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Dianawati Dianawati; Rauhun Jannah; Ana Mulyono

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to determine the role of the reading corner program on the interest of class VB students at SDN 1 Anyar. This research used a descriptive qualitative approach. The location of this research was SDN 1 Anyar Bayan. The subjects in this study were VB grade students with a total of 39 people with 22 males, and 17 females. Data collection techniques used observation, interviews and documentation. In this study, the authors used the Miles and Huberman model of data analysis. The researchers used to test the validity of the data is by triangulation. The result of this study is that the role of the reading corner program in increasing students' interest in reading in class VB SDN 1 Anyar. The reading corner plays a very important role in filling students' vacant time. This is done in order to socialize to students that reading is very important, then the teacher also invites students to read in the reading corner, especially if there are students who feel there are difficulties in learning, then the teacher directs students to the reading corner and looks for books related to the lesson, and requires students to participate in reading activities for 15 minutes at the beginning of the lesson.

Anna Nurjanah; Riza Fatimah Zahrah; Geri Syahril Sidik

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

According to Law No. 20 of 2003 concerning the National Education System, education is a conscious and planned effort to create a learning atmosphere and learning process so that students actively develop their potential to have the spiritual power of religious rituals, self-control, personality, intelligence, noble morals, and the necessary skills. by himself, society, nation, and state. Learning media is a tool in the teaching and learning process that conveys messages and clarifies material to help the learning process. Observations carried out at SDN Sukamulya still used media such as pictures on paper or were only guided by the textbooks used. From these results, students had no interest in the learning process if they only used paper media. The aim of this research is to determine the effect of learning videos on interest in learning mathematics for class V at SDN Sukamulya. The research method used was an experiment with a quantitative approach design to determine how variable the results were. From the pretest results, it was 23.64%, and the posttest results increased to 25.76%.

Munthe, Yesyurun; Pramana, Agung

Journal of Student Research 2024 Pusat Riset dan Inovasi Nasional

This study investigates the psychological effects of the pandemic on university students, particularly the persistence of psychological disorders and changes at the university level. The objective is to determine the extent of the impact of psychological changes on students. The research methodology involved conducting interviews with relevant parties to identify strategies for managing the disruptions that arose. The study revealed that psychological disorders, which can contribute to a lack of motivation for learning, decreased after implementing a learning approach that emphasizes exploring individual talents and interests. This approach also incorporates techniques to reduce psychological stress for each student

Dhiyah Maharani; Siti Robiah

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to find out information about the needs of teachers and students in student learning on the material of the human body's defense system. This research was conducted at MAN 2 Pekanbaru using a qualitative descriptive method using a population of 35 students from class XI MAN 2 Pekanbaru and using a sample of 10 students from class XI MAN 2 Pekanbaru. The instruments used were teacher and student interviews and documentation. analyzed using descriptive statistical data analysis techniques. Descriptive statistical analysis techniques are statistics that describe or describe an object that has been examined from the sample or population data obtained. The results of this research are obtained from teacher interviews that teachers have not used e-modules integrated with IMTAQ values ​​and only use learning media in the form of books and videos that are in accordance with the material and results from student interviews, it was found that interest in studying biology was very high and some stated that they had already used e-modules, differing in opinion from teachers who had never used e-modules and it turned out that students only used e-modules when studying at home. . Researchers concluded from the needs analysis that teachers and students need integrated e-modules with IMTAQ values.

Muhtarom Nur Rasyid; Levina Lidya Maheswari; Hanifah El Faizah

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Low student learning outcomes are influenced by several things, one of which is the learning media used. Innovation in the use of learning media is needed to improve student learning outcomes, especially in mathematics subjects. This makes researchers interested in conducting a wordwall games-based learning media experiment at SMP Negeri 06 Bandung. The purpose of this study was to determine the effectiveness of using wordwall learning media on improving student learning outcomes in mathematics subjects. The research method used is quantitative experiment with one group pretest-postest model with the population of class IX students of SMP Negeri 06 Bandung. The sampling technique uses cluster random sampling with the provision that students can access the browser as many as 18 students. Based on the N-Gain test, the average N-Gain value of 0.679056437 is included in the medium category and is quite effective. This shows that the use of Wordwall learning media has a significant impact on improving the mathematics learning outcomes of SMP Negeri 06 Bandung students.

