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Depita Kardiati; Risna Dewi; Ferizaldi Ferizaldi; Syarifah Chairunnisak; Jamiati KN

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2026 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

A safe and inclusive learning environment is an important factor in supporting the educational process. However, various forms of bullying behavior, such as teasing, giving negative nicknames, and social exclusion, are still found in schools and may hinder the creation of a comfortable and child-friendly learning environment. This community service activity aimed to improve students’ understanding of bullying and its impacts, as well as to instill the values of mutual respect as an effort to create a safe and inclusive learning environment. The activity was conducted at SD Negeri 2 Muara Batu, Aceh Utara Regency, through the XXXVIII Community Service and Empowerment Program (KKN-PPM) of Malikussaleh University in 2026. The methods used were educational and participatory approaches implemented through preparation, implementation, and evaluation stages. The activities were carried out through socialization sessions, discussions, question-and-answer sessions, simulations, and educational games. The results showed an improvement in students’ understanding of the forms, causes, and impacts of bullying, including verbal, physical, and social bullying. In addition, students demonstrated more positive attitudes, such as increased awareness of respecting differences, treating peers with respect, reducing teasing behavior, and developing empathy and concern for others. The activity also received positive responses from the school, as it was considered supportive of character education and the creation of a more conducive learning atmosphere. Therefore, anti-bullying education through educational and participatory approaches can serve as an effective strategy for creating a safe, comfortable, and inclusive learning environment for elementary school students.

Aurellia Fitrista Maharani; Puji Wahono; Muhammad Ikhwan

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and evaluate the feasibility of Teknoran, a website-based digital learning medium developed through the Canva application for the Office Technology subject in Grade X at SMKN 31 Jakarta. The study was motivated by learning activities that were still dominated by lecture methods and limited learning media. Teknoran was designed to facilitate learning through integrated features such as learning materials, assignments, and educational games within a single platform. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. Data were collected through observation, needs analysis questionnaires, validation sheets from material and media experts, and student response questionnaires during one-to-one and small group trials. Data were analyzed using descriptive quantitative and qualitative techniques. The results showed that the Teknoran website achieved a feasibility score of 95% from material experts and 93.33% from media experts, both categorized as “Very Feasible.” Student responses also indicated a very high level of acceptance, with an average score of 95.68%. These findings demonstrate that Teknoran is highly feasible as a digital learning medium and can support more interactive, flexible, and independent learning in Office Technology subjects at SMKN 31 Jakarta.

Malihatin Malihatin; Eko Handoyo; Hanafi Hussin; Indriana Eko Armadi

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to map the trends, integration forms, effectiveness, and contribution of ethnomathematics in elementary school mathematics learning toward national cultural preservation. A systematic literature review (SLR) approach following the PRISMA 2020 protocol was employed. Searches across four academic databases (Scopus, Google Scholar, CrossRef, and Semantic Scholar) yielded 1,176 articles, from which 30 articles met the inclusion criteria. Results indicate that ethnomathematics research in elementary schools has increased significantly during 2023–2026, particularly following the implementation of Kurikulum Merdeka. The three most dominant forms of integration are digital modules and media (53.3%), traditional games (33.3%), and ethnomathematics-based worksheets (13.3%). Geometry and measurement is the most researched mathematics topic (50.0%), and conceptual understanding shows the most significant improvement (40.0%). Beyond improving mathematics achievement, ethnomathematics integration contributes to cultural preservation through cultural contextualization in learning (60.0%), strengthening cultural identity and values (26.7%), and active local cultural preservation (10.0%). The study recommends teacher training, curriculum policy strengthening, cross-sector collaboration, and further research to sustain ethnomathematics implementation in Indonesian elementary schools.

Achmad Rifqi Adiyaksa; Arissona Dia Indah Sari; Arya Setya Nugroho

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the need for interactive digital learning media to increase interest in learning and understanding of multiplication concepts in elementary school students. This study aims to develop interactive Math Space media based on space math adventure games on multiplication material for third-grade students of Mursyidah Elementary School and assess its feasibility based on aspects of validity, response, and effectiveness. The method used is research and development with a 4D model that includes the stages of definition, design, development, and dissemination. Data were collected through expert validation, teacher and student response questionnaires, and learning outcome tests. The results showed that the Math Space media has a very high level of validity with a percentage of 94% from material experts and 95% from media experts. Meanwhile, positive responses from teachers and students were 94.5% which is included in the very good category. Meanwhile, the effectiveness test produced an N-gain value of 0.87 which is in the very effective category, so this media is proven to be able to significantly improve understanding of multiplication concepts. Based on these results, it can be concluded that the interactive Math Space media is valid, has received positive feedback, and is effective for use in learning mathematics, especially multiplication, and has the potential to be developed for other materials and subjects.

