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Linda Kurnia Supraptiningsih; Faridahtul Jannah

International Journal of Studies in International Education 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study examines the effectiveness of hybrid learning for RPL (Recognition of Prior Learning) students at Panca Marga University. Hybrid learning, which combines face-to-face and online instruction, addresses scheduling challenges faced by working students. Using a quantitative approach and survey methods, the study evaluates the impact of hybrid learning on learning flexibility, engagement, and academic outcomes. Results show that hybrid learning enhances flexibility, allows students to balance work and study, and improves learning outcomes by 15% compared to conventional methods. However, challenges such as internet dependence and digital fatigue remain significant. The study highlights the need for technological infrastructure and faculty training to optimize hybrid learning implementation.  

Aulia Rensy Tarihoran; Nur Hayati Hasibuan; Almira Anandita Nasution; Erika Elisabet Siagian; Fadillah Annisah +2 more

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Learning mathematics in the technological era presents new challenges. The learning process has undergone a transformation towards digitalization. One form of innovation is the utilization of technological media such as Google Sites to assist students in learning mathematics. This research discusses the transformation of developing interactive teaching materials in learning mathematics for grade 5 elementary school students through the Google Sites platform. As a learning tool, Google Sites allows teachers to design more interesting and interactive teaching materials with the integration of text, images, videos, and animations. This research uses the literature study method to explore the potential of technology-based media in improving the quality of mathematics learning. The results of the study show that the use of Google Sites can improve students' understanding of the material, learning outcomes, as well as their active involvement in the learning process. In addition, the flexibility of access and cloud-based features make it easier for students and teachers to support distance learning or blended learning. Thus, this study confirms the importance of technological innovation in mathematics learning to improve the quality of basic education.

Moh. Rofiki; Nur Siska Aprilia Putri; Fatimatus Zahro

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The Community Service Programme at MA Mambaul Ulum Paiton focuses on improving the digital literacy of grade XII students through Microsoft Word training. This initiative addresses the urgent need for the students to acquire essential office software skills, which are critical for success in higher education and professional environments. The programme is implemented through three stages viz: planning, implementation, and monitoring and evaluation. It starts with identifying students' skill gaps, designing a phased curriculum, and delivering hands-on practice-based training. Training sessions covered basic topics, including an introduction to the Microsoft Word interface, formatting and organising documents, as well as advanced features such as creating tables and creating charts. To maximise learning outcomes, training was conducted in small groups, using interactive teaching methods and continuous evaluation. The results showed significant improvements in students' competencies, demonstrating the programme's ability to effectively bridge the digital skills gap. In addition, the initiative also provides long-term benefits by improving students' readiness to face academic and professional challenges. This effort not only fulfils an educational need, but also strengthens the overall quality of education contributing to the growth of digital literacy in MA mambaul Ulum.

Khansa Mehira Nisrina; Fi Jannatin Aliyah; Kowiyah Kowiyah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Students often perceive math as a difficult subject, especially in primary school, even though it is a basic subject in everyday life and the advancement of science. Low learning outcomes result from this viewpoint as it undermines students' motivation and interest in learning math. This research looks at how the use of cutting-edge learning resources, such as Worldwall, can help students to understand and be more engaged in math, especially when it comes to division. The use of media can improve students' motivation, engagement and learning outcomes while helping them to overcome challenges related to understanding complex mathematical ideas. This research suggests that teachers use online learning tools such as Worldwall to make math lessons more interesting and dynamic.