Nurharyati, Nurharyati

Jurnal Faidatuna 2024 STAI Denpasar Bali

The quality of Indonesian education is the absolute responsibility of the Ministry of National Education which is implemented as a manifestation of macro policies that are applied simultaneously in Indonesia. Policy is a whole set of concepts and principles that become the outline and basis of plans in the implementation of policies set to achieve goals as targets that must be achieved. Problems found by researchers during initial observations of research related to the implementation of character education management at SMAI Integral Hidayatullah Boarding School Batam are Character education management innovations at SMAI Integral Hidayatullah Boarding School Batam have not been fully felt by students as objects of policy implementation. The effectiveness of the implementation of character education management is considered less effective with no synergy found between planning, implementing and evaluating the achievement of character education management targets due to less than optimal school support. This research implements qualitative research methods. Qualitative research activities, the data collected are not numbers but in the form of words or images. The data in question is in the form of interviews, field notes, personal documents and others. The results of the study formulated several efforts made in overcoming obstacles in developing students' interests, attitudes, and positive behaviors at SMAI Integral Hidayatullah Boarding school, one of which is to intensify the discipline of madrasah residents, because discipline is a factor that supports success in improving the quality of education. Strive for learning facilities and infrastructure, utilize free space for religious practice, work on software gradually, and add supporting books through the BOS program, and arouse student interest with various learning methods.

Ageng Saepudin Kanda S; Didah Nurhidayah

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

Education is the key to the development of a nation. Education is carried out through efforts to determine all the natural strengths that children have, both as humans and as members of society, to achieve the highest safety and happiness. In line with this, the educational process should also be focused on the process of developing all human potential so that we can become ourselves with superior abilities and personalities so that we can create adequate resources. The method used in writing this article is a qualitative method. Qualitative research is research that looks at the perspective of social reality, namely by seeing the world as it is, therefore a qualitative researcher must be someone with an open mind. Basically, qualitative research has two objectives, namely: first, describing and revealing and second, describing and explaining. According to Ma'Tuf in M.Hatis, a gadget is a small technological electronic device or item that has a special function, but is often associated as an innovation or new item. A gadget among the public is no longer foreign, in this advanced era it is very sophisticated because the gadgets that are made are small and have many benefits and there are positive and negative sides to the use of gadgets. The use of gadgets in young children aged 5-6 years is indeed the use of gadgets It has a big influence on children because nowadays children are more concerned with playing with gadgets than studying and some of these children's families give their children a personal gadget.

Rizkia Tiara Putri Gumilar; Abdullah Hammuda Ramadhan; Iif Nadiatul Ulumiah; Sri Hastuti Rhomawati

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The importance of using media in the mathematics learning process has become the main focus in increasing the effectiveness and attractiveness of learning. One interesting approach is the development of opportunity card-based learning media. This research aims to develop and release opportunity card media as a mathematics learning aid that can increase students' understanding of concepts and interest in learning. This media development is carried out through the stages of requirements, design analysis, development and evaluation. The research method used is development research using the Kemp model which includes several stages, such as needs analysis, planning, development, implementation and evaluation. Each stage has specific steps that help process developers design and organize learning materials more effectively. The research subjects involved class XII students at SMA Negeri 62 Jakarta. The research results showed that the opportunity card media developed received a positive response from students and teachers. Understanding of mathematical concepts increased significantly, and students' interest in learning also increased. and also provide an interesting learning experience and can increase student involvement in learning.

Rizkia Tiara Putri Gumilar; Abdullah Hammuda Ramadhan; Iif Nadiatul Ulumiah; Sri Hastuti Rhomawati

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The importance of using media in the mathematics learning process has become the main focus in increasing the effectiveness and attractiveness of learning. One interesting approach is the development of opportunity card-based learning media. This research aims to develop and release opportunity card media as a mathematics learning aid that can increase students' understanding of concepts and interest in learning. This media development is carried out through the stages of requirements, design analysis, development and evaluation. The research method used is development research using the Kemp model which includes several stages, such as needs analysis, planning, development, implementation and evaluation. Each stage has specific steps that help process developers design and organize learning materials more effectively. The research subjects involved class XII students at SMA Negeri 62 Jakarta. The research results showed that the opportunity card media developed received a positive response from students and teachers. Understanding of mathematical concepts increased significantly, and students' interest in learning also increased. and also provide an interesting learning experience and can increase student involvement in learning.