Hanifatur Rizqi; Eko Adi Sumitro

Student Scientific Creativity Journal 2026 Pusat Riset dan Inovasi Nasional

This study aims to determine the application of picture media and bingo games in English learning at elementary schools and to improve students’ confidence in learning English. The research was conducted in the sixth grade of Aengbaja Kenek Elementary School in the 2025/2026 academic year with 7 students as the research subjects. The research method used was classroom action research with data collection techniques through observation, interviews, and literature study.The results showed that the use of picture media and bingo games was able to increase students’ motivation, enthusiasm, and ability in learning English. Students became more active in learning new vocabulary, understanding grammar, practicing pronunciation, and improving their speaking and reading skills. In addition, the learning process became more enjoyable, interactive, and less monotonous, so students were more confident in using English. Picture media helped students understand the material visually, while bingo games created an interesting learning atmosphere through learning-by-playing activities. Therefore, the application of picture media and bingo games are effective as a medium for teaching English in elementary schools to improve students’ language skills and learning motivation.

Rizka Rahadatul Aisy; Hijriati Hijriati; Fitria Fitria; Ghina Raudhatul Jannah; Misna Yani

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

This study aims to analyze the education of children with special physical needs, particularly children with speech impairment, at TK Harsya Ceria Banda Aceh. The study used a qualitative method with a descriptive approach to describe the learning process, fulfillment of physical needs, teacher assistance, family support, and obstacles faced in inclusive education. Data were collected through observation, interviews, and documentation involving school principals, teachers, parents, and children with speech impairment. The results showed that TK Harsya Ceria has implemented inclusive education by providing equal learning opportunities for children with special needs alongside regular students. Teachers use visual media, body language, educational games, and individual assistance to support children’s communication and learning processes. Family support also plays an important role in developing children’s independence, communication skills, and social interaction. However, several obstacles were found, including communication barriers, limited facilities, lack of special assistants, and high therapy costs. Therefore, collaboration between schools, families, health workers, and the government is needed to support the optimal development of children with speech impairment in inclusive education environments.

Ahmad Rosikhul Fahmi; Karina Isnaini; Hilda Najmatul Laili; Syahda Nabila; Sheila Nafilah Sa'adah +5 more

FUNDAMENTUM : Jurnal Pengabdian Multidisiplin 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Islamic religious education at the Madrasah Diniyah level often relies on passive, one-directional teaching methods that reduce madrasah student engagement and long-term retention. This community service study aimed to improve the quality of Fiqh instruction at Madrasah Diniyah Al-Ishlah Kalirejo, Pasuruan, by implementing kinesthetic games, Small Group Discussion (SGD), and visual teaching aids within the framework of Kitab Mabadi’ Fiqhiyyah. A qualitative descriptive approach was employed through four participatory observation sessions, with visual documentation serving as primary data. The program was implemented in four thematic meetings covering funeral prayer procedures, tayammum, hajj simulation (tawaf), and najis classification. Findings indicate that kinesthetic games effectively reduced affective barriers and increased student focus, while the SGD model with a 1:8 mentor-to-student ratio enabled precise procedural correction for motor-based worship practices. The use of concrete teaching aids successfully transformed abstract Fiqh concepts into tangible, memorable knowledge. This study concludes that the integration of active learning methods, small-group mentoring, and visual media within traditional Islamic education settings can significantly enhance student engagement and comprehension. These findings offer a replicable pedagogical model for Madrasah Diniyah educators seeking to modernize instruction while preserving classical curriculum integrity.

Rizky Syahputra; Hafiza Adlina; Onan Marakali Siregar

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study analyzes the role of supporter fanaticism and loyalty in influencing the purchase decisions of official PSMS Medan merchandise. A qualitative descriptive method was employed through in-depth interviews, observation, and documentation, supported by secondary data from literature studies. The results show that fanaticism is reflected in emotional attachment, active involvement, long-term support, and social environmental influences. Supporter loyalty appears in consistent attendance at matches, following games, discussing the club, and repeated purchases of official merchandise. Purchase decisions are influenced by product type, design/form, and quantity, while also considering financial capability. Overall, fanaticism shapes emotional bonding, whereas loyalty drives repeated purchasing behavior; both contribute significantly to merchandise purchasing. These findings highlight the importance of design innovation, product quality improvement, and marketing strategies based on emotional and historical attachment to the club. Keywords: Consumer Behavior; Fanaticism; Merchandise; Purchase Decision; Supporter Loyalty.

