Publication Search

72,210 articles from 652 journals · 2,111 citations tracked

Showing 1-20 of 21

Analytics

Akbar Yusgiantara

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

The transformation of Islamic education in Indonesia in the Society 5.0 era is crucial to address the rapid development of technology. The current era is marked by the application of technologies such as the Internet of Things (IoT), big data, and artificial intelligence (AI) in various aspects of life, including education. However, there is still a lack of research on how Islamic values can be integrated with modern technology in the Islamic education curriculum. This article offers creative solutions to integrate Islamic values with technology through multidisciplinary approaches and technology-based learning methods such as gamification, adaptive learning, and blended learning. By adopting modern technology without compromising fundamental Islamic values, Islamic education in Indonesia can evolve and contribute to shaping a generation that is not only intellectually capable but also morally upright. This study is expected to provide a new perspective on building a more comprehensive and relevant Islamic education in the modern era. 

Nofamataro Zebua; Padmaning Fathimah Pudya Malik; Nur Al-Azizah Al-Hilmiyah; Ester Novi Kurnia Zebua; Paulina Elvi Pebrianti +2 more

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Learning motivation is an important factor in the success of learning. However, low student motivation and learning outcomes are still a major problem in science-biology learning at Sriwedari Junior High School. This study aims to analyze the role of gamification as an innovative learning method that can improve students' motivation, engagement, and learning outcomes. The research used a descriptive qualitative approach involving students in grades VII, VIII, and IX as research subjects. Data was collected through in-depth interviews and documentation. The results showed that the use of gamification elements such as points, badges, and leaderboards managed to significantly increase students' motivation. In addition, students' active engagement in learning increased, seen from consistent attendance and participation in group discussions. Student learning outcomes also improved, with 75% of students achieving scores above the KKM after the implementation of gamification. Gamification creates interactive and relevant learning, allowing students to understand complex concepts more deeply. In conclusion, gamification is an effective approach to improve the quality of science-biology learning. Teachers are advised to strategically integrate gamification elements to create a fun and meaningful learning experience.

Khairullah Khairullah; Gusti Hadiatus Solehah; Muhammad Arbain

Jurnal Pelayanan Hubungan Masyarakat 2024 International Forum of Researchers and Lecturers

This community service activity aims to introduce the advantages of Madrasah Ibtidaiyah (MI) compared to Elementary Schools (SD) and the Paket A Program, particularly in the context of student learning and character development. Madrasah Ibtidaiyah excels in the integration of religious and general education, supporting the holistic development of student character. Based on various studies, including the development of gamification-based literacy media in MI and the internalization of multicultural values in MI, MI has proven to be more effective in instilling important religious and social values at an early age. While the Paket A Program provides educational opportunities for school dropouts, it does not directly accommodate religious education as MI does. The advantages of MI are also reflected in the development of wahdatul ulum-based teaching materials and interactive e-modules to improve science skills, which demonstrate a more innovative approach to teaching and align with 21st-century learning principles. Therefore, this activity aims to increase public understanding of MI's advantages in shaping student character, skills, and socio-economic intelligence, while emphasizing the importance of religious education in supporting the moral and ethical development of children.

Meike Irmawati Tompira; Tonny Andrian Stefanus; Maria Titik Windarti

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Christian Religious Education (PAK) in the digital era faces great challenges as well as opportunities to develop through learning innovation. With a theological foundation such as Ephesians 2:10, this education does not only aim to develop cognitive aspects, but also to shape character oriented towards personal and spiritual transformation. PAK teachers are required to be inspirers who integrate faith values with innovative learning approaches, such as the utilisation of digital technology, the development of student-based learning models, and the application of creative methods, such as gamification and blended learning.However, this digital transformation is not without obstacles. In Palu City, geographical challenges, technological limitations, and diverse student backgrounds are important issues that need to be addressed. By implementing strategies such as teacher training, collaboration with churches, and contextualised curriculum development, PAK can adapt and be relevant to the times. This research uses a literature review to explore the concept and implementation of innovations in PAK, including improving teachers' skills in technology, learning management, and communication. The results show that a constructivism-based approach, which emphasises hands-on experience and active learning, can improve learning effectiveness. The synergy between technology, faith and local context is the key to the success of Christian education that is able to produce a generation with character and competence to face the digital era..    