Agatha Cahya Kusuma Wardani; Tiara Fadhilah Hasna Fadholi; Anniez Rachmawati Musslifah

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

Security Guard Training and Training in Sukoharjo faces challenges in increasing the effectiveness of learning and concentration of participants. The activity "Ice Breaking as a Concentration for Security Guard Training Training in Sukoharjo" is proposed as an innovative approach to start training in a fresh and fun atmosphere with the aim of providing a brief overview of the importance of ice breaking in the context of security guard training in Sukoharjo as an effort to achieve optimal learning effectiveness. Ice breaking is seen as an essential first step to build relationships between participants, create a comfortable atmosphere, and increase participant motivation. The method for this service is in 3 stages starting from opening, content and closing and the population is security guards in Sukoharjo. The conclusion is that the implementation of ice breaking in security guard training in Sukoharjo is not just an opening step, but is a critical element in achieving training objectives by providing a strong foundation for effective and continuous learning.

Ajeng Sri Hadimiati; Riska Dewi; Siti Nurmala; Siti Salamah Br Ginting

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

Community Service activities are mandatory activities carried out by UIN North Sumatra students, especially at the Faculty of Tarbiyah and Teacher Training. PMM-4 students carry out Community Service activities in Bandar Magodang Village, Bintang Bayu District. One of the series of activities planned by PMM-4 students is the Learning House which is attended by the children of Bandar Magodang Village. The existence of this learning house program aims to help the children of Bandar Magodang village in increasing their interest in reading and writing skills in the midst of the widespread use of gadgets. This program runs well, this service activity is carried out through 3 stages, namely planning, implementation, and evaluation.  The method used in the implementation of community service is a qualitative approach.  The research subjects of this study were Bandar Magodang village children who were actively learning when a learning house was held by PMM-4 students children are asked to read books and their questions are also asked to write questions and answer questions in their notebooks.  This learning house activity will be carried out on August 18-19, 2023 at 14.00 – 16.00 WIB in one of the yards of Bandar Bagodang Village residents, Bintang Bayu District.

Adji Firmansyah; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The development of technology is currently increasingly rapidly providing convenience and benefits for humans, one example of technology that provides entertainment benefits is online games. However, online game addiction is one of several forms of addiction caused by technological developments, one of which is the internet or better known as internet addictive disorder. The objectives of this research are: 1) Analyzing online game addiction experienced by students IAIN Sheikh Nurjati Cirebon. 2) Analyze the learning achievements experienced by IAIN Syekh Nurjati Cirebon students. 3) Analyzing the influence of online games on the learning achievement of IAIN Syekh Nurjati Ciebon students. This research uses descriptive qualitative methods. The data collection technique applied in the research was interviewing 5 students and distributing questionnaires which were filled in by 15 students. The results of this study show 1) Most respondents (50%) had difficulty stopping playing online games, while 33.3% admitted that they had fairly good control but still felt interested in continuing to play. 2) Effective learning can help pupils and students to achieve learning goals. 3) It can be concluded that 37.5% stated that they do not like playing online games, because they have a very bad effect on learning. In the same percentage, 37.5% stated that they did not agree with online games, but did not provide clear reasons. It can be concluded that the research shows that the majority of respondents have difficulty stopping playing online games, while effective learning can help achieve learning goals, and around 37.5% of respondents stated that they do not like or disagree with online games because they have a bad effect on learning, although some of them they didn't give a clear reason.    

