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Ilham Tri Wahyudhi; Sisfiana Ajeng Anggraeni; Indah Suciani; Hibrul Umam

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Student learning activeness is an important component in achieving effective learning outcomes. However, many classroom learning processes still tend to be teacher-centered, resulting in low student participation. This study aims to analyze the implementation of the Family 100 Quiz Game in improving students' learning activeness in Islamic Religious Education (PAI) learning among eleventh-grade students at SMAN 1 Tambakboyo. This research used a Classroom Action Research (CAR) approach with the Kemmis and McTaggart model consisting of planning, action, observation, and reflection stages. The research was conducted in two cycles involving 38 students. Data were collected through observation sheets, field notes, and documentation. Data analysis was carried out using descriptive quantitative and qualitative techniques by calculating the percentage of student learning activeness. The results showed that the implementation of the Family 100 Quiz Game was able to increase student learning activeness. The average percentage of learning activeness increased from 65% in cycle I to 86% in cycle II. The findings indicate that game-based learning strategies can create a more interactive, collaborative, and enjoyable learning environment. Therefore, the Family 100 Quiz Game can be used as an innovative learning strategy to improve student participation in Islamic Religious Education learning.

Alfi Rohmatina Zulva; Robingun Suyud El Syam; Abdul Majid; Salis Irvan Fuadi; Ngarifin Shidiq +1 more

World Journal of Islamic Learning and Teaching 2026 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

This study aims to: (1) describe the integration of educational games in Islamic Education (SKI) learning; (2) understand students' learning experiences in learning Islamic cultural history in classes that integrate educational games; (3) examine the impact on the learning outcomes of class VIII students of MTs N 1 Wonosobo Research. This study uses a qualitative approach with a phenomenological research type. The research subjects include SKI subject teachers, madrasa principals, and class VIII students of MTs N 1 Wonosobo Research. Data collection techniques were carried out through in-depth interviews, observation of the learning process, and documentation studies. Data analysis was carried out through the stages of data reduction, data presentation, as well as drawing conclusions and verification. The results of the study indicate that the integration of educational games in Islamic Education (SKI) learning is implemented in a planned and contextual manner as part of the teacher's learning strategy. The use of educational games can increase student learning motivation which is characterized by increased enthusiasm, activeness, focus, and student participation in the learning process. In terms of learning outcomes, the percentage of student learning completion before and after the educational game integration both reached 100%, with a Minimum Completion Criteria (KKM) of 68. However, the average (mean) student learning outcomes increased from 94.28 to 95.17, an increase of ±0.95%. This finding indicates that the integration of educational games not only maintains learning completion but also improves the quality of students' understanding of the Islamic Cultural History material. Thus, the integration of educational games has proven to be an effective learning innovation in improving student motivation and learning outcomes in the subject of Islamic Cultural History.

Hanifatur Rizqi; Eko Adi Sumitro

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2025 Fakultas Teknik Universitas Maritim AMNI Semarang

This study aims to enhance elementary school students’ motivation to learn English and to identify the factors contributing to their low motivation. The research is grounded in the need to prepare students for the global era, in which English proficiency is an essential skill from an early age. The study employs a Classroom Action Research (CAR) method using the Kemmis and McTaggart model, consisting of planning, action, observation, and reflection stages. Data were collected through observations, learning outcome evaluations, and interviews with English teachers. The findings reveal that students’ low motivation is influenced by perceptions that English is difficult, the lack of engaging teaching methods, limited learning facilities, and students’ weak willingness to learn. The implemented actions—such as using songs, educational games, teaching aids, role-play activities, and interactive communication—significantly increased students’ activeness and motivation. Moreover, the study emphasizes the importance of introducing English at the elementary level, as ages 6–13 represent a critical period for language development. With appropriate external motivation and strong teacher support, English learning becomes more effective, enjoyable, and meaningful. This study recommends that English instruction continue to be implemented in elementary schools through creative teaching methods and sufficient learning facilities

Navisa Navisa; Siti Halima Sineri; Rahma Nur Khalifah3; Halimatus Sadiyah; Salza Putri Amelia Jaidi +2 more