Iis Susiawati; Arozatulo Bawamenew; Zohaib Hassan Sain

International Journal of Educational Sciences and Languages 2024 International Forum of Researchers and Lecturers

The rapid development of technology has introduced various language learning resources, including podcasts, which offer authentic audio input but are often underutilized and lack structured application in EFL classrooms. Integrating gamification into podcasts represents a promising approach to enhance students’ engagement, motivation, and learning outcomes. This study aims to evaluate the impact of gamified podcasts on EFL students’ listening comprehension, learning motivation, and content retention. A quasi-experimental design was employed, involving university-level EFL students divided into an experimental group (gamified podcasts with interactive quizzes, leaderboards, and badges) and a control group (non-gamified podcasts). Pre-tests and post-tests assessed listening comprehension, motivation, and retention, with statistical comparisons conducted using t-tests and ANOVA. The results indicate that students exposed to gamified podcasts demonstrated significant improvements in listening comprehension, motivation, and retention compared to their peers in the control group. The interactive and competitive elements of gamification encouraged repeated engagement, active participation, and deeper cognitive processing of audio materials, which strengthened long-term memory and overall learning outcomes. These findings suggest that gamified podcast-based learning not only enriches traditional listening practices but also fosters a more engaging, motivating, and effective EFL learning environment. Consequently, integrating gamification into podcast instruction is recommended as an innovative strategy to support language acquisition and enhance students’ sustained involvement in learning activities.

Singgih Prastawa; Yanuar Triadi; Dedi Gunawan Saputra

International Journal of Educational Sciences and Languages 2024 International Forum of Researchers and Lecturers

The rapid growth of online English learning platforms has introduced new opportunities for language acquisition, yet maintaining student engagement and motivation remains a persistent challenge. Many learners experience reduced participation and limited knowledge retention in digital settings compared to traditional classroom environments. Addressing this issue, the present study investigates the effectiveness of gamified quizzes as a pedagogical strategy to enhance engagement, motivation, and retention among online English learners. A quasi-experimental design was employed with two groups: a control group that used a standard online platform and a treatment group that engaged with gamified quizzes incorporating points, badges, and leaderboards. Data on engagement were collected through participation frequency and time spent, while motivation was measured using pre- and post-intervention questionnaires, and retention was assessed through follow-up tests. Statistical analyses using independent-sample t-tests and ANOVA revealed significant differences between the two groups. The treatment group demonstrated higher engagement, stronger motivation, and improved retention outcomes compared to the control group. These results, supported by both tabular and graphical representations, highlight the pedagogical value of gamification in addressing motivational challenges and fostering meaningful learning. The study concludes that gamified quizzes serve not only as motivational tools but also as effective mechanisms to strengthen long-term knowledge retention in online English education. Implications for practice suggest that educators and digital learning designers should integrate gamification elements as a central feature of online platforms to optimize learner outcomes.

Aditya Wicaksono; Raveenthiran Vivekanantharasa

International Journal of Educational Sciences and Languages 2024 International Forum of Researchers and Lecturers

The rapid development of digital technology has reshaped communication practices in online learning, particularly in language education. Emojis, as a visual symbol widely used in digital interactions, have the potential to enrich emotional expression and participation, but their role in educational contexts remains insufficiently explored. This study aims to investigate how emojis influence students’ emotional expression, engagement, and digital literacy in online language classrooms. To achieve this, a qualitative observational design was employed, focusing on university students participating in online language courses. Data were collected from authentic digital interactions, including chat messages, discussion forums, and collaborative platforms, and were analyzed through content analysis to identify the communicative and pedagogical functions of emojis. The findings indicate that emojis help clarify emotional expression, support comprehension of messages, and encourage active student participation in online discussions. These results demonstrate that emojis not only serve as supplementary tools for digital communication but also contribute to creating a more engaging and supportive learning environment. Synthesizing the main ideas, this study extends the understanding of digital communication theory by highlighting the pedagogical value of emojis beyond their informal use on social media. In conclusion, emojis play a crucial role in strengthening interaction, fostering emotional presence, and enhancing learning outcomes in online language education. The study recommends integrating emojis into digital teaching practices while encouraging further research on cultural variation, learner levels, and diverse digital platforms to maximize their educational potential.

Rhinomuraena Murtoaji Abikusno; Sri Sundari; Auderey G. D. Tangkudung; Marisi Pakpahan; Rudianto Rudianto

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

This study analyzesthe effectiveness of the flipped learning program in enhancing the English language proficiency of students at LembagaBahasa LIA Cibinong. Using a descriptive qualitative approach, the study adopts the Kirkpatrick evaluation model, which includes four aspects: student reactions, the learning process, behavior change, and the final outcomes of the program implementation. Data were collected through observation, interviews, and documentation, and analyzed through stages of condensation, presentation, and conclusion drawing. The subjects of the study involved the branch manager, academic staff, instructors, as well as students from LIA Cibinong and Jalan Baru, with the study being conducted from May to July 2024. The results of the study show that the implementation of flipped learning received positive feedback from students, increased active participation in class discussions, and developed critical thinking skills. Students also reported improvements in their English skills, particularly in speaking, listening, and vocabulary acquisition. Although challenges such as self-motivation and technological limitations still exist, the program has proven effective in enhancing the quality of learning and students' social skills. Classroom observation evaluations confirmed a consistent improvement in students' language skills. Additionally, the program had a positive impact on the institution's business growth. In conclusion, flipped learning has been shown to be an effective method and is worth further development atLembaga Bahasa LIA Cibinong. Recommendations for further development include optimizing learning motivation through gamification, improving the quality of materials, enhancing facilities, and providing additional training for teachers to maximize the potential of this method. 