Louisa Sarah Kamanasa; Fredi Meyer; Anaci Alerbitu

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

The integration of Kahoot aims to create an interactive and engaging classroom environment that leverages technology to support English language learning. This study explores the use of the Kahoot app as a game-based learning tool to enhance students’ vocabulary at SMP Negeri Tiakur. The methodology involved three main stages: planning, implementation, and evaluation. The results indicated several positive outcomes: 1) Students were exposed to technological learning tools they had not previously encountered, particularly in English language education. 2) The game-based approach created a lively and enjoyable learning environment, increasing student engagement and participation. 3) Students expressed a strong desire to continue learning English beyond the scheduled activity, highlighting an increase in motivation. 4) The feedback from students suggested a noticeable improvement in their vocabulary acquisition. These findings suggest that Kahoot can be an effective tool for enhancing vocabulary learning in a fun and interactive way, making it a valuable addition to the language learning curriculum. Future research could explore the long-term impacts of such interventions and the potential for similar digital platforms in different educational contexts

Widya Puji Handini; Yusniarsi Primasari; Miza Rahmatika Aini

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to explore the effect of digital short story videos on the interest in learning English of 10th grade students at SMAN 4 Blitar. Using a descriptive qualitative approach, data were collected through observation, questionnaires, and interviews with students and teachers. The results showed that internal factors such as health, motivation, and intelligence, as well as external factors such as family support and teaching quality, play an important role in increasing students' interest in learning. The use of digital short story videos was proven to be significant in increasing students' interest, with 91% of students stating that the videos were interesting. These findings suggest that digital media can be an effective tool in increasing engagement and learning outcomes.

Arozatulo Bawamenewi; Riana Riana

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2024 FKIP, Universitas Palangka Raya

The learning process involves interaction between teachers and students to achieve effective and efficient educational goals. Learning media plays an important role in improving students' understanding and attracting their interest and attention to the material being taught. In today's digital era, the development of information and communication technology has made it possible to use various types of learning media, such as videos, animations, and interactive applications, which makes the learning process more interesting and enjoyable. This study aims to analyze internal and external factors that affect the effectiveness of the use of technology-based learning media on student learning motivation. The method used in this study is qualitative with a descriptive approach, involving students of the Indonesian Language and Literature Education study program. The results of the study show that the use of interactive learning media, especially videos, is very effective in improving students' understanding of concepts and stimulating their active involvement in the learning process. The availability of media that suits the needs of students and learning goals is essential to create a fun and productive learning atmosphere. The selection of the right learning media, based on student needs and learning objectives, can significantly improve the quality of education. The use of technology in education, especially technology-based media, provides opportunities to create a better learning experience, encourage student motivation, and achieve more optimal learning outcomes.

Satria Bramantyo Putra; Surya Atmadja Wicaksono; Rakha Wiratama

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The integration of interactive digital media in biology learning has become an innovative approach to enhancing student motivation. This study aims to investigate the impact of interactive digital media on students' engagement and learning outcomes in biology. A quantitative research method was employed, utilizing a quasi-experimental design with pre-test and post-test assessments. The participants consisted of high school students divided into experimental and control groups. The experimental group used interactive digital media, while the control group followed traditional learning methods. The findings indicate that students who utilized interactive digital media demonstrated a significant increase in motivation and academic performance compared to those in the control group. The study highlights the effectiveness of digital media in fostering an engaging learning environment, suggesting its broader application in science education

Sri Suharti; Imelda Hutabarat; Danellie C. Llamas

International Journal of Educational Technology and Society 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research focuses on the application of predictive analytics in digital classrooms to track and predict student performance. The study aims to address the limitations of traditional teacher judgment, which often relies on limited data points and subjective assessments. The research proposes a machine learning-driven approach that utilizes data from Learning Management Systems (LMS), including student engagement, academic performance, and attendance, to predict student success or failure with greater accuracy. Various machine learning techniques, such as Support Vector Machine (SVM) and Random Forest (RF), are applied to develop a predictive model that can identify at-risk students early. The findings show that the model achieves an accuracy rate of over 85%, with key predictors including past academic performance and student engagement. This model outperforms traditional assessment methods by providing real-time, data-driven insights that enable timely interventions. The study concludes that predictive analytics has significant potential to enhance educational outcomes by offering personalized support and improving curriculum design. However, challenges such as data integration, fairness, and privacy concerns must be addressed for broader implementation.