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of the Crossword Puzzle Game Application (TTS) as a learning medium to increase students' involvement and understanding in the learning process. The rapid development of technology demands educational innovation, and gamification, especially in the form of mobile TTS game applications, offers attractive and accessible solutions. Using qualitative research methods with a phenomenological approach, data was collected through in-depth interviews, observations, and document analysis from selected groups of students and teachers who had used the application. The results of the study show that this application effectively increases the motivation, activeness, and vocabulary memory of students. In addition, TTS games provide challenges that spark curiosity and encourage collaboration between learners while solving puzzles. The app also provides a fun, interactive, and adaptive learning environment to individual learning needs, moving away from traditional methods that tend to be monotonous. This study concludes that the TTS Game Application is a very effective, interesting, and relevant educational tool for modern learners and has the potential to be applied to a wide range of subjects.

Silvia Ningsih Berutu; Maria Widiastuti; Risden Anakampun; Tahadodo Waruwu; Dame Taruli Simamora

Jurnal Teologi Injili dan Pendidikan Agama 2025 Sekolah Tinggi Pastoral Kateketik Santo Fransiskus Assisi

The aim of this research is to determine the influence of the Games Based Learning Model on the Learning Activeness of Class The research method used is a quantitative method with a descriptive inferential type. The population was 182 students of Class Data was collected using a closed questionnaire with 14 items for variable Y and 18 items for variable 2025 is shown through: 1) Test analysis requirements: a) positive relationship test obtained rxy = 0,308 > rtabel(α=0,05; IK=95%; n=49) = 0,281.  b) a significant relationship test is obtained from the value thitung = 2,222 > ttabel = 2,021. 2) influence test: a) regression equation test, obtained the regression equation Ŷ  = 42,221  (α) + 0,365 (X).  b) regression coefficient of determination test (r2) = 9,5%. 3hypothesis testing using Fhitung  > Ftabel=(α=0,05,dk pembilang n-1=48, dk penyebut=n-2=49-2=47) yaitu 4,938 > 1,620.Thus H0 is stating there is no influence is rejected and Ha which states there is an influence is accepted.  

Marliana Putri Lestari; Aulia Tri Lestari; Fitmaya Intan Nazwa; Fina Fakhriyah; Erik Aditia Ismaya

Intellektika : Jurnal Ilmiah Mahasiswa 2025 STIKes Ibnu Sina Ajibarang

Student learning engagement plays a crucial role in character development, especially at the elementary school level. To foster a positive learning environment and encourage active participation, active learning approaches based on games are considered effective. This study aims to analyze the relationship between the active learning model using word-building games and the learning engagement of third-grade students at SDN 3 Jepang, Kudus Regency. The research was motivated by the low level of student participation, which is still dominated by conventional teaching methods. A correlational quantitative approach was used, with a population consisting of all 20 third-grade students, who were also taken as the sample through total sampling technique. Data were collected using a questionnaire to measure learning engagement and observation of the implementation of the word-building game model. The Shapiro-Wilk test was used for normality testing, and since one of the variables was not normally distributed, the data were analyzed using the Spearman correlation test. The results showed a correlation coefficient of r = -0.097 with a significance value of 0.686 (> 0.05), indicating no significant relationship between the word-building game model and student engagement. Other factors such as individual learning styles or classroom atmosphere may influence student engagement. Nonetheless, this model still holds potential and should be further developed to align with elementary students' characteristics.

Ine Febrian Maharani; Meila Rizka Rahmawati; Syailin Nichla Choirin Attalina

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve the learning motivation of fourth-grade students of SDN 3 Jambu in Javanese language subjects, especially in Javanese script material, through the implementation of the Teams Games Tournament (TGT) learning model combined with the use of flash cards. The background of this study is the low learning motivation of students as seen from the lack of active participation, low enthusiasm during learning, and lack of interest in the Javanese script material. These conditions have an impact on the achievement of unsatisfactory learning outcomes and an unpleasant learning atmosphere. This type of research is Classroom Action Research (CAR) which is conducted in two cycles. Each cycle consists of four stages, namely planning, implementation of actions, observation, and reflection. The subjects of the study were 20 fourth-grade students. Data collection techniques were carried out using observations of student activities, interviews with teachers and students, documentation of learning activities, and evaluation tests to measure learning outcomes at the end of each cycle. Data analysis was carried out descriptively qualitatively and quantitatively. The results of the study showed a significant increase in student learning motivation after the implementation of the TGT learning model assisted by flash cards. This can be seen from the increasing activeness of students in groups, their enthusiasm in participating in educational games, and the results of learning evaluations that show a positive trend from cycle I to cycle II. The TGT model, which is based on cooperation and healthy competition, creates a more lively and enjoyable learning atmosphere and stimulates active student involvement. Thus, it can be concluded that the implementation of the Teams Games Tournament learning model supported by flashcard media is effective in increasing student motivation and learning outcomes in the Javanese Language subject, Javanese Script material.

