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Titin Kempa; Jems Sopacua; Miranda Y. Kuasapy; Johan Silalebit

Jurnal Pengabdian Masyarakat Sains dan Teknologi 2024 Fakultas Teknik Universitas Cenderawasih

Education is the main key in building an intelligent and competitive generation. However, in remote areas such as Werwaru Village, Southwest Maluku, the challenges in education are quite significant, especially in increasing children's interest in learning. Gaps in facilities, lack of motivation, and limited resources are the main obstacles to their academic development. This research aims to explore the role of free tutoring activities carried out by KKN students at Pattimura University PSDKU MBD in increasing children's interest in learning in Werwaru Village. This program is carried out for 30 days with a frequency of three times a week and involves various interactive and creative learning methods, such as group learning, personal approaches, and educational games. The research results showed an increase in children's motivation and enthusiasm for learning, which was reflected in improvements in understanding of subject matter and increased student test scores. However, challenges related to program sustainability remain a major concern, especially after KKN students complete their assignments. This research suggests the need for partnerships with local institutions to ensure this program can continue to run and have a positive impact on future generations.

Siti Maimunah; Kusmiyati Kusmiyati

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The purpose of this study is to explore how game-based learning impacts the learning motivation of Grade V students at UPTD SDN Pendabah 3. A literature review method was employed to analyze relevant academic sources. The results indicate that game-based learning, through challenges and rewards, can enhance students' intrinsic motivation. This study concludes that game-based learning has significant potential as an innovative teaching strategy, despite certain challenges in its implementation, such as costs and teacher training.

Windy Annastasia Maharani; Hesty Widiastuty

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

The community service program carried out by MBKM (Merdeka Belajar Kampus Merdeka) Teaching Assistance in English Education Students IAIN Palangka Raya is titled “English Club.” It aims to improve the English skills of participants at the Secondary Level. This program introduces interactive learning methods and enjoyable media through a game-based approach and technology. Thus, this activity helps participants understand English material more easily and effectively. The program is conducted over three sessions, covering topics such as self-introduction, telling time, and hobbies. Each session is designed to develop the participants' English language abilities by optimally combining theory and practice. To create an active and engaging learning environment, the activities also include educational games, such as “Hi! My Name Is...,” “Catch It!,” and “Simon Says!”, which are designed to sharpen the cognitive and motor skills of the participants. In each session, technology media, such as engaging PowerPoint presentations and online games, are used to create variety in the learning experience, making participants feel interested and motivated. The results of this activity indicate an improvement in the participants' English skills, particularly in speaking. Additionally, there is also an increase in the participants' interest and motivation toward learning English. The use of creative methods and technology has proven effective in helping participants understand the material and creating a positive learning atmosphere. In conclusion, enjoyable learning not only enhances the English skills of participants but also builds their confidence in communication.

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.

Oktavianus Rangga; Dyulius Thomas Bilo

Coram Mundo : Jurnal Teologi dan Pendidikan Agama Kristen 2024 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

Previous research shows that digital learning media can increase student learning motivation, facilitate interaction between teachers and students, and encourage educational innovation. Student participation in the learning process is a key factor in improving the quality of learning. In the context of PAK, student participation can be measured through their level of involvement in discussions, assignments and other activities related to the lesson material. In this paper, the method applied by the author is a qualitative descriptive method with a focus on literature study. where books and other literature are the main focus of his research. Teachers play an important role in integrating digital media in the development of the PAK curriculum. Digital media technology that can be used in developing the Christian Religious Education (PAK) curriculum includes various types of tools and platforms that can improve the quality of learning. The use of digital media in developing the PAK curriculum has shown a significant increase in student participation. Canva is a graphic design tool that allows users to design creative designs online. This is a graphic design platform that can be used to create various types of graphics for social media, presentations, posters, documents and other visual content. Guru also makes it easy to create teaching materials and create Bible text games or create Bible verse quizzes. Even though there are several weaknesses that must be taken into account, this is not a problem that cannot be resolved by presenting material interactively and responsively. Therefore, the use of information technology or digital media is very influential in improving the quality of student learning.

Eva Khusnia Arianti; Rizky Herdian Syah; Mila Hariani

Jurnal Penelitian Manajemen dan Inovasi Riset 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This research aims to identify and analyze effective tactics used by teachers in increasing the learning motivation of fifth grade students at Tempel Elementary School. Using a qualitative approach with a case study method, data was collected through classroom observations, in-depth interviews, and document analysis. The research results show that several effective tactics include: (1) Project-Based Learning Approach which involves students in practical and relevant activities, (2) Use of varied learning media such as educational videos and teaching aids to make lessons more interesting, (3) Providing Constructive Feedback that helps students feel valued and motivated, (4) Creation of a Positive and Supportive Classroom Environment that makes students feel safe to participate, and (5) Use of Interactive Learning Methods such as group discussions and educational games that increase students' active participation. These findings indicate that these strategies effectively increase students' learning motivation, which contributes to increasing their participation, interest and learning outcomes. This research provides practical implications for teachers in developing effective teaching strategies and becomes a reference for developing teacher training programs and educational policies that support the creation of a learning environment that motivates students.    

Muhammad Syaiful Anwar; Noor Hujjatusnaini

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2024 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

Biology learning, particularly the topic of the classification of living organisms, is often considered difficult and boring by some students. To address this challenge, a more engaging and interactive approach is needed. One effective solution is to utilize game-based technology, such as Wordwall, which allows students to actively learn through various educational games. This study aims to enhance student engagement in learning the classification of living organisms using interactive Wordwall games. Through a community service method, this activity involved teachers and students from several schools to integrate Wordwall as a learning tool. The interactive games provided by Wordwall include various types of activities, such as puzzles, quizzes, and matching games, designed to help students better understand the concepts of classification of living organisms. The implementation of this program is expected to improve student motivation, involvement, and understanding of the material. Furthermore, it is hoped that the use of this technology will provide a more enjoyable learning experience and increase the effectiveness of classroom learning. The evaluation conducted shows a significant improvement in student engagement, as well as a better understanding of the material compared to traditional teaching methods.