Adji Firmansyah; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The development of technology is currently increasingly rapidly providing convenience and benefits for humans, one example of technology that provides entertainment benefits is online games. However, online game addiction is one of several forms of addiction caused by technological developments, one of which is the internet or better known as internet addictive disorder. The objectives of this research are: 1) Analyzing online game addiction experienced by students IAIN Sheikh Nurjati Cirebon. 2) Analyze the learning achievements experienced by IAIN Syekh Nurjati Cirebon students. 3) Analyzing the influence of online games on the learning achievement of IAIN Syekh Nurjati Ciebon students. This research uses descriptive qualitative methods. The data collection technique applied in the research was interviewing 5 students and distributing questionnaires which were filled in by 15 students. The results of this study show 1) Most respondents (50%) had difficulty stopping playing online games, while 33.3% admitted that they had fairly good control but still felt interested in continuing to play. 2) Effective learning can help pupils and students to achieve learning goals. 3) It can be concluded that 37.5% stated that they do not like playing online games, because they have a very bad effect on learning. In the same percentage, 37.5% stated that they did not agree with online games, but did not provide clear reasons. It can be concluded that the research shows that the majority of respondents have difficulty stopping playing online games, while effective learning can help achieve learning goals, and around 37.5% of respondents stated that they do not like or disagree with online games because they have a bad effect on learning, although some of them they didn't give a clear reason.    

Wahyunnisa Aisy Agustini; Anniez Rachmawati Musslifah

Jurnal Nusantara Berbakti 2024 Universitas Kristen Indonesia Toraja

This research faced challenges in incorporating web design skills into the curriculum of SMK Istiqomah Muhammadiyah 4 Samarinda with limited resources. Through the prototype method and the Figma platform, PKL projects are used to teach students about website development. The aim is to provide relevant skills to the technology and graphic design industries. The steps include requirements analysis, prototyping, user evaluation, and user interface design for the company profile. The result is expected to be a web application that is informative, interesting, and in accordance with the needs of the vocational school Abstract.This research aims to implement collaborative games as a strategy to control social emotional development in school-aged children at SDN 1 Kartasura. School-aged children have diverse emotional characteristics, and social-emotional development is very important to shape children's personality and independence. Collaborative games were chosen as a method to stimulate children's social abilities through group activities. The initial stage of this research includes understanding the potential and challenges of social emotional development in school-aged children. Furthermore, a collaborative game was designed and implemented on September 9 2023, involving 25 grade 4 students at SDN 1 Kartasura. This activity includes game sessions, observations of social interactions, and evaluation of activity results which show that the implementation of collaborative games has a positive impact on students' social emotional development. However, research also identifies several obstacles, such as some students who still experience difficulties in socializing and controlling emotions. Therefore, further efforts are needed to maximize the potential of collaborative play in improving children's social emotional development. In conclusion, implementing collaborative games can be an effective approach to creating a positive learning environment and improving students' social emotional development at SDN 1 Kartasura. This research contributes to the understanding of social emotional development strategies in school-aged children through collaborative play.

Meri Lidya Olga Nauli Hutabarat

Journal of Student Research 2024 Pusat Riset dan Inovasi Nasional

This study was aimed to develop mobile learning media for students' learning interests at SMP Negeri 18 Medan which meet valid, practical and effective criteria. The research method used is the ADDIE development model which has 5 stages, namely: analysis, design, development, implementation and evaluation. The subjects of this study were 35 students of class IX-2 at SMP Negeri 18 Medan. The results showed that: (1) the development of mobile learning media for students' interest in learning mathematics met very valid criteria with an average percentage of 86.91% based on validation by media experts and an average percentage for material of 83.25% based on validation by material experts; (2) the development of mobile learning media for students' interest in learning mathematics meets practical criteria with an average percentage of 80.47% based on student response questionnaires to learning media; (3) the development of mobile learning media for students' interest in learning mathematics meets the criteria of being effective with an average percentage of 74.68% based on a questionnaire on students' interest in learning mathematics. Based on the results obtained, it can be concluded that the developed mobile learning media for students' interest in learning mathematics is feasible to use.

