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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

Naja Alwi Mawardy; Purwanto Purwanto; Nedya Varchaty

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

This community service program aims to improve Arabic language skills through creative learning strategies based on educational games designed for the learning aspects of maharah istima', kalam, qira'ah, kitabah, and qawa'id learning. Mastery of maharah al-'arabiyah at the Madrasah Aliyah level still faces various obstacles. Mainly low learning motivation, lack of method variation, and dominated by textual learning approaches. This activity was carried out at the Madrasah Aliyah Swasta Terpadu Permata Umat, Trenggalek using qualitative methods through observation, interviews, direct mentoring, and documentation of student activities during the training process. The results of this community service program show that the implementation of educational games such as matching games, interactive dialogues, istima' habits, kitabah habits, roleplay games, guessing games, and grammar materials (nahwu and sharaf) combined with a reward system can foster and increase active participation, courage to speak, and increase student motivation in learning Arabic. This activity emphasizes that educational games are an effective approach in improving Arabic language competency in the madrasah environment.

Naja Alwi Mawardy; Purwanto Purwanto; Nedya Varchaty

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

This community service program aims to improve Arabic language skills through creative learning strategies based on educational games designed for the learning aspects of maharah istima', kalam, qira'ah, kitabah, and qawa'id learning. Mastery of maharah al-'arabiyah at the Madrasah Aliyah level still faces various obstacles. Mainly low learning motivation, lack of method variation, and dominated by textual learning approaches. This activity was carried out at the Madrasah Aliyah Swasta Terpadu Permata Umat, Trenggalek using qualitative methods through observation, interviews, direct mentoring, and documentation of student activities during the training process. The results of this community service program show that the implementation of educational games such as matching games, interactive dialogues, istima' habits, kitabah habits, roleplay games, guessing games, and grammar materials (nahwu and sharaf) combined with a reward system can foster and increase active participation, courage to speak, and increase student motivation in learning Arabic. This activity emphasizes that educational games are an effective approach in improving Arabic language competency in the madrasah environment.

Zagoto, Alfin Susanto

Jurnal Pengabdian Sosial 2025 Lembaga Pengembangan Kinerja Dosen

The creative Sunday School teaching program at GKSI Imanuel Teretek was implemented as a community service initiative focused on increasing children’s enthusiasm for participating in spiritual activities. The program was motivated by initial findings showing that many children exhibited declining interest due to monotonous learning methods that lacked creative engagement. Therefore, the service team designed a series of activities based on creative approaches, including the use of visual media, educational games, art activities, and interactive storytelling to align learning with the developmental needs of children. The implementation process was carried out through several stages, including observation, material planning, activity execution, and evaluation. The results showed a significant increase in attendance, active participation, and positive responses from the children. They appeared more engaged, more willing to ask questions, and better able to remember biblical messages through enjoyable and easy-to-understand activities. Additionally, Sunday School teachers gained new insights regarding creative teaching strategies that can be applied sustainably. These findings affirm that innovation in teaching methods has a real impact on children’s learning motivation and strengthens the church’s role in nurturing faith from an early age.

Iyai, Yustina; Zahara, Leni

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2025 Pusat Riset dan Inovasi Nasional

This study aims to increase student interest in Social Studies (IPS) through the use of varied learning media in third-grade students at SD Pembangunan Laboratorium UNP. The typically boring nature of Social Studies learning can be addressed by presenting engaging media tailored to student characteristics. Varied learning media, such as educational videos, images, interactive games, and props, are expected to engage students, engage them, and enhance their understanding of the material. This study used a qualitative approach through observation and interviews to determine students' responses to the use of these media. The results showed that the use of diverse learning media increased student motivation and interest in Social Studies lessons. Students appeared more enthusiastic in discussions, asking questions, and completing assigned assignments. Thus, the use of varied media not only increased student interest but also strengthened their understanding of the material presented. This study recommends that educators at SD Pembangunan Laboratorium UNP optimize the use of varied learning media to improve the quality of Social Studies learning, thereby making the teaching and learning process more enjoyable and effective.

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.

