttabel = = 4.860 > 1.666, so the alternative hypothesis (Ha) was accepted. It can be concluded that the use of Discovery Learning assisted by E-LKPD has a significant effect on students' learning outcomes on the topic of work and energy in class X at SMA Negeri 1 Percut Sei Tuan.

Samuel Marbun; Zainal Arifin

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

This research aims to develop interactive learning media based on android with iSpring Suite 9 which is feasible and effective in the learning process of Chassis Maintenance and Power Transfer. The type of research used is development research (Research & Development) using the ADDIE development model which has 5 stages namely Analysis, Design, Development, Implementation and Evaluation. The results of the research in the feasibility test of interactive learning media based on media validation by media experts obtained a score of 3.70 in the ‘very feasible’ category, learning design experts obtained a score of 3.71 in the ‘very feasible’ category, and material experts obtained a score of 3.96 in the ‘very feasible’ category. The results of the one to one trial of students obtained a score of 3.50 with the category ‘very feasible’, the small-scale trial of students obtained a score of 3.65 with the category ‘very feasible’, and the large-scale trial of students obtained a score of 3.71 with the category ‘very feasible’. The results of the research in the effectiveness test of interactive learning media are known based on the results of the pre-test and post-test there was an increase in value of 41.29, as well as the average N-Gain value of 0.77 in the high category with a percentage of 76.56% in the effective category. So it can be concluded that android-based interactive learning media using Ispring Suite 9 is very feasible to use as a learning media and effective to use because it can improve student learning outcomes in Chassis Maintenance and Power Transfer subjects in class XI TKR SMK Negeri 1 Percut Sei Tuan.

Sarah Wassar; Kezia Verena

International Journal of Christian Education and Philosophical Inquiry 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

The goal of this study is to ascertain whether using learning model Think Pair Share (TPS) improves student interest and science learning outcomes. Classroom action research (PTK) is the term for this kind of study. Learning outcomes in science and interest rose by 14.82%. According to the questionnaire results for each cycle, the average percentage of student interest increased from 73.43% in the first cycle to 79.82% in Cycle II. Ten students, or 35.71% of the total, have finished at pre-cycles. One student's percentage of mastery rises to 60.71%, or 17 finished students, after completing a cycle action. With an average score of 84.46, the percentage of students who experience mastery has then increased to 100% in cycle two.

Desma Wati; Deswalantri Deswalantri; Wedra Aprison; Hidayani Syam

Jurnal Publikasi Ilmu Psikologi. 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

This study was motivated by the existence of online tutoring users ruangguru at SMA Negeri 5 Bukittinggi and aims to determine how much influence online tutoring (Ruangguru) has on the learning outcomes of students at SMA Negeri 5 Bukittinggi. This study uses a quantitative research method with a simple regression approach. The sampling technique uses purposive sampling where the sampling is based on certain considerations, the sample of this study was students in grades 1, 2, and 3 at SMA N 5 Bukittinggi totaling 65 people. Data were obtained through a questionnaire using a Likert scale that had been tested for validity. Data validity techniques use validity and reliability tests. Statistical testers with assumption test analysis (normality and linearity), linear regression analysis, hypothesis testing (F test and R2 test). Based on the analysis and data from the research results processed using the SPSS 22.0 computer program, it shows that partially it can be seen that the Variable X Ruangguru Online Learning Guidance on student learning outcomes has a constant of 19.993 and a coefficient value of 0.323 has a significance of 0.200> 0.05. It can be concluded that there is an influence of Ruangguru Online Learning Guidance on Student Learning Outcomes. Based on the Simultaneous test, the influence of Ruangguru Online Learning Guidance on Learning Outcomes is that f count 75.083> f table 2.90 and has a significant figure of 0.000 <0.05. This means that there is a Positive influence between Ruangguru Online Learning Guidance on Student Learning Outcomes at SMA N 5 Bukittinggi. With a determination coefficient value obtained of 0.544, this means that there is an influence of 29.59%, while the rest is influenced by other variables that are not studied.

