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Zaitun Qomariah; Hesty Widiastuty; Iffa Kharimah; Winna Winna; Lafifah Suliyya

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to explore innovative approaches in integrating English-language religious content as a means of strengthening religious values ​​and improving listening skills in junior high school students at Alam School. This research uses a descriptive method, an innovative approach that illustrates the condition of the subject or object of research by detailing existing facts. The results of the research show that community service activities that use English religious content are successful in strengthening religious values ​​and improving students' listening skills. Students are able to understand and remember new vocabulary through listening to videos. They can also internalize the moral values ​​contained in the video. Apart from that, the use of gamification through the Kahoot application can motivate students to learn in an interactive and fun way. An innovative learning approach that integrates elements of religion and English can help students develop holistically, both spiritually, morally and in language skills. This approach can be an alternative that can be applied in learning English at school.

Hendriko Yanmil Yoas Tumangger; Erlinawaty Simanjuntak

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This study aims to improve mathematical problem solving through the inquiry learning model assisted by the kahoot! in SMA Negeri 1 Pahae Julu students T.A.2022/2023. The subjects in this study were 34 students of SMA Negeri 1 Pahae Julu T.A.2022/2023 and the object of this study was an increase in mathematical problem solving through the inquiry learning model assisted by the kahoot! application. Before conducting the research, the researcher first gave a pre-test on 2 the initial observation, which was carried out in 1 meeting. From the results of data analysis, it was obtained that the average mathematical problem solving was 65.176 with the percentage of students who completed 52.94%. Therefore, an effort is needed to improve mathematical problem solving through an inquiry learning model assisted by the kahoot! in SMA Negeri 1 Pahae Julu students T.A.2022/2023. An effort made is called research. This type of research is classroom action research conducted in 2 cycles, each cycle consisting of 2 meetings. The results of data analysis in cycle I obtained an average of 71.941 mathematical problem solving with a percentage of students who completed 76.47% experienced an increase in cycle II obtained an average of 76.059 mathematical problem solving with the percentage of students who completed 79.41%. The class has completely solved the problem in cycle II research. Thus it can be concluded that the research objectives have been achieved, namely to improve mathematical problem solving through the inquiry learning model assisted by the kahoot! in SMA Negeri 1 Pahae Julu students T.A.2022/2023.

Sulistiawati Sulistiawati; Tita Mulyati; Yayang Furi Furnamasari

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

In research conducted at SDN Lojikobong II on learning Civics learning in elementary schools regarding diversity. In the current era, there are many problems that arise and the existing culture fades. The purpose of the research is to find out the design of teaching materials for learning PPKn, diversity material for grade IV elementary schools, the feasibility of teaching materials and user responses to kahoot teaching materials. This study uses the Design and Development model, namely D&D, with the design and development of Analysis, Design, Development, Implementation, Evaluation (ADDIE) research procedures. Media validation and kahoot learning materials use experts, namely media experts and material experts. The trials in this study were carried out by class teachers and students in class IV to obtain user responses. In this research, data collection techniques used questionnaires and interviews, research used media experts, material experts, teachers and students with instruments used questionnaires and interviews. The results of the study show that the assessment from the expert's point of view is in the very good category and the ratings from the users are very good. The recommendation from this study is that kahoot learning media can be used in the learning process with guidance on the use of teacher media and learning understanding of diversity material in students.  

M Iqbal Arrosyad; Fanika Yuliana; Siti Nurjannah; Marina Marina

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2023 CV. Alim's Publishing

The purpose of this study is to review more deeply the use of digital media kahoot: by dragon box in learning mathematics accompanied by a description of the obstacles experienced during the use of digital-based learning media: kahoot number by dragon box in learning mathematics in training children to think critically.  Qualitative description methods with interview techniques and the application of digital media include participatory observation, interviews, and documentation.  The subjects of this study were students aged 6-9 years from Kindergarten to Grade 3 Elementary School. The results of this study indicated that the implementation of digital teaching media was carried out in four stages, namely the action planning stage to develop a plan for using digital teaching media that is suitable for use in learning mathematics in training children to think critically,  the stage of carrying out the action by learning mathematics material using digital media through the educational game kahoot: numbers by dragon box, the stage of the action results as an effort to successfully use digital teaching media that is good for the development of children's thinking from the beginning to the end of use, and the stage of reflection by assessing how the process  implementation and results in the use of digital teaching media for children aged 6-9 years.  And the obstacles found in the use of digital teaching media are in the form of installing applications and registering accounts, the process of carrying out digital teaching media.