Publication Search

72,210 articles from 658 journals · 2,111 citations tracked

Showing 1-9 of 9

Analytics

Rimba Rahmawati; Ika Putra Viratama

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

Technology-based learning media have now become a primary choice in supporting the learning process in elementary schools, in line with the development of the digital era and the growing demand for more innovative learning approaches. The utilization of technology in education is expected to enhance the quality of teaching and learning processes and encourage active student engagement. One technology-based learning medium considered effective and engaging is BrainPOP, a digital learning platform that presents educational content through interactive animated videos, quizzes, simulations, and various supporting activities designed to suit the characteristics of elementary school students. The selection of BrainPOP is based on its advantages in increasing students’ learning interest, facilitating the understanding of abstract concepts by making them more concrete, and enhancing students’ motivation and retention of learning materials. The visual, communicative, and interactive presentation of content enables students to learn in a more enjoyable and less monotonous manner. This medium is capable of creating an engaging, effective, and student-centered learning atmosphere, thereby fostering an active, creative, and enjoyable learning environment. Therefore, the use of BrainPOP in the learning process is expected not only to improve students’ learning outcomes but also to optimally and sustainably develop their interest, motivation, and engagement in learning.

Irma Yunita; Hendra Pratama

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Learning media are physical tools that deliver information or learning materials to students. Educational videos have become one of the aids used in teaching and learning activities. These videos can support the learning process by conveying materials through the use of technology. Therefore, the researcher was interested in developing a medium that can be both heard and seen by students to help them better understand the subject matter. This study employed a Research and Development (R&D) approach using the Borg & Gall development model, which consists of ten development steps. The development process included initial information gathering, planning, initial product development, expert validation tests, initial product revisions, small-scale testing, second product revisions, large-scale field testing, final product refinement, and product dissemination. The results showed that the validity test of the learning media yielded a percentage of 94% from media experts, 96% from subject matter experts, 94% from language experts, and 94% from teachers. Meanwhile, the product effectiveness test using a Paired Sample T-Test showed a significance value of 0.000, which is lower than the threshold of 0.05. This indicates that the alternative hypothesis is accepted, proving a significant difference in student learning outcomes before and after using the educational video. Therefore, it can be concluded that the educational video on "Human Needs and Resource Scarcity" for Grade VII Social Studies is valid according to experts and effective in improving student learning outcomes.

Salsabila Dwi Karna; Adrias Adrias; Aissy Putri Zulkarnaini

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

Technological advances have encouraged innovation in education, including the use of interactive learning media in primary schools aims to enhance student engagement and improve learning outcomes. This study analyzes the impact, challenges, and effectiveness of interactive media through a literature review of relevant scientific journals. The findings reveal that tools such as PowerPoint, educational videos, and Kahoot significantly boost student motivation, facilitate better understanding of concepts, and promote active participation. However, challenges like limited access to technology, teacher preparedness, and varying student competencies must be addressed to maximize the potential of these media in education, among other things, increase interest in learning, facilitate understanding of the material, and encourage active participation of students. They also support independent learning, help students and teachers develop technology skills, and improve information retention, thus creating a more effective, efficient and enjoyable learning experience. However, challenges such as limited access to technology and teachers' lack of skills in operating interactive media are still an obstacle. With good planning and training for educators, interactive learning media can be an innovative solution in creating a more effective, fun and meaningful learning process for students in the digital era

Widara Rizqi Ulfa; Lisa Amillina; Ahmad Agung Safaat; Dessy Kurnia Mulyani

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to determine whether interactive learning media based on Kahoot can increase students' interest in learning. Kahoot is a single media application that can be used in online learning that contains quizzes and games. Interactive learning media such as Kahoot can be used in teaching and learning activities such as holding pretests, practicing questions, reinforcing materials, remedial, and others. The purpose of this study is to determine students' understanding by applying Kahoot as an effective learning medium. This study uses a qualitative method design using a location setting, namely Al Jamiatu Dalatul Jannah High School. Data collection techniques in this study are using observation and interviews

