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Astiara Amaliasari; Tri Ayu Lestari Natsir; Syarifah Halifah; Tien Asmara Palintan

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

This study aims to improve the interpersonal intelligence of children aged 5–6 years through the implementation of the edutainment method at TKIT Darul Qur’an Madani, Parepare. The research employed Classroom Action Research (CAR) with Kurt Lewin’s model, conducted in two cycles, each consisting of planning, implementation, observation, and reflection stages. The subjects were 14 children from group B who initially showed low social interaction, cooperation, and empathy with peers. Data were collected through observation, interviews, documentation, and anecdotal notes, then analyzed descriptively using qualitative and quantitative approaches. The findings revealed a significant improvement in children’s interpersonal intelligence. In the first cycle, most children were categorized as Beginning to Develop and Developing as Expected. However, in the second cycle, through edutainment activities based on role playing with professional themes, 85% of the children achieved the Very Well Developed category. These results indicate that the edutainment method is effective in creating enjoyable, interactive, and meaningful learning experiences, which encourage children to communicate, collaborate, understand emotions, and develop empathy.

La Ode Adin Hasrun Bici; Wahyu Setyaningrum

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

This study was conducted to develop an edutainment-based learning media product and to assess its feasibility in terms of validity, practicality, and effectiveness with a focus on understanding mathematical concepts and fostering self-directed learning in social arithmetic topics. The research employed a development approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. The instruments used included validation sheets completed by experts, practicality questionnaires filled out by teachers and students, mathematical concept comprehension tests, and self-directed learning questionnaires. Research subjects consisted of two groups: a small-scale trial with 10 seventh-grade students and a large-scale trial with 32 students. The findings revealed that the edutainment learning media developed was appropriate for use, fulfilling all three aspects of feasibility. The validity score for media was 142 out of 230 (medium category), while the material validation reached 110 out of 135 (high category). Practicality assessments showed very high results, with teachers assigning a score of 175 out of 172 indicators and students achieving an average score of 156.8, which placed the media in the very high category. Effectiveness was demonstrated by improved mathematical concept comprehension, where the pretest average of 75.24 increased to 84.38 in the posttest, meeting the minimum high category. Similarly, the self-directed learning questionnaire showed improvement, with average scores rising from 99.97 to 102.91, and the percentage of students attaining very high posttest results increased to 90.63%.

Retno Kurnia Saputri; Aim Abdulkarim

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Reading plays an important role in building a literate generation that is able to improve academic skills, broaden horizons and maintain local cultural identity. However, the low interest in reading in Indonesia, especially among students, is a big challenge. Internal factors, such as student motivation, and external factors, such as family and school support, are highly influential. Strategies such as reading for pleasure, edutainment and the School Literacy Movement are effective in fostering a reading culture as well as shaping students' characters, such as honesty, empathy and critical thinking. Challenges in implementation include limited reading materials, teacher training, technology support and collaboration with the community. Strategic steps, such as enrichment of reading materials, intensive teacher training and community involvement, are needed to overcome them. With good literacy, students can think critically, have character and contribute positively. This research uses a qualitative approach through a literature study to examine the importance of literacy culture.

Robingun Suyud El Syam; Mukromin, Mukromin

Populer: Jurnal Penelitian Mahasiswa 2023 Universitas Maritim AMNI Semarang

Tantangan dunia pendidikan diantaranya sistem pendidikan yang memungkinkan optimalisasi semua otak sehingga ia bisa merima, mengolah, menyimpan serta menggunakan informasi secara efisisen. Tujuan peneltian ini untuk mengungkap edutainment Islam dalam joke "gitu aja kok repot": harmoni pendidikan dan hiburan. Edutainment Islam dianggap bisa mengatasi problem tersebut. Penelitian merupakan jenis kualitatif dengan menggunakan metode library research dianalisis dengan content isi. Penelitian menyimpulkan joke "gitu aja kok repot" lahir dari pikiran positif sehingga nuansa humor terasa menggiring meredakan ketegangan. Pesannya jelas. Jangan merumitkan yang sederhana. Paktek humor tersebut dapat diadaptasi menjadi model edutainment Islam dengan motede sikap lemah lembut dalam melarang perbuatan maksiat, dilakukan secara bertahap diawali dengan kemudahan untuk bisa memikat hati dan menambah rasa cinta. Dengan pendekatan yang menghibur menambah daya tarik bagi peserta didik. Penelitian merokemdasi agar temuan ini menjadi salah satu model edutainment Islam.    

Nurul Laila; Rani Febriyanni; Syarifah, Syarifah

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2023 Pusat Riset dan Inovasi Nasional

Pembelajaran secara edutainment di desain sebaik mungkin agar siswa mampu bertahan dalam pembelajaran tanpa rasa jenuh, walupaun sebenarnya butuh kerja ekstra dalam mewujudkan pembelajaran yang terbaik. Jenis penelitian ini menggunakan metode kualitatif dengan pendekatan fenomenologis. Penelitian ini menggunakan teknik pengumpulan data observasi,wawancara dan dokumentasi. Hasil penelitian ini ditemukan metode Pembelajaran Berbasis Edutainmentdalam proses pembelajaran dapat meningkatkan upaya meningkatkan hasil belajar siswa setelah menerapkan Metode Pembelajaran Berbasis Edutainment menjadi meningkat Pada siklus I nilai rata-rata hasil belajar peserta didik adalah 71,5 dan ketuntasan klasikalnya mencapai 53.33%, sedangkan pada siklus II nilai rata-rata peserta didik adalah 78,18 dan ketuntasan klasiknya mencapai 80%. Hal ini menunjukkan adanya peningkatan sebesar 37.77% . Hal ini menunjukkan bahwa hasil siswa sudah memenuhi target, sehingga peneliti berkesimpulan bahwa tidak perlu dilanjutkan lagi pada siklus berikutnya