Azizah Rahma Pinta; Hamdi Abdul Karim; Linda Trisna

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2024 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

Many students have not fully participated in PAI learning optimally, due to the lack of use of learning media that is able to accommodate students' motivation and interest in carrying out learning in class. Therefore, there is a need for interactive learning media that is able to form students' enthusiasm and interest in learning in PAI subjects. One of the interactive learning media that can be used is wordwall media. This article was written based on Field Experience Practice (PPL) activities using qualitative research with a descriptive approach. Qualitative research is research intended to understand certain phenomena. Research data collection techniques can be carried out through several methods, such as observation, interviews and documentation. Observation data shows a higher level of student involvement and active participation during PAI learning. Implementing Wordwall encourages students to complete their assignments immediately. Students show a greater willingness to ask questions and seek clarification during PAI learning. The findings show that the application of Wordwall media at SMPN 3 Guguak District has a positive effect on students' motivation and interest in learning PAI. The interactive and gamified nature of Wordwall engages students, encourages active participation, and fosters a positive learning environment.

Nilam Sari Pailokol; Nabila Nabila; Nurma Tambunan

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2024 Pusat riset dan Inovasi Nasional

This research aims to produce intuitive, interesting, and efficient mathematics learning media. This research is a development research that uses research and development (r&d) with the addie model that covers a sequence of stages ranging from analysis, design, development, implementation, and evaluation. This study was conducted on students of x grade smk netherlands 37 south jakarta. The research subjects that used are students of class xi with bintaro learning media. The number of students in the class is 28 students. The data collection techniques that used are validation and questionnaire filling. The result of this study shows that the use of bintaro props can be used as an alternative to help students to understand mathematics lesson on trigonometric material.

Aftania Tifani; Bintang Mahrani Abdullah; Fadhilah Hilmy Nasution; Pramudia Ananda; M Falih Daffa

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

Education is considered crucial in improving the quality of human resources, especially through the process of personal formation through education. Law Number 20 of 2003 concerning the national education system emphasizes the importance of a learning atmosphere and an active learning process. Teachers, especially in science learning, face challenges such as low motivation and lack of interest in the material.This research uses a quasi-experimental method to evaluate the effect of using video-based learning media on elementary school students' knowledge, especially in classifying animals. The research results show that video media is effective in increasing students' learning interest and motivation, facilitating understanding of abstract science concepts, and optimizing cognitive learning outcomes.It was found that learning with video media creates a fun, active and motivating learning atmosphere, contributing to the success of science teaching in fourth grade elementary school. The implications of this research indicate that the use of video media can be an effective solution in improving science learning at the elementary level, building students' interest in learning, and supporting their cognitive development.

Dina Kurniastuti; Sutrisna Wibawa

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Learning media is an important learning tool to consider in the learning process. The presence of learning media can make learning more interesting and active, so that the use of media can help increase student achievement and learning motivation. The presence of learning media in citizenship learning content is considered very important to reduce the verbality of citizenship learning material. The aim of this research is to develop wordwall-based citizenship learninglearning media that can be used by teachers to transfer material and carry out learning evaluations. The type of research used in this research is development research (Research and Development). Research and development is research that aims to produce a product that comes from research and testing the product that has been developed. The development research model is the ADDIE model which consists of five stages of development research. The five stages are analysis, design, development, implementation and evaluation. In this research, the development stage will be discussed up to the ADD stage. The subjects in this research were media experts, material experts, and three 6th grade elementary school students to test the level of appropriateness of the media. Based on the validation test, it can be seen that through the two stages of validation by experts, the wordwall media was declared very suitable for use in learning. This is because wordwall media can have a positive influence on the classroom climate and student learning outcomes.

Afrida Juliani; Yunizar Ritonga; Anggi Putri Utami; Sindy Adella; Safran Safran

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2024 Universitas Maritim AMNI Semarang

This assessment aims to assess the role of learning planning on the quality of educators in teaching and learning activities, the obstacles faced by teachers in carrying out learning planning at UPT SDN 060909. This research uses qualitative methods with a descriptive approach. The research subjects were all homeroom teachers at UPT SDN 060909 Medan Denai. The obstacle faced by teachers is that real teachers cannot guarantee that all students will be interested because there are also students who do not participate, for example when using the conversation method, students become calmer and still do not answer anything. This discussion method is very important to stimulate student activity. However, teachers always evaluate this to continue to improve the quality of educators so that these plans can be used as reference material for further development. From the research results, it was found that learning planning is very important in teaching activities, because learning planning can be a reference for a teacher to carry out learning in the classroom.