Siti Munawaroh; Sri Utami; Sucipto Sucipto

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This study aims to explore the factors that affect the effectiveness of Problem-Based Learning (PBL) in improving student learning outcomes. PBL is a learning method based on real problem solving that requires students to think critically and work collaboratively. Although PBL has been proven effective in a variety of contexts, its implementation in developing countries and in various disciplines still faces challenges. The factors tested in this study included student characteristics (such as motivation and critical thinking skills), facilitator quality, environmental support (including educational facilities, technology, and policies), and subject matter characteristics. Through a literature analysis and case studies in several educational institutions, this study found that the effectiveness of PBL is highly dependent on the interaction between these factors. The characteristics of active and independent students, well-trained facilitators, and adequate environmental support can promote the achievement of better learning outcomes. Meanwhile, subject matter that is relevant and in accordance with the needs of students also plays a big role in the success of the implementation of PBL. This study provides recommendations for educators and policymakers to consider these factors in designing and implementing PBL in the educational environment.  

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.

Renda Pandu Winata; M. Syahran Jailani

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

This study is based on the importance of Mathematics Learning based on Computational Thinking in Asy-Syifa Islamic Schools, Jambi City, because some students at Asy-Syifa Islamic Schools, Jambi City have difficulty understanding the concept of learning mathematics, lack of practice, and even motivation factors. Therefore, the purpose of this study is to determine the planning, implementation and evaluation of Mathematics Learning Based on Computational Thinking in the Era of Independent Learning Curriculum in class IV of Asy-Syifa Islamic School, Jambi City. To achieve these goals, the researcher used qualitative research with the method used Phenomenology. The data collection techniques used in this study were observation, interviews and documentation. The data source selected was snowball sampling using respondents from the principal, class IVA mathematics study teachers and class IV students. The data analysis techniques used in this study were data reduction, data presentation and data conclusions. The results of this study are 1) Planning of Mathematics Learning Based on Computational Thinking in the Era of Independent Learning Curriculum in grade IV of Asy-Syifa Islamic School, Jambi City includes Introduction to Computational Thinking, Determining learning objectives, Mathematics learning design based on Computational Thinking, Development of media or learning tools, Learning activities, Learning assessment and improvement. 2) Implementation of Mathematics Learning Based on Computational Thinking in the Era of Independent Learning Curriculum in grade IV of Asy-Syifa Islamic School, Jambi City includes Decomposition (Problem Deconstruction), Implementation of technology, Collaboration and Discussion and evaluation and reflection. 3) Evaluation of Mathematics Learning Based on Computational Thinking in the Era of Independent Learning Curriculum in grade IV of Asy-Syifa Islamic School, Jambi City includes Understanding the basic concept of Computational Thinking, Implementation in learning, Assessment of Computational Thinking skills, Learning outcomes and feedback from students and teachers.

Patresia Situmorang; Robenhart Tamba; Wildansyah Lubis; Imelda Free Unita Manurung; Yusra Nasution

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This research aims to investigate the effect of cooperative learning model Team Games Tournament (TGT) with Educaplay media on science learning outcomes of fifth-grade students at SDN 060970 Bagan Deli. The study employed a quantitative method with a Quasi-Experimental design using pretest and posttest with non-equivalent control-group design. The research subjects were 56 fifth-grade students at SDN 060970 Bagan Deli, selected through purposive sampling technique. Based on the research results, the data analysis showed a significance value (2-tailed) of 0.000 < 0.05. The hypothesis was accepted based on the t-test where t-hitung = 4.524 > t-tabel = 1.673, resulting in the rejection of H0 and acceptance of Ha. The mean score in the control class was 70.53, while the experimental class achieved a mean score of 80.36. The effect size calculation using Cohen's d formula yielded a value of 1.206, which is interpreted as a large effect size. Therefore, it can be concluded that the cooperative learning model TGT with Educaplay media has a significant effect on improving the learning outcomes of fifth-grade students at SDN 060970 Bagan Deli.

Agus Wahyudi; Sucipto Sucipto; Victor Maruli Tua L. Tobing

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This study explores the influence of Information and Communication Technology (ICT)-based learning media on student motivation and learning outcomes in economics subjects at SMAN 1 Sreseh. The quasi-experimental method was used to compare the effectiveness of ICT-based learning with conventional methods in grade X students. Data analysis also indicates a significant relationship between motivation levels and student learning outcomes. The study concludes that the integration of ICT in economic learning can improve student engagement, learning effectiveness, and their academic achievement, especially when supported by adequate infrastructure and training..  