Nurfalah, Samsu; Siti Nurhalimah; Rifa Salsabila; Siti Nursilah

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Game-based learning has emerged as a relevant instructional strategy to address the challenges of 21st-century education, including in Islamic Religious Education (PAI), which is often perceived as monotonous and less engaging for students. This study aims to describe the implementation of game-based learning in enhancing students’ learning motivation in the PAI subject at MA Yapina. This research employed a descriptive qualitative approach with data collected through observation, interviews, and documentation. The findings indicate that the use of educational games—both digital and non-digital—creates a more interactive and enjoyable learning atmosphere while encouraging active student participation. Students demonstrated increased motivation, self-confidence, and interest in understanding religious concepts more deeply. In addition to boosting motivation, game-based activities contributed to better conceptual understanding through collaborative tasks and contextual simulations of Islamic values. However, several challenges were identified, including limited teacher competence in using game-based media and unequal availability of technological facilities. These findings suggest that game-based learning holds significant potential for PAI instruction but requires adequate teacher support and sufficient infrastructure to optimize its implementation. This study is expected to serve as a reference for developing innovative and creative learning strategies in Islamic Religious Education that align with the characteristics of digital-native learners.

Bintang Ariga

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to determine the role of Community Service Program (KKN) students in increasing interest in learning Islamic Religious Education (PAI) at the Al-Muttaqin Foundation MDTA. The background of this study stems from the low enthusiasm and motivation of students in participating in religious lessons, so that learning innovations are needed that can rekindle their enthusiasm for religious values. KKN students, as part of the implementation of the Tri Dharma of Higher Education, have a social responsibility to contribute directly to society, one of which is through educational activities. In its implementation, students apply various creative, interactive, and fun learning methods, such as educational games, group discussions, and role-model-based approaches that make students more active and motivated. This study uses a descriptive qualitative method with observation, interview, and documentation techniques during the two-month activity. The results show that the presence of KKN students has a positive influence on increasing student interest in learning, seen from increased discipline, active participation, and curiosity about PAI materials. In addition to being teachers, students also play a role as moral guides who instill religious values ​​through positive behavior and habits.   

Julia Amelia Sormin; Eva Betty Simanjuntak; Afrida Hanum Lubis; Najwa Fadhilah Siregar; Nabila Olivia

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

This study aims to analyze the learning difficulties experienced by fifth-grade students at Yayasan Al-Hidayah and identify innovative solutions in the learning process. The research uses a descriptive quantitative method with data collected through questionnaires. The results indicate that students still face challenges in understanding the material, primarily due to the fast pace of the teacher's explanations, a lack of supporting media and teaching aids, and limited learning facilities. The most difficult subjects for students to understand are Mathematics, followed by English and Science. Despite these challenges, parental involvement in supporting the learning process is relatively good, and students tend to prefer interactive learning, such as educational games, group discussions, experiments, and the use of digital media. Based on these findings, there is a need for innovation in learning, focusing on technology-based learning, the use of more varied teaching aids, and the application of creative strategies to enhance motivation, understanding, and student learning outcomes. Such innovations are expected to provide more engaging and effective learning experiences for students, addressing the difficulties they encounter in learning.

Adam Majid Bahrudin

World Journal of Islamic Learning and Teaching 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

Digital books are a transformation from printed books into digital media that can be accessed through devices such as computers, tablets, or smartphones. Digital books not only display text but can also contain multimedia elements such as images, audio, video, animations, and interactive quizzes. This makes the learning process more engaging and less monotonous. In the context of learning Hajj and Umrah material, digital books can display simulations of Hajj rituals, videos of worship in the Holy Land, and maps of Hajj and Umrah journeys, all of which can strengthen students' understanding. This study aims to explore the use of digital books as a learning medium for Islamic Religious Education (PAI) on Hajj and Umrah material at the Junior High School (SMP) level. Digital books are considered capable of overcoming the limitations of conventional learning media, which are static and less interactive. By utilizing multimedia elements such as manasik simulations, videos, prayer audio, interactive maps, and educational quizzes and games, digital books provide a more contextual, visual, and enjoyable learning experience. In addition, advantages in terms of accessibility, portability, and the ability to be adapted to students' learning styles make digital books relevant to the demands of 21st-century learning. The implementation of digital textbooks in learning was carried out through online, face-to-face, and blended learning models. Effectiveness evaluations included improvements in students' conceptual understanding, learning motivation, and digital skills. The study results indicate that digital textbooks play a significant role in improving the quality of Islamic Religious Education (PAI) learning, particularly on the topics of Hajj and Umrah, and supporting digital transformation in education.

