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Awa Najwa Mardiyah; Azca Nawal Makiyah Hr; Gunawan Gunawan; Uswatun Nabilah; Vanny Dwi Putri

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study aims to explore issues faced by students and the contribution of guidance and counseling (BK) services in addressing various challenges at MTSN Cirebon. The issues studied include low levels of discipline, school withdrawal behavior, lack of learning motivation, and smoking habits among students. This study employed a qualitative, descriptive approach. Participants in the study consisted of BK teachers, students, and student organizations (OSIM and MPK) selected using a purposive sampling technique. Data were collected through in-depth interviews, observation, and documentation. Data analysis was conducted using an interactive model involving data reduction, data presentation, and conclusion drawing. Its validity was tested through triangulation of sources and techniques. The findings of this study indicate that the issues faced by students are influenced by internal and external factors, such as lack of self-awareness, low learning motivation, environmental impacts, and excessive use of social media. BK services play a vital role in addressing these issues through preventive and curative approaches, as well as collaboration between teachers, students, parents, and school organizations. In addition, consistent discipline, engaging learning methods, and monitoring of student behavior are also crucial elements in problem-solving efforts. This research confirms that resolving student issues requires a comprehensive and collaborative approach across all parties within the school environment. Guidance and counseling services play a strategic role in supporting students in overcoming challenges and developing their full potential.

Puspita, Ni Kadek Reka; Kertih, I Wayan; Sidaryanti, Ni Nyoman Asri; Sukadi; Budiarta, I Wayan

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2026 CV. Alim's Publishing

This study focuses on examining the effect of using the cooperative learning model type Teams Games Tournament (TGT) assisted by Kahoot in optimizing students’ problem-solving skills. The research method applied was Classroom Action Research (CAR), conducted through several cycles with stages including planning, action implementation, observation, and reflection. The subjects of this study were students of class X.B at SMA Negeri 2 Singaraja. The results of the study indicate a significant improvement in students’ problem-solving abilities after the implementation of the TGT model assisted by Kahoot. In cycle II, the students’ average score reached 88.15, with a learning mastery level of 84.21%. Therefore, it can be concluded that the majority of students had met the minimum learning mastery indicators. In addition, the learning process became more active, interactive, and enjoyable, which increased student engagement in the classroom. In conclusion, the cooperative learning model Teams Games Tournament (TGT) assisted by the Kahoot application has a positive impact on improving students’ problem-solving abilities. Therefore, the use of game-based digital learning models and media is recommended to enhance the quality of both the learning process and learning outcomes.

Tanti Yusviva Kusuma Wardani; Arissona Dia Indah Sari; Iqnatia Alfiansyah

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop a Puzzle Book learning media for the topic of angle measurement and to examine its validity, practicality, and effectiveness for third-grade elementary school students. The research employed a Research and Development (R&D) approach using the ADDIE model and involved 26 third-grade students as participants. Data were collected through expert validation sheets, student response questionnaires, and learning achievement tests, which were analyzed using descriptive quantitative and qualitative methods. The results showed that the Puzzle Book obtained a validity score of 98.0% from media experts and 100% from material experts, both categorized as highly valid. Student responses reached 100%, indicating that the media is highly practical and engaging. Furthermore, the analysis of learning outcomes revealed a gain score of 0.9187 in the high category, demonstrating that the Puzzle Book effectively improves students’ problem-solving abilities in angle measurement. Overall, the Puzzle Book learning media is highly feasible, practical, and effective for classroom implementation, as its interactive design and alignment with third-grade learning characteristics help students understand angle concepts more concretely, enjoyably, and meaningfully.

Silvana Septi Libriyanti; Tria Patrianti

Jurnal Ilmu Komunikasi, Administrasi Publik dan Kebijakan Negara 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Vision+ pay television. This study uses a descriptive qualitative approach to gain an in-depth understanding of Public Relations practices at MNC Channels. Data collection techniques were carried out through observation, in-depth interviews, and documentation. Data analysis used the Miles and Huberman interactive model which includes data reduction, data presentation, and drawing conclusions. The results of the study indicate that the role of Public Relations is not yet fully optimized, especially in the strategic decision-making process. Public Relations functions more as a technical implementer of communication rather than as a management advisor. This condition has an impact on the less than optimal efforts to strengthen the Vision+ brand image. Therefore, it is necessary to strengthen the role of Public Relations as an expert prescriber, communication facilitator, problem-solving facilitator, and communication technician to support the company's communication strategy and improve brand image. In addition, this study also found that internal coordination, utilization of digital media, and consistency of communication messages are important factors in building positive public perception. The lack of integration between the Public Relations function and strategic management causes the messages delivered to be not fully aligned with brand positioning

Indra Syah Putra; Feri Ranja; Fatimah Qadarsih

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of digital technology highlights the importance of introducing computational thinking skills from an early age, including at the elementary school level. One effective approach to introducing basic programming concepts is through block-based coding learning media that are visual, interactive, and engaging. This community service activity aimed to improve elementary school students’ understanding and interest in basic coding through hands-on training using block-based coding media. The program was implemented with sixth-grade students at Yayasan Kemala Bhayangkari 1 Medan. The activity employed a hands-on training approach consisting of several stages, including an introduction to basic coding concepts, familiarization with the Blockly Games interface, and practical exercises involving puzzle and maze challenges designed to develop logical thinking, sequencing, and problem-solving skills. The evaluation was conducted through direct observation of student participation and assessment of students’ ability to complete the given challenges. The results demonstrated that the use of Blockly Games effectively increased students’ enthusiasm, active engagement, and understanding of basic programming logic. Students who initially perceived programming as difficult showed greater interest and confidence due to the colorful, visual block-based instructions that were easy to understand and enjoyable. This community service activity is expected to serve as an effective introductory model for coding education and to support the development of digital literacy among elementary school students.