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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.

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.

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.