Winda Winda; Anisa Anisa; Abdul Aziz; Dewi Aulia; Muhammad Hasan

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

Learning is still teacher-focused, students often feel bored in learning, especially learning fiqh, therefore this study aims to increase student activeness in fiqh learning at MTs Islamiyah through the development of learning media in the form animation videos and games “Open the Box”. Learning that still focuses on the teacher causes students to feel bored and lackluster. By utilizing technology, this research develops interesting interactive media to support the teaching and learning process. The method used is research and development (R&D) with the ADDIE model. The results showed that the use animated videos and educational games can increase student motivation and engagement in fiqh learning.

Sisilia Wahyu Rully A; Denny Denny

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

Education is an important key in the formation of an intelligent nation. The background of this study is the decrease in concentration and inactivity of students in learning Indonesian Language, especially in the hours before the end of learning at school. This Classroom Action Research was carried out in two cycles with the aim of increasing the concentration and learning activity of students in grades XI-10 of SMAN 21 Surabaya through the application of the Teams Games Tournament (TGT) method with the Cooperative Learning model in learning Indonesian Language Argumentation Text material. The techniques used in data collection are observation, interviews, and tests. The results of the study show that the application of this TGT method can increase the concentration and learning activity of participants in grades XI-10 of SMAN 21 Surabaya on the Argumentation Text material. This can be seen from the increase in observations, interviews, and test results. Students' learning activities and critical thinking ability have increased with the percentage of score acquisition in cycle 2 higher than in cycle 2. The Teams Games Tournament (TGT) method with the Cooperative Learning learning model allows students to discuss with each other in learning, and can help each other, so that it can increase the activeness and involvement of students during the learning process. In addition, this method helps learners to develop their thinking and communication skills with other friends.

Riri Anggia Rovi; Supratman Zakir; Darul Ilmi; Iswantir M

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2023 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This research was conducted because researchers found that teachers only apply conventional learning models (lectures) so that educators talk more than students. In addition, students rarely pay attention and record the teacher's explanation. Then there was no feedback from students during the question and answer session, and they did not have the courage to express their opinions. The purpose of this study was to determine the effect of the Crossword Puzzle Assisted Team Games Tournament (TGT) Cooperative Learning Model on Student Learning Activeness in PAI Material at SMP N 3 Koto Baru, Dharmasraya Regency. This type of research is quantitative, using Quasy Experiments. The population of this study were all students of class VIII, totaling 40 people. The sampling technique used was to collect UTS values, then normality and homogeneity tests were carried out, then the samples were determined randomly. Data collection using a questionnaire. The analysis technique uses the t-test. The results showed that the average student activity in the experimental class was 112.20 and that of the control group was 77.20. The results of the analysis using the Independent Sample T-test between experimental and control classes obtained a t-count of 10.014 and a t-table of 2.024, and a significance level of 0.000. So it can be concluded that the activeness of students using the Crossword Puzzle-assisted Team Games Tournament (TGT) is better than students using the conventional model (teaching) in class VIII SMP N 3 Koto Baru.

Lestari Gloria Marbun; Dame Taruli Simamora; Helena Turnip; Robinhot Robinhot; Rida Gultom

Sinar Kasih: Jurnal Pendidikan Agama dan Filsafat 2023 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

This research aims to determine the positive and significant relationship between the Based Learning Model and the Learning Activeness of PAK class XI students at SMK Negeri 1 Siborongborong for the 2023/2024 academic year. The method used in this research is a descriptive quantitative research method. The population is all students of class The instrument for this research is a closed questionnaire. The instrument for this research is a closed questionnaire. From the results of the calculation of the positive relationship test, it is obtained that the rcount value is rcount=0.566> rtable=0.344, thus it is known that there is a positive relationship between variable which is significant between variable

Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.