Aulia Fitri Syalsabillah

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

This research aims to evaluate the effectiveness of implementing Google Site as a learning media in enhancing students' learning outcomes in a specific subject. Against the backdrop of rapid technological advancement, the integration of technology in education is crucial to improve the quality of education. The research method employed is classroom action research with two cycles, where observations of teacher and student activities and evaluations of student learning outcomes were conducted in each cycle. The research findings indicate a significant improvement in student learning outcomes following the implementation of Google Site as a learning media. The average student grades increased from 75 in cycle I to 90 in cycle II, with all students achieving a "very good" criteria. The implications of this research underscore the importance of utilizing technology in the learning process to achieve optimal learning outcomes.

Wahyu Darpindo; Yahya Yahya

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

The purpose of this research is to create fine art learning materials for Adabiah 1 Padang High School's grade X pupils using Flipbooks. The background of this study is the lack of enthusiasm among students to learn fine arts using traditional package books, which are generally seen as dull. The steps of analysis, design, development, implementation, and evaluation are all included in the 4-D model, which is the research approach utilized in development (Research and Development). The outcomes demonstrated how well Flipbook-based learning resources increased students' motivation to learn and helped them comprehend the ideas behind two- and three-dimensional fine arts.   The implication of this research shows that Flipbook can be an alternative learning media that is interesting and effective, as well as relevant to learning needs in the digital era. The conclusion of this study is that Flipbook has high validity and practicality as a learning media, which can be implemented in fine arts learning in schools.

Ariani, Farida; Afnita, Nora

Jurnal Komunikasi Pendidikan 2024 Universitas Veteran Bangun Nusantara

The advancement of technology in education has revolutionized the learning process, transitioning from conventional to digital systems. Technology-based learning addresses the challenge of limited learning time for active students. Digital-based gamification for language learning in schools is a recent development, streamlining the teaching and learning process and enhancing outcomes. This study aims to assess the effectiveness of digital-based gamification models on the engagement and language literacy skills of eighth-grade students at Madrasah Tsanawiyah in Pariaman City. Using a quasi-experimental approach with a 2x3 factorial design, the study employs the Student Engagement in Schools Questionnaire and a Language Literacy Learning Outcomes Test as research instruments. Results indicate differences in student engagement between gamification and conventional models and between high and low-engagement groups. Interaction effects between gamification and engagement levels on language and literacy ability were observed. Overall, the gamification model proved more effective than conventional methods in enhancing engagement and learning outcomes. It is recommended that the Principal of the Madrasah implement digital-based gamification models tailored to students' needs to enhance engagement and learning outcomes.

Andi Setiawan

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research aims to analyse the impact of modifications to the education system at Vocational School Darussalam Banyuwangi through empowering digital media and information skills in the Merdeka Curriculum. The main aim of this research is to analyse how digital media integration affects teaching methods, curriculum, and educational outcomes, as well as assess students' readiness to face future challenges. The research method used is a qualitative approach with a case study design. Data was collected through in-depth interviews with school principals, teachers, and students, classroom observations to observe the implementation of digital media in the learning process, and analysis of curriculum documents and teaching materials. Data analysis was carried out using thematic analysis techniques to identify main patterns and themes from interviews, observations, and documents. The research results show that integrating digital media into the Merdeka Curriculum has improved teaching methods by increasing interactivity and student involvement. In addition, empowering information skills helps students manage and utilize information sources effectively. Although there are challenges to implementation, such as the need for additional training for teachers and technical issues, this research identifies strategies that can overcome these obstacles and increase the effectiveness of the curriculum. This research provides valuable insight into the adaptation of the education system in the digital era and offers recommendations for improving the implementation of the Merdeka Curriculum in secondary schools.