Diva Amilia Ramadhani; Ika Putra Viratama

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Strengthening scientific literacy in elementary science learning requires interactive and contextual instructional strategies. Game-based learning has been shown to enhance student motivation and engagement (Clark et al., 2016). This study aims to develop and examine the effectiveness of an interactive quiz-based educational game on the topic of food chains and ecosystems for fifth-grade students. The research employed a Research and Development approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages (Yusuf & Rahman, 2023). The participants were 25 students. Data were collected through pretest and posttest instruments and analyzed using the N-Gain formula to measure learning improvement. The findings indicate a moderate to high increase in students’ learning outcomes after the implementation of the developed media. In addition, students demonstrated greater participation during the learning process. These results suggest that interactive quiz-based educational games can serve as an effective alternative strategy to enhance conceptual understanding in elementary science education.

Arditya Prayogi; Nurifah Mumtazah; Salwa Salwa; Chomsah Rachmawati; Zahra Khoirunnisa +2 more

Tabsyir: Jurnal Dakwah dan Sosial Humaniora 2026 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The development of digital technology has positioned video games beyond mere entertainment to become a cultural medium with the potential to influence players' social and political perspectives. In this context, video games are seen as relevant as a medium for political socialization because they present interactive narratives, moral choices, and social simulations that allow players to directly experience dilemmas of power, justice, responsibility, and state-citizen relations. This article aims to analyze the potential of video games as a medium for political socialization, examine narrative elements that influence the formation of political awareness, and examine the possibility of integrating the Indonesian socio-cultural context into game narratives. This research uses a qualitative approach with a literature review design through a search of various literature sources. The results indicate that video games can serve as a medium for informal political socialization through participatory experiences, moral reflection, and the immersive internalization of political values. This potential will be further enhanced by incorporating local Indonesian contexts, such as mutual cooperation (gotong royong), diversity, and social justice. This study confirms that video games are worthy of being positioned as an educational-cultural medium that can expand political education models in the digital era.  

Riza Nur Laila; Melinda Cahyani; Habibah Nurul Azizah

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

Learning media is a tool used to convey messages so that it can stimulate students' thoughts, feelings, attention, and willingness in the learning process. This study aims to determine the effectiveness of using KoKaMi media, a three-dimensional media combined with language games, in improving Arabic vocabulary mastery of eighth-grade female students of SMPIT An Nur Sragen. This study uses a quantitative approach with an experimental method and a pre-experimental design of one group pretest–posttest type. The study population consisted of 22 female students and all were sampled through a total sampling technique. Data collection was carried out through tests, interviews, observations, and documentation, while data analysis used descriptive statistics, prerequisite tests, and hypothesis testing with the help of SPSS. The results of the analysis showed that the data were not normally distributed so the Wilcoxon Signed Rank Test was used. The test results showed a significance value of 0.000 smaller than 0.05, which means H0 is rejected and Ha is accepted. These findings prove that KoKaMi media is effective in improving Arabic vocabulary mastery. Therefore, KoKaMi media can be used as an alternative innovative learning media that helps students understand vocabulary more actively, enjoyably, and meaningfully. The implications of this research indicate that the use of game-based media can increase learning motivation, class participation, and learning interactions, so teachers are advised to utilize similar creative media as an effective and student-centered language learning strategy in learning practices at school consistently and sustainably.

Riza Nur Laila; Melinda Cahyani; Habibah Nurul Azizah

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

Learning media is a tool used to convey messages so that it can stimulate students' thoughts, feelings, attention, and willingness in the learning process. This study aims to determine the effectiveness of using KoKaMi media, a three-dimensional media combined with language games, in improving Arabic vocabulary mastery of eighth-grade female students of SMPIT An Nur Sragen. This study uses a quantitative approach with an experimental method and a pre-experimental design of one group pretest–posttest type. The study population consisted of 22 female students and all were sampled through a total sampling technique. Data collection was carried out through tests, interviews, observations, and documentation, while data analysis used descriptive statistics, prerequisite tests, and hypothesis testing with the help of SPSS. The results of the analysis showed that the data were not normally distributed so the Wilcoxon Signed Rank Test was used. The test results showed a significance value of 0.000 smaller than 0.05, which means H0 is rejected and Ha is accepted. These findings prove that KoKaMi media is effective in improving Arabic vocabulary mastery. Therefore, KoKaMi media can be used as an alternative innovative learning media that helps students understand vocabulary more actively, enjoyably, and meaningfully. The implications of this research indicate that the use of game-based media can increase learning motivation, class participation, and learning interactions, so teachers are advised to utilize similar creative media as an effective and student-centered language learning strategy in learning practices at school consistently and sustainably.