Muhammad Irfan Zidni; Hasyim As’ari; Saidun Anwar

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to determine the efforts to develop character through ro'an (mutual cooperation) actions at the Walisongo Sukajadi Islamic Boarding School. The problem is that in the Islamic boarding school there is a ro'an tradition, namely the tradition of mutual cooperation of students in carrying out the mandate of the boarding school caretaker. The Wali Songo Islamic Boarding School is one of the salafiyyah boarding schools in Central Lampung which has two ro'an traditions, namely monthly or grand ro'an and daily ro'an. Daily ro'an is a ro'an that is specifically carried out by students nderek ndalem or nderek kyai. Through this tradition, the boarding school caretaker tries to instill a character of responsibility and honesty in students. This study is a qualitative study where the researcher provides descriptive data in the form of words, pictures, and not values. Data were obtained from observation, interviews, and documentation. The results of the study showed (1) The implementation of ro'an activities at the Wali Songo Islamic Boarding School went well. The implementation of ro'an is divided into two activities, namely ro'an carried out by some students and ro'an carried out by all students. Daily ro'an is carried out by the nderek students and is carried out by coordinating between students so that all work entrusted can be completed properly; (2) Instilling a character of responsibility in students through ro'an, including by giving mandates, giving direction, input, and motivation. Meanwhile, instilling an honest character includes getting students used to being honest in everything they do, and giving students trust; (3) The results of ro'an activities in instilling a character of responsibility make students more responsible in carrying out everything they do. Meanwhile, the impact of ro'an activities in instilling an honest character is that students are used to being honest in everything they do.

Didik Purwandika; Muhajir Muhajir; Nuril Huda

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This study explores the effectiveness of the implementation of blended learning at SDN 1 Labuhan Sreseh Sampang, with a focus on increasing students' interest and learning outcomes. Blended learning, which combines face-to-face and online learning methods, provides greater flexibility and accessibility, which has the potential to increase student engagement and participation in the learning process. Quantitative methods were used in this study to collect data from 45 students through questionnaires designed to measure interest and learning outcomes. The results of the analysis showed that the application of blended learning had a significant positive effect on increasing students' interest and learning outcomes. These findings confirm that blended learning can be an effective approach to improve the quality of education at the primary school level, especially in the face of the challenges of the digital era and technological advances in education.  

Wulandari Wulandari; Nanda Ramadani; Inri Ani Gultom; Nazwa Al Zahro; Rizki M Nadeak +2 more

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The English language learning process at SDN 064037 Medan Tembung faces challenges related to a lack of interactivity and optimal utilization of learning media, particularly in the topic My Family. This research aims to analyze the impact of implementing Wordwall media in enhancing student interactivity, understanding of the material, and learning motivation. This study employs a qualitative approach through methods of observation, interviews, and documentation involving 25 fourth-grade students at SDN 064037. The findings of this study indicate that the application of Wordwall in learning significantly improves student interactivity, material comprehension, and their motivation to learn. The interactive features of Wordwall encourage students to be more active during the learning process, positively influencing their learning outcomes. Based on these findings, it is recommended that teachers utilize more varied learning media, such as Wordwall, to enhance the quality of education in elementary schools.

Arnah Ritongah; Riby Tamara

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

Human decision-making often occurs under conditions of uncertainty, where understanding probabilities is essential for making informed choices. This study investigates how people perceive and apply probabilistic information in various decision-making contexts. A combination of quantitative and qualitative methods was used to analyze the decision patterns of 200 individuals from diverse backgrounds through scenarios involving uncertainty. The results show that most participants prefer relying on intuition or personal experience rather than using statistical reasoning. Several cognitive biases, such as ignoring probability, overestimating confidence, and relying on readily available information, were commonly observed. However, participants with a stronger grasp of probability concepts demonstrated more logical and beneficial decision-making, particularly in financial and organizational settings. The study highlights a clear link between probability literacy and decision quality. Improving public understanding of probabilistic thinking could enhance decision outcomes, especially in situations involving risk. Educational efforts to integrate probability awareness into learning environments are recommended to support better decision-making both individually and collectively.

