Publication Search

64,628 articles from 527 journals · 1,699 citations tracked

Showing 1-2 of 2

Analytics

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.

Mita Analisa Sipayung; Rida Gultom; Oloria Malau; Tiurma Barasa; Pestaria Pestaria

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

The study aims to determine whether the educational crossword puzzle game can create, build, and change students' learning motivation and the learning process in class VIII of SMP Negeri 1 Satu Atap Tampahan. The research method used is quantitative with a pre-experimental design type in the form of One group pretest-posttest. The population of all classes VIII is 90 people and a sample of 31 people using purposive sampling. The closed questionnaire instrument consists of 20 items. The results of the data analysis show that there is an influence of the educational game method used by the teacher on students' learning motivation, as evidenced by the significant test obtained a value of t count> t table, namely 6.669> 2.042, it is concluded that H0 is rejected and Ha is accepted.