Puspita, Ni Kadek Reka; Kertih, I Wayan; Sidaryanti, Ni Nyoman Asri; Sukadi; Budiarta, I Wayan

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2026 CV. Alim's Publishing

This study focuses on examining the effect of using the cooperative learning model type Teams Games Tournament (TGT) assisted by Kahoot in optimizing students’ problem-solving skills. The research method applied was Classroom Action Research (CAR), conducted through several cycles with stages including planning, action implementation, observation, and reflection. The subjects of this study were students of class X.B at SMA Negeri 2 Singaraja. The results of the study indicate a significant improvement in students’ problem-solving abilities after the implementation of the TGT model assisted by Kahoot. In cycle II, the students’ average score reached 88.15, with a learning mastery level of 84.21%. Therefore, it can be concluded that the majority of students had met the minimum learning mastery indicators. In addition, the learning process became more active, interactive, and enjoyable, which increased student engagement in the classroom. In conclusion, the cooperative learning model Teams Games Tournament (TGT) assisted by the Kahoot application has a positive impact on improving students’ problem-solving abilities. Therefore, the use of game-based digital learning models and media is recommended to enhance the quality of both the learning process and learning outcomes.

Usmaidar Usmaidar; Rosalinda Rosalinda; Rika Anggraini

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

This study aims to enhance knowledge, foster a sense of patriotism, and strengthen the national identity of Indonesian children living abroad through an educational program introducing Indonesian islands and culture. Children living in foreign environments tend to interact more frequently with foreign cultures, potentially leading to a lack of familiarity with their own national culture. Therefore, this activity was designed as a fun and easily understandable learning experience to ensure children remain connected to their roots. The method used was qualitative descriptive research employing direct observation of 30–40 participants over a two-week period. The program was implemented in several stages: orientation, presentation of materials, video screenings, drawing and coloring activities, and traditional games. The results showed that participants demonstrated increased knowledge of the names of major islands in Indonesia as well as various regional cultures, such as traditional attire, dances, and folk songs. Additionally, the program successfully fostered a sense of pride, boosted self-confidence, and strengthened camaraderie among participants. The children appeared enthusiastic and active in every activity provided. Thus, this educational program proved effective as a means to introduce Indonesian culture while strengthening the national identity of Indonesian children abroad through engaging and enjoyable learning methods.

M Burhanuddin Abdillah

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The Alpha generation is currently facing big challenges in balancing virtual activities and real life, where the high intensity of using devices often shifts priorities for worship, especially during the month of Ramadan. This dependence on digital screens triggers individualistic attitudes and reduces children's levels of religious participation. Therefore, this community service activity aims to increase the capacity of parents and children to implement time management and limit screen time effectively. The method used is a social marketing approach combined with participatory observation techniques, interactive visual promotions, and educational simulation games which were implemented in the Imaduddin Mosque Youth Hall, Medokan Ayu, Surabaya. The results of the activity showed a significant increase in understanding among children and parents regarding the importance of setting time limits for using devices. Generation Alpha children responded positively by enthusiastically setting their own daily priority scale between playing and worshiping without feeling forced. The implications of this activity include long-term changes to the social and spiritual dynamics of residents, the creation of a more harmonious family environment with minimal conflict related to confiscation of devices, as well as the revival of the function of mosques as centers of communal interaction for the younger generation. It is hoped that the independence of citizens in educating children will be able to build the foundation for a future generation that is digitally intelligent, mentally healthy and has a strong religious character.

Syifa Nur Haliza; Syafirda Azmi Auliya; Diah Putri Rahmawati; Dian Mustika Anggraini

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Mathematics learning at the elementary school level plays an important role in shaping students' logical thinking. However, understanding multiplication concepts remains a challenge for some students, mainly due to the learning process which tends to be monotonous and lacks active participation. This study aims to describe the implementation of context-based educational games "Seblak Prasmanan" and to examine their impact on students' activity and understanding in multiplication material. The study uses a descriptive qualitative approach with 21 third-grade students at MI Miftahul Ulum 02 Honggosoco as subjects. Data collection techniques were conducted through direct observation and documentation with the help of observation sheets containing indicators of student involvement and understanding. The results of the study show that the implementation of educational games can encourage students to participate more actively in learning. In addition, students find it easier to understand the concept of multiplication as repeated addition through contextual learning experiences. A more enjoyable learning atmosphere also impacts the increase in students' interest and motivation to learn. Thus, the use of educational games based on everyday life contexts can be an alternative learning strategy to effectively improve the quality of mathematics learning in elementary schools.