Hanikmah Rahmadani; Sueb Hadi; Inna Prabandari

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research examines the use of gamification in learning descriptive text conjunctions for class 9I of SMP Negeri 13 Surabaya. How the use of gamification in learning can improve the results and motivation of learning Indonesian for class 9I students. The aim of this research is (1) to increase the learning activities of class 9I students at SMP Negeri 13 Surabaya through the application of gamification in learning (2) to improve the learning outcomes of descriptive text conjunctions for class 9I students at SMP Negeri 13 Surabaya. This research is Classroom Action Research (PTK) which includes planning, implementation, observation and reflection. Data collection methods use questionnaires and observation. The instrument used is quantitative descriptive data analysis. The results of this research show an increase in students' motivation and learning participation, as well as a better understanding of conjunctions in Indonesian descriptive texts.

Ocarina Alya Indraswari

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

The research conducted in this proposal aims to determine and analyze the use of gamification technology media in increasing the learning interest of students in class 9 D SMPN 13 Surabaya. This research is designed with qualitative methods and uses data collection techniques in the form of filling out student interest observation sheets in the learning process. The results of filling out student observations are expected to be used as evaluation material in the classroom learning process. Thus, it is hoped that the results of this study can be useful as a reference for educators to develop teaching media that will be used in the learning process in the classroom. Various rapidly developing technologies must of course be utilized properly, so that later the educational process in the classroom is not left behind by existing technological developments. Nowadays, there are many websites or applications that can help the learning process in the classroom. The idea of student-centered education should make educators no longer use the lecture method when explaining in the learning process. This is what makes educators clever in utilizing various learning resources and media including technology. In the meaning of KBBI technology is a scientific method that can be used as a means to provide various things needed for the continuity and comfort of human life to make it more practical.

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.

Theodora Fausta Ayu Gracia; Asri Diah Susanti

International Journal of Educational Development 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to examine the effect of the application of gamification learning media in accounting learning on the learning interests of students of SMKN Sukoharjo. The population of this study was the first grade students (class X) of Accounting and at SMKN Sukoharjo. The writer used random sampling technique to choose the sample. There were 36 students of X AKL B as the experimental class and 36 students of X AKL C as the control class. This study uses an experimental method with a quasi experimental approach. The technique of collecting the data was observation and questionnaire. The techniques of analyzing data were paired sample t-test, independent sample t-test, and N-Gain. The results of this study showed that there was a significant difference in students' learning interest. It was proven by the acquisition of paired sample t-test test results with a significance level of 0.000 <0.05. In the independent sample t-test test results obtained a significance value of 0.000 <0.05. In the N-Gain test results obtained in the experimental class showed a score of 0.38 or 0.38> 0.3. In addition, the average learning interest of students in the experimental class after treatment was 79.81 higher than the control class which had an average of 72.19. Thus it can be concluded that gamification media affected the students' learning interest of basic accounting learning at SMKN Sukoharjo.

Gigih Abdi Wijaya; Ahmad Zulfan Tantowi; Elsavira Nurizzah

International Journal of Mathematics and Science Education 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research investigates the effectiveness of gamification strategies in enhancing student engagement and motivation in science education. The study introduces gamified learning activities, such as point systems, leaderboards, and digital badges, into the science curriculum. Through a series of surveys and classroom observations, the research finds that gamification significantly increases student participation, interest, and overall achievement in science subjects. The paper discusses the benefits of incorporating game-based elements into science teaching and provides recommendations for educators looking to implement gamification in their classrooms.

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.

Yasmin Hadiyya Fatin Hana; Az Zahra Salsabila; Muhammad Dzaky Al Ghifary; Muhammad Asykar Mu’thi

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

This reseacrh is intended to test the application of the gamification-based cooperative learning model and its influence on the mathematics learning outcomes of grade 4 students at SDN 1 Kayuambon. The cooperative model is a learning process that emphasizes cooperation and interaction so that students play an active role during the learning process. This cooperative learning model can be combined with a gamification-based learning model so that students can experience the learning process in a fun way. This research uses quantitative methods by comparing pretest and posttest data on the application of conventional models and gamification-based cooperative models. The research suggest an increase in learning outcomes in the pretest and posttest when the gamification-based cooperative model was applied by 8.14.