Anizak Umilatifah; Faridi Faridi

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Today's students, often referred to as the digital generation, tend to be more interested and responsive to interactive and visual learning media. However, traditional teaching methods that tend to be monotonous are often unable to fulfil students' learning needs and interests. Therefore, innovation in learning approaches is necessary. One of the innovative solutions in learning media development is the use of graphic design applications such as Canva. With its user-friendly features, Canva allows teachers to create more dynamic and interesting teaching materials, which in turn can increase students' motivation and understanding of the values taught in Islamic Religious Education and Budi Pekerti. The development method or R&D using the ADDIE model is a learning design model that provides an organised process in the construction of teaching materials that can be used in both face-to-face and online learning. The use of learning media that suits students' needs not only increases their attention to the lesson, but also provides a comprehensive learning experience, reinforces a thorough understanding of the material, and encourages students' active involvement in the learning process. Thus, students have greater opportunities to develop their creativity and potential in a supportive learning environment. Learning media plays an important role in improving student learning outcomes by providing an engaging and efficient teaching-learning process. It allows students to understand the subject matter more easily, increases learning efficiency in accordance with the learning objectives, and improves their concentration and motivation.

Muhammad Dzaki Nashrulloh; Diena San Fauziy

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

Since the national curriculum was changed to text-based, explanatory texts have become one of the types of texts that are taught to students in class X of high school. One of the competencies that must be achieved by students in learning explanatory texts is producing. Students are required to be able to produce explanatory texts properly and correctly. However, there are still several problems in the achievement of these competencies. Based on the problems encountered in the field, it is known that innovative and creative explanatory text writing learning media is still lacking. An explanatory text is a text that provides information about a process resulting from the phenomenon of tang occurring. PBL (Problem based Learning) is a method of student-centered learning in this model is to improve students' ability to solve problems, use thinking skills and develop life skills such as critical thinking and teamwork. This mix method was chosen because it has suitability because in this study what is to be answered includes outcomes and the process of developing qualitative and quantitative data because in this method it is more about asking how the needs of high school class X students for the PBL model with learning media to produce explanatory texts based on digital media and local wisdom in order to facilitate and understand the mistakes of the research. In this case, it can also improve students' ability to solve problems, use various thinking skills and develop life skills.      

Rerika Landaini Putri; Angel Maria V. K; Hery Setiyawan

The lack of interest of fifth grade students in mathematics subjects causes their inability to understand various mathematics subject topics. New discoveries are needed to overcome low learning outcomes and low student interest in mathematics subjects. Thus, the aim of this research is to find out whether the application of the Digital Game Based Learning (DGBL) learning model can improve learning outcomes and student activity levels in mathematics subjects.These findings indicate that Digital Game Based Learning (DGBL) is effective in increasing students' understanding of mathematical concepts and engagement in learning. Therefore, it is recommended that educators consider using digital games as learning aids, especially in subjects that are considered difficult such as mathematics. Implementation of Digital Game Based Learning (DGBL) also requires technological support and training for teachers for optimal implementation.

Wolfgang Asindo Seran; Stefania Sonia Manek; Ivony Sarlin Asa

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

This research is motivated by the gap between the demands of the digital era on cutting-edge geography and the geography learning process at SMA Plus St. Albertus Agung Weleun, Malaka Regency. The learning process tends to be verbal and teacher-centered, the use of media with cutting-edge technology is still lacking in attention so that educators have minimal or lack of variation in using learning models and media. This has an impact on learning that is often boring and this condition affects student learning outcomes which are not yet satisfactory, which is the problem of this research. This study aims to determine: 1) the effect of the e-learning learning model assisted by the Kahoot application on student learning outcomes at SMA Plus St. Albertus Agung Weleun; 2) the difference in the effectiveness of the e-learning learning model assisted by the Kahoot application on student learning outcomes at SMA Plus St. Albertus Agung Weleun. This research is a quasi-experimental study with a Nonequivalent-Group Pretest-Posttest Design. The sample in this study were students in grades XA and XB where class XA was the experimental class and class XB was the control class. The data collection technique was carried out using a test instrument consisting of a pretest and posttest developed based on teaching materials. The instrument has met the requirements for validity and reliability. The difference in learning outcomes between the control group and the experimental group was analyzed using the T-test, while in this study it was the independent sample t-test and the n-gain score test. The various analysis techniques were analyzed using SPSS version 24.00. The results of the study showed that: 1) there is a significant effect of the e-learning learning model assisted by the Kahoot application on the learning outcomes of students at SMA Plus St. Albertus Agung Weleun with a sig value (2-tailed) of 0.000 ≤ 0.05. 2) the e-learning learning model assisted by the Kahoot application is less effective in improving student learning outcomes, the experimental class value is 54.9550 and the control class using conventional methods is not effective in improving student learning outcomes, the value is 15.1133.