Muji Muji; Muhammad Saharudin; Muhammad Kibar; Syahrul Basirun

JURNAL PENGABDIAN MASYARAKAT AKADEMISI (JPMA), 2026 CV. ALIM'SPUBLISHING

In the digital era, teachers are required to be creative in integrating technology with learning to make the learning process more engaging and effective. This study explores how the Wordwall application can bridge the gap between Islamic Religious Education (PAI) material, which is rich in moral values, and Physical Education, Sports, and Health (PJOK), which emphasizes the importance of physical health. This application provides interactive games that allow students to learn while playing, so that they not only understand religious teachings and physical skills but also experience a fun learning experience. Through various types of games such as puzzles and quizzes, students can more easily remember the lesson material and apply that knowledge in their daily lives. In addition, the use of Wordwall encourages active student participation in each learning session. This strengthens their engagement in the learning process and increases motivation to learn. The research findings show that Wordwall can transform the classroom atmosphere to be more lively, interactive, and collaborative, creating an environment that supports active and enjoyable learning for students.

Umayrha Putri Madila; Thaira Khairani; Dhini Melviansyah; Rigo Winandri; Novita Efendi

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This community service activity was carried out through the Kuliah Kerja Nyata (KKN) program at SDN 30 V Koto Kampung Dalam, Padang Pariaman Regency, West Sumatra. The activity aimed to restore the psychological condition and learning spirit of students who experienced trauma following a fire disaster. Five educational games were implemented, namely sendok tepung (spoon and flour), pipet aqua (straw transfer), naga balon (balloon dragon), biskuit Roma (biscuit game), and joget balon (balloon dance). These games were selected to stimulate physical, social, emotional, and mental aspects of students. The instruction was delivered directly using a microphone and speaker system, with a storytelling approach that sparked imagination rather than evoking pity. The impact was measured through behavioral observation, with positive indicators including students transitioning from drooping posture to upright, laughter replacing silence, and passive children beginning to vocalize and cheer. Results indicated that educational game-based socialization is effective as a non-therapeutic initial psychosocial recovery strategy for disaster-affected children. This activity demonstrates that simple and participatory methods can significantly contribute to restoring children's learning motivation and psychological resilience post-disaster.

Rindhy Mei Adzelina; Ita Apriliyani; Tri Sumarni

Jurnal Ilmu Kesehatan dan Gizi 2026 Pusat Riset dan Inovasi Nasional

Online games are one of the digital entertainment activities widely favored by adolescents; however, high-intensity use can lead to psychological impacts, one of which is anxiety. Anxiety in adolescents is characterized by feelings of restlessness, irritability, difficulty concentrating, and sleep disturbances, especially when they are unable to play online games or when they experience defeat in the game. This study aimed to determine the relationship between the intensity of online game use and the level of anxiety among adolescents. This study used a quantitative design with a cross-sectional approach, involving 113 respondents selected using a cluster sampling technique. The research instruments used were the DASS questionnaire and an online game usage intensity questionnaire, and the data were analyzed using univariate and bivariate analysis. The respondents in this study were adolescents from SMAN 1 Wanadadi, most of whom were 16 years old (49.6%) and predominantly female (61.9%). The intensity of online game use was mostly in the moderate category (55.8%), while the level of anxiety was mostly in the mild category (89.0%). The results showed that most respondents had a moderate level of online game usage intensity and a mild level of anxiety. Bivariate analysis indicated that there was no significant relationship between the intensity of online game use and the level of anxiety among adolescents, with a p-value of 0.425 and a contingency coefficient value of 0.076. Therefore, it can be concluded that there is no relationship between the intensity of online game use and the level of anxiety among adolescents.

Suyono Suyono; Jihan Na’imah Ritonga; Raudhatul Jannah; Miranda Tambunan; Ratmini Pasaribu

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2026 Pusat riset dan Inovasi Nasional

This study aims to analyze the effectiveness of play-based methods in Physical Education, Sports, and Health (PJOK) learning for sixth-grade students at Pelangi Elementary School. The background of this study is the decline in movement motivation in upper-grade students due to excessive focus on academic workload. The research method used is descriptive qualitative with data collection techniques in the form of participatory observation and in-depth interviews with key informants. The results of the study indicate that the integration of structured games in the Lesson Implementation Plan (RPP) can improve motor coordination and students' social values. In addition, modifications to game tools and rules provide creative solutions to overcome the limitations of existing facilities. The conclusion of the study confirms that the play-based approach functions not only as a recreational activity but also as an effective formal instructional method to achieve curriculum targets holistically, supporting students' physical and social development simultaneously. This approach is expected to be implemented more widely in schools to improve the quality of PJOK learning.