Grace Oktavia; Ifani Viola Risty Putri; Aleyda Nurvilaely; Zakia Sofi Salsa Bela Laili; Mutia Deshinta +6 more

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Gunungsari Village, Windusari District, is one of the areas facing quite serious challenges in efforts to develop basic literacy in school-age children. The main problems faced are low interest in reading, limited access to adequate reading materials, and learning methods that are still conventional. These conditions have implications for many children who are not able to read and write fluently despite having received an elementary school education. In response to this situation, the community service team took the initiative to implement a literacy program that uses an interactive learning approach through the development of a literacy park. This program is not only designed to be a learning platform, but also to create a learning atmosphere that is fun, contextual, and involves the active participation of children. Various activities are implemented, including storytelling, the provision of a reading corner, educational games such as math games, vocabulary quizzes, and the provision of simple rewards to maintain high learning motivation. This program activities are carried out periodically with the involvement of the school, the surrounding community, and also the village government, so that its sustainability has the support of various parties. The results of the implementation show a significant increase in children's literacy skills. Not only are they reading more fluently, but they are also better able to comprehend story content and write simple ideas. Furthermore, the children appear more confident in expressing themselves, are more active in every learning activity, and are beginning to demonstrate positive reading habits. A culture of literacy is also slowly growing through the existence of child-friendly and inclusive literacy parks. This proves that a fun, community-based literacy approach is highly relevant in rural areas with limited resources and can be a simple yet impactful means of educational transformation for children's futures.

Ummy Kalsum; Meilinda Meilinda; Mega Wahyuni; Alfino Fathin Z

Nusantara: Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

The use of technology in early childhood and elementary education is becoming increasingly important in the digital era. This study aims to evaluate the effectiveness of educational games as an interactive learning medium to increase the interest and motivation of elementary school students. This activity was carried out by the KKM group 95 team from Bina Bangsa University on 43 fourth-grade students at Bayak Public Elementary School. The research method used a descriptive quantitative approach through a pre-test and post-test using a Google Form questionnaire. The educational games were developed through the Educaplay platform, which provides various features such as interactive quizzes, crosswords, and picture-matching games. Prior to the intervention, observations were conducted on student learning behavior in the classroom. The results of the initial observations indicated that most students showed little interest in conventional, monotonous learning methods. Therefore, a more engaging approach involving active student participation was needed to rekindle their enthusiasm for learning. During the activity, students were very enthusiastic in participating in the educational games presented. The classroom atmosphere became more lively, and students were seen working together and showing a high curiosity about the material presented through the games. After using the educational games for several sessions, a post-test was conducted to measure changes in students' interest and motivation to learn. Preliminary data analysis results indicate an increase in student interest and motivation scores after participating in educational game-based learning. This indicates that interactive, technology-based approaches have strong potential to improve learning effectiveness at the elementary school level. This study recommends that teachers actively integrate interactive technology into the teaching and learning process. In addition to increasing student engagement, the use of media such as Educaplay can also adapt learning to the digital-native characteristics of today's generation of students.

Najla Imtinan; Ibnu Muthi

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to examine the implementation of digital educational games to enhance the understanding of fraction concepts among fifth-grade elementary school students. The background of this research lies in the low mastery of fraction material and the lack of student engagement due to conventional teaching approaches. The research used a quasi-experimental method with a pretest-posttest control group design. The subjects were divided into an experimental group, which received digital educational game-based learning, and a control group, which was taught using traditional lectures and practice questions. The results showed a significant improvement in the understanding of fractions in the experimental group compared to the control group. The findings indicate that digital educational games can enhance motivation, engagement, and the effectiveness of mathematics learning. This research recommends the integration of interactive digital media as an innovative strategy for teaching mathematics in elementary schools.