Waisatul Kurnia; Robingun Suyud El Syam; Ahmad Zuhdi

jurnal Riset Rumpun Agama dan Filsafat 2025 Pusat Riset dan Inovasi Nasional

Learning problems in schools are often caused by uninteresting methods and media, which reduce students’ interest and learning outcomes. This study aims to determine the effect of using flashcard learning media on students' learning outcomes in Islamic Religious Education (IRE) for fourth-grade students at SD Al-Madina Wonosobo. The research employed a quantitative approach with a quasi-experimental design using a nonequivalent control group. The sample consisted of two classes: the experimental class used flashcards, while the control class applied the lecture method. Data were collected through pretests and posttests and analyzed using t-tests and gain tests. The results showed a significant difference in learning outcomes between the two classes, with higher posttest scores and gain values in the experimental class. The use of flashcards effectively enhanced students' understanding of the material, especially memorization topics such as Asmaul Husna, and created a more engaging and interactive learning atmosphere. The implications of this research suggest that visual learning media such as flashcards can be an effective strategy to improve students' learning achievement and motivation in IRE classes, while also encouraging teachers to be more innovative in applying suitable learning media.

Ary Wijaya; Nuril Huda; Muhajir Muhajir

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

Game-Based Learning (GBL) has emerged as an innovative learning approach aimed at enhancing student engagement and promoting the development of critical thinking skills, particularly at the elementary school level. This study was conducted at SD Negeri Labuhan 1 using a qualitative approach and a case study method. The primary objective of this research is to analyze the implementation of GBL within the context of elementary education, focusing on students’ and teachers’ needs and interests, the strategies used for implementation, the impact of GBL on students’ critical thinking skills, and the supporting and inhibiting factors affecting its success. The findings indicate that 75% of students expressed a higher preference for game-based learning over conventional teaching methods, showing high levels of enthusiasm and participation during the learning process. GBL proved effective in increasing students' motivation to learn, strengthening collaboration, and stimulating analytical and reflective thinking. However, several challenges were encountered in the implementation of GBL, including limited technological infrastructure in schools and the lack of specialized training for teachers in designing and managing game-based learning activities effectively. Based on these findings, it can be concluded that GBL holds significant potential as a teaching strategy that can foster students’ critical thinking skills from an early age. Nevertheless, to achieve optimal outcomes, strong support from various stakeholders is essential, including the provision of adequate facilities and the enhancement of teachers’ competencies through continuous professional development and training in designing and applying GBL in daily classroom activities.

Salsabila Dwi Karna; Adrias Adrias; Aissy Putri Zulkarnaini

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

Technological advances have encouraged innovation in education, including the use of interactive learning media in primary schools aims to enhance student engagement and improve learning outcomes. This study analyzes the impact, challenges, and effectiveness of interactive media through a literature review of relevant scientific journals. The findings reveal that tools such as PowerPoint, educational videos, and Kahoot significantly boost student motivation, facilitate better understanding of concepts, and promote active participation. However, challenges like limited access to technology, teacher preparedness, and varying student competencies must be addressed to maximize the potential of these media in education, among other things, increase interest in learning, facilitate understanding of the material, and encourage active participation of students. They also support independent learning, help students and teachers develop technology skills, and improve information retention, thus creating a more effective, efficient and enjoyable learning experience. However, challenges such as limited access to technology and teachers' lack of skills in operating interactive media are still an obstacle. With good planning and training for educators, interactive learning media can be an innovative solution in creating a more effective, fun and meaningful learning process for students in the digital era

Nanda Ramadani; Putri Nabila Azzahra Hasibuan; Helena Raymonda Sipayung; Cucu Tri Ayu Ningrum; Mita Maharani Berutu +1 more

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study explores the application of English education focused on the topic of body parts, utilising musical resources as a supplementary tool for students in class IV-D at SDN 060871 Medan Timur. The research method used is quantitative with an experimental design through pre-test and post-test to determine the effectiveness of song media in improving English vocabulary mastery. The research results showed that before the application of song media, student learning outcomes were in the poor category with a completeness level of 54.54%. After implementing song media, there was an increase in student learning outcomes until they reached a completion level of 90.90%. This demonstrates that utilising music can aid learners in grasping and retaining English vocabulary with greater efficiency. Apart from that, the results of the confirmation questionnaire also showed that the majority of students gave positive responses to the application of song media in learning English. Therefore, song media can be used as an alternative learning method that is interesting and effective in improving student learning outcomes in mastering English vocabulary.