Lintang Pramudya Anpurnan; Andreas Nugroho Sihananto; Pratama Wirya Atmaja

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Education serves as the main pillar in the effort to develop human resources, continually evolving in line with the progress of time. Within the realm of education, English language learning plays a crucial role. However, the process of English language learning often faces challenges, including low levels of student motivation. This research explores the use of gamification with integrated chatGPT as an innovative solution capable of boosting student motivation and making learning more engaging and effective. Adapting previously proposed methodologies, this application is web-based, developed using Laravel, and tested using Likert scale. The testing yielded a satisfactory average result of 83%, with a 15.64% increase in user scores. The findings of this research provide a positive contribution to enhancing the quality of English language education in Indonesia, particularly at the Junior High School level.

Nurfadila MY; Suarlin Suarlin; Ali Refaat Ahmed Elsayed

International Journal of Education and Social Sciences 2024 International Forum of Researchers and Lecturers

This study investigates the impact of gamified learning platforms on the development of critical thinking and problem-solving skills among middle school students. With the increasing reliance on digital tools, fostering these essential skills has become a critical educational goal. Traditional teaching methods often fail to engage students effectively, which has led educators to explore innovative approaches such as gamified learning. The experimental design of this study involved two groups: an experimental group using gamified learning platforms and a control group following conventional teaching methods. Data were collected through pre-tests and post-tests measuring students' critical thinking and problem-solving abilities. Results indicated that the experimental group showed a significant improvement in both skills, with a 20-point increase in their scores, while the control group exhibited minimal progress. The findings highlight that gamified learning, which integrates game mechanics such as points, rewards, and leaderboards, enhances engagement and motivation, leading to improved cognitive skills. This study emphasizes the potential of gamification to revolutionize educational practices, suggesting that its integration can be a powerful tool to equip students with the necessary skills for the future.

Adebayo Chukwu; Nneka Eze; Emeka Okoye

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

This article explores the effects of gamification on student motivation and achievement in online learning platforms. By examining gamified elements such as leaderboards, badges, and progress tracking, the study analyzes how these features impact students’ engagement and performance in virtual classrooms. Results indicate that gamification can significantly enhance motivation and encourage active participation, although the effectiveness may vary based on age and learning style. This research provides valuable insights into how gamified features can optimize online learning environments and improve academic outcomes, supporting the integration of gamification strategies in educational technology.

Idam Wahyudi; Anggun Sulistyowati; Parviz Hasanov

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

This study investigates the impact of digital gamification on employee motivation, engagement, and productivity in technology companies. Gamification, which integrates game design elements such as rewards, badges, and leaderboards into non-game environments, has gained popularity as a tool for enhancing employee performance in workplaces. The research employs a quantitative survey methodology to gather data from employees in technology firms that have implemented gamified systems. The findings reveal that gamification significantly increases employee motivation by tapping into intrinsic motivators such as autonomy, competence, and relatedness. Employees reported higher levels of engagement, with many attributing their increased participation to the fun and competitive nature of gamified tasks. Additionally, productivity improvements were observed, particularly among employees in roles that require individual performance, such as software engineers, where autonomy and goal-setting were key factors. The study also identifies variations in the effectiveness of gamification based on factors such as job role and organizational culture, emphasizing the need for customization to suit different employee needs. Despite these positive outcomes, challenges such as employee resistance, poorly designed systems, and resource constraints were noted as barriers to successful gamification implementation. These findings suggest that gamification is an effective strategy for improving motivation and engagement in technology companies but requires thoughtful design and alignment with company culture to maximize its impact. Future research should explore the long-term effects of gamification and examine how specific elements, such as leaderboards and rewards, influence employee behavior across different demographics.

Sunarti Rasdin; Ananda Amalia Rahma; Nasir Nasir; Sadriana Ayu; Muhammad Wahyu

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

This research is clossroom action research (Classroom Action research) which aims to deretmine tha improvement in student learning outcomes in the informatics subject class X.1 SMA Negeri 14 Maros. The research subjects were students in class X.1 of SMA Negeri 14 Maros for the 2023/2024 academic year with a tital of 36 students. This research was conducted in two cycles and each cycle consisted of 4 meetings. The results of this research show that the application of kahoot game-based media can increase student activity and learning outcomes in informatics subjects. Quatitative analysis shows that learning outcomes in the initial test were 33.33%, in cycle i there was an increase of 55.55% and then in cycle II it became 88.88%. This means that there is a significant increase in student learning outcomes.