Lilik Setiawan; Ronal Aprianto; Asma Elmar Mansurzade

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

The rapid transformation of higher education driven by the advancement of digital technologies and the COVID-19 pandemic has accelerated the adoption of online learning platforms across universities worldwide. This study investigates the relationship between the use of online learning platforms, academic performance, and student engagement among university students. Using a cross-sectional survey design, data were collected from students actively participating in online learning environments to analyze how frequency of platform use influences academic outcomes and engagement levels. The results reveal a positive correlation between online learning engagement and academic performance, indicating that students who consistently participate in live sessions, complete assignments, and interact with peers and instructors achieve better academic results. Cognitive and behavioral engagement were found to be the most influential factors contributing to improved learning outcomes, while emotional engagement played a supportive role in maintaining motivation and persistence. Despite these benefits, several challenges were identified, including social isolation, limited face-to-face interaction, and technological barriers that hinder full participation. Comparisons with traditional learning environments highlight that online platforms provide greater flexibility and personalized learning opportunities but lack the immediacy of in-person interaction. Furthermore, differences between local and international contexts underscore the role of infrastructure and institutional readiness in ensuring equitable online learning experiences. The study concludes that effective integration of technology, instructor presence, and collaborative tools can enhance engagement and academic success in digital learning environments. Future research should explore long-term impacts, including the role of gamification and artificial intelligence in sustaining motivation and improving educational outcomes.

Sulikah Sulikah; Heri Pratikto; Wening Patmi Rahayu

This research aims to develop a product in the form of a digital module with the Canva platform and flipbook maker to improve student learning outcomes in cost accounting courses on the topic of cost of orders. Digital modules make it easy for students to access and increase students' interest in learning. This development research uses the ADDIE research design and development model. The research results found that the feasibility level in terms of media was very good with a score of 94%, while in terms of feasibility the digital module material developed received a score of 95% with very feasible criteria. The effectiveness results show that the digital module is able to improve student learning outcomes on the topic of cost of goods ordered. Educators are required to be creative in developing teaching materials, so digital modules are a form of creativity in teaching materials by presenting audio, visuals, animation and flexibility in use.      

Miftachul Urbania; Hanik Yuni Alfiyah

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

The inability of students to understand digital literacy which has an impact on unsatisfactory learning outcomes. This study aims to find out how the digital literacy skills of Madrasah Ibtidaiyah students in Sidoarjo, East Java, how the creativity of students in Madrasah Ibtidaiyah in Sidoarjo, East Java, and to find out how digital literacy relates to the creativity of Madrasah Ibtidaiyah students in Sidoarjo, East Java. The method used in this study is a type of quantitative research correlation approach. The independent variable in this study is digital literacy and the variabe tied to this study is the creativity of Madrasah Ibtidaiyah students in Sidoarjo, East Java. The population in this study is Madrasah Ibtidaiyah schools in Sidoarjo, East Java, while the sample was taken by cluster random sampling method and it can be concluded that the sample is grade V students in every two Madrasah Ibtidaiyyah with a total of 199 in the 2022/2023 school year. Data collection in this study through literature studies and field studies using observation, creativity tests, questionnaires, and documentation. Based on the results of the data analysis conducted, it is known that the Digital Literacy of Madrasah Ibtidaiyah in Sidoarjo, East Java is in the very good category, this can be seen from the total score of 88%. The creativity of Madrasah Ibtidaiyah students in Sidoarjo, East Java is in the very good category, this can be seen from the total score of 89%. For the results of calculating the relationship between the two variables using the SPSS 26.0 For Windows application of 0.688 which contains the understanding that the relationship of the independent variable (Digital Literacy) to the dependent variable (Student Creativity) is 68%.