Sri Handayani; Arif Wiratama

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

This research is motivated by the results of initial observations in class II of SD IT Asy-Syifa' Bayung Lencir which experienced problems in the form of low student learning outcomes in mathematics subjects which also became the main motivation in this research, so that it is necessary to use learning tools or media that can increase student involvement and understanding of the material being taught. The purpose of the study was to describe the application of the concrete object teaching aid media learning method to improve the learning outcomes of class II students at the Asy-Syifa' Bayung Lencir Integrated Islamic Elementary School. The type of research is Classroom Action Research (CAR) with the aim of determining the increase in student learning outcomes by using concrete object learning media. The results of the study showed that the application of the concrete object teaching aid media learning method can improve the learning outcomes of class II students at the Asy-Syifa' Bayung Lencir Integrated Islamic Elementary School. The learning outcomes of class II students at the Asy-Syifa Bayung Lencir Integrated Islamic Elementary School in cycle I were 72.29 with a percentage of completion of 54.17%. These results are still below the completion standard, which is> 75% and the learning objectives have not been achieved. Furthermore, the average mathematics learning outcomes of grade II students at SD Islam Terpadu Asy-Syifa Bayung Lencir in cycle II were 79.79 with a completion percentage of 87.50%. These results are above the completion standard, which is > 75% and the learning objectives have been achieved.

Sulaiman T.H; Abalaka, J.N,; Ajiteru,S.A.R

International Journal of Humanities and Social Sciences Reviews 2025 Asosiasi Penelitian dan Pengajar Ilmu Sosial Indonesia

This study uses a qualitative methodology and secondary source data to investigate election cheating and its impact on Nigeria's democratic consolidation. It will be examined using historical and content analysis. examination. Nigerian democracy's progress has been severely hampered by election tampering. According to the report, e-election holds enormous promise and might be the solution to voter fraud in Nigeria's electoral system provided it is properly deployed and funded. It starts by looking at the constitutional, legal, and theoretical underpinnings of electronic voting. Second, it examines the real-world obstacles to the adoption and deployment of an electronic voting system in Nigeria by learning from other countries. Nigeria's elections have fallen short of expectations thus far because of a variety of electoral manipulations that have prevented the nation from holding legitimate, free, and fair elections within her political system. In addition to undermining Nigeria's democratic consolidation, election cheating has breached the fundamental human right (right to lives) of a large number of Nigerians. This essay offers some crucial suggestions that could solve the issues of election tampering and explain how those actions can support the need for a democratic atmosphere,

Habibi Habibi; A. Gafar Hidayat; Amrin Amrin

Publikasi Para ahli Bahasa dan Sastra Inggris 2025 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this study is to determine and describe quantitative data on the effect of learning discipline on social studies learning outcomes in grade V. This study uses a quantitative approach with a Pre-Experimental Design type of research. The experimental design used is One-Group Pretest-Posttest Design. The population and sample in this study were grade V students with a total of 20 students. The data collection techniques used were observation and testing. The data analysis techniques used were descriptive statistical analysis and inferential statistical analysis. The results of this study indicate that the application of learning discipline has an effect on student learning outcomes. This can be seen in the difference in the average number of learning outcomes before applying learning discipline (pretest) of only 54.37. While the average number of learning outcomes after applying discipline (posttest) was 83.43. And the results of the inferential statistical analysis using the t test showed that the t-count value obtained was 7.935. Degrees of freedom (db) = 20 - 1 = 19 with a significance level of 0.05 obtained t table = 2.093. So, tcount > ttable or 7.935 > 2.093, then the null hypothesis (H0) is rejected and the alternative hypothesis (H1) is accepted. This means that the application of learning discipline has an effect on student learning outcomes in the subject of social studies class V SDN Wadukopa.