I’anatul Ashriyah; Umi Mahmudah

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

This study aims to develop learning media based on the Wordwall application in mathematics learning for grade 3 at MI Salafiyah 1 Kauman. The background of this study is the low interest and motivation of students in participating in mathematics learning, which is caused by less interesting learning methods and the lack of use of interactive media. By utilizing the Wordwall application, it is expected to increase student involvement through fun educational games. The method used in this study is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The development process begins with needs analysis, learning media design, media development using the Wordwall application, media implementation in learning, and evaluation of the effectiveness of the media developed. The results of the study showed that the Wordwall-based learning media developed had high validity with an average score of 90% from material and media experts. The practicality of the media was also obtained with an average score of 85% from teachers and students. The trial of media implementation in mathematics learning showed an increase in student motivation and learning outcomes. So, students will be more active in participating in learning and show a better understanding of the material being taught. Thus, Wordwall-based learning media has proven effective in increasing the motivation and learning outcomes of grade 3 students at MI Salafiyah 1 Kauman.

Siti Mumtazah; Salmaini Safitri Syam; Nur Azmi Alwi

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

The development of information technology encourages innovation in learning methods, one of which is through digital educational games. This study aims to assess the effectiveness of Wordwall educational game-based learning media in improving elementary school students' 21st century skills, such as critical thinking, creativity, collaboration, and communication. The method used is a literature study by analyzing various scientific sources and relevant research. The results showed that Wordwall is able to increase students' motivation and interest in learning through interactive features and a variety of games that are easily adapted to the subject matter. Obstacles faced include limited access to technology and teacher readiness, which can be overcome with intensive training and provision of adequate facilities. Therefore, Wordwall is proven to be effective and relevant as a learning media that supports the 21st century learning process in elementary schools. It is recommended that the utilization of Wordwall be optimized through continuous training for teachers and provision of adequate technological facilities to improve the quality of learning.

Anissa Putri Ramadhania; Muhammad Suwignyo Prayogo; Ulfatul Rofida Alfikriyah

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2025 Universitas Palan

The purpose of this study was to improve the understanding of fourth grade students of SDN Kaliwates 2 Jember about the form of substances and their changes by using snakes and ladders educational game. The background of this research is the lack of interest, motivation, and learning outcomes of students on abstract science materials. The teaching model used integrates the snakes and ladders game with the question mechanics of the lesson, where students who land on a box labeled "boom" are required to answer questions from the material being taught.By integrating the snakes and ladders game with questions about the form of substances and their changes, students can learn actively. By integrating the snakes and ladders game with questions about the form of substances and their changes, students can learn actively. Thus, the snakes and ladders educational game not only serves as a medium of entertainment, but also as an effective learning tool to improve learning outcomes and active engagement of students in the classroom.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

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

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Nayla Adhwa; Nurul Faeza; Nur Azmi Alwi; Salmaini Safitri Syam

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study examines how digital technology can help boost elementary school students’ interest in learning the Indonesian language. As technology continues to influence the way education is delivered, incorporating digital tools into the classroom has become increasingly important. The study examines how interactive learning techniques, including educational games, digital storytelling, and multimedia presentations, can enhance the engagement and enjoyment of language learning for elementary students. A qualitative descriptive methodology was used, with data collected through interviews with both teachers and students, classroom observations, and the review of relevant documents. The results indicate that digital technology significantly contributes to increasing students' motivation, participation, and curiosity. Interactive digital tools foster a more lively and enjoyable learning atmosphere, making it easier for students to grasp and relate to the content. Teachers also reported that students became more active during lessons and demonstrated improved comprehension and vocabulary usage.The study concludes that integrating digital technology into Indonesian language lessons can shift traditional teaching methods toward more student-centered and engaging learning. It is recommended that schools invest in proper digital infrastructure and provide training for teachers to fully benefit from interactive learning approaches  

Galih Maulana Hendrawan; Dien Nurmarina Malik Fadjar

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This paper aims to evaluate the effectiveness of using the Wordwall application in learning Indonesian for elementary school students. Wordwall is a digital platform based on educational games that allows teachers to create interactive learning activities online and offline. The research method used is classroom action with two cycles, where each cycle includes the planning, implementation, and evaluation stages. The results of the study indicate that the use of Wordwall can increase student interest, motivation, and engagement during learning. This application helps teachers in delivering material in a fun way, and is able to encourage active student participation in the learning process. Thus, Wordwall is proven to be an effective and relevant learning media to be applied in teaching Indonesian at the elementary school level.