Ni Wayan Artiniasih; Luh Made Dwi Wedayanthi

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to analyze the use of technology in English language learning in Class XI E at SMA N 2 Bangli. The technologies used include laptops, LCD projectors, and applications such as Kahoot, Quizizz, and PowerPoint. The research employs a descriptive qualitative approach, with data collection techniques consisting of observation, checklists, and field notes. The results show that the use of technology helps to enhance students' motivation and engagement in learning. Students become more active, and the learning process becomes more interesting due to the use of visual and digital media. However, some challenges include limited access to technology for some students and technical issues such as unstable internet connections. This study suggests improving the school's technological infrastructure and providing training for teachers to effectively integrate technology into the classroom. With adequate support, the use of technology can significantly improve the quality of English language learning.

R. Mekar Ismayani

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

This study aims to examine the effect of the use of the Kahoot application in teaching materials for reading numerical texts on students' understanding and ability to solve problems related to the material. The research design used was an experiment with a quantitative approach, with a pre-test post-test control group model. The research sample consisted of two classes of junior high school grade VII students, each of which was given different treatment, namely the use of the Kahoot application in the experimental group and the conventional method in the control group. The results showed that the use of the Kahoot app could improve students' understanding of social arithmetic material, with a significant increase in scores in the experimental group (25 points) compared to the control group (8 points). In addition, the Kahoot application has also been shown to increase student motivation and participation in learning, with the majority of students feeling more interested and motivated to learn actively and collaboratively. These findings suggest that the use of the Kahoot app can be an effective tool for improving learning outcomes and student engagement in math learning.

Khovivatul Qolby; Tri Rijanto; Nur Kholis; Fendi Achmad

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to determine (1) the interests in the subjects DDTK of students of X TITL SMKS Raden Paku before and after the implementation of Game Based Learning with the help of the Kahoot application; (2) the learning outcomes in the subjects DDTK of the students of the X-TITL of SMKS Paku Raden before and following the application of Game based learning with the aid of the kahoot app. The design of one group pretest-posttest is the experimental methodology used in this study. The researchers involved the entire class X TITL SMKS Raden Paku as a population. Techniques to test students' interests and learning outcomes are test and lifting techniques. The results of this study showed that the interest and learning outcomes of students of X grade TITL SMKS Raden Paku before and after the treatment with Game Based Learning assisted by Kahoot increased. This is demonstrated by the pre-test averages of 48.89 and 58.30 and the posttest averaging of 84.09 and 82.50. The results of both hypothesis tests showed that the significance value was 0,000 < 0.05, which means Ha was accepted. The N-gain test of learning interest and learning outcomes indicated that the average N-gein score was 0.683 and 0.616 which meant effectiveness in the medium category. This indicates that the application of Game Based Learning with the help of Kahoot is quite effective in increasing the interests and learning outcomes in the subjects DDTK of X grade students of SMKS TITL Raden Paku.

Dila Rizki Amanda

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

The focus of this research is to investigate the influence of visual learning media on students' Indonesian language learning outcomes. The aim is to reveal the use of YouTube as an Indonesian language learning tool, explore students' perceptions of using Kahoot (a game-based learning application), describe the impact of using Quizizz on student motivation and learning outcomes, and analyze the e-learning learning process via the Edmodo platform in subjects Indonesian. It is also believed that the use of this media can increase students' interest in reading and stimulate the development of their ideas. With stimulated ideas, students' thinking abilities, especially higher level thinking, can be improved directly. In this rapidly developing era, the role of teachers is increasingly vital in the world of education. They are expected to actively develop insight and skills, including in the use of learning media. Visual media is an effective tool in learning, helping students understand the material better. Therefore, it is important for teachers to continue to innovate in creating learning media that suits the needs of the subjects being taught, in order to increase learning effectiveness and student engagement.

Silvia Permatasari; Tengku Hamid Darmawan; Rendy Rendy; Nabila Azzahra; Lola Zulaika +6 more

Jurnal Inovasi Ilmu Pendidikan 2022 Pusat Riset dan Inovasi Nasional

The Industrial Revolution 4.0, which coincided with the presence of the Covid-19 pandemic, demanded that the world of education implement a different system. Classroom learning that involves students directly is now starting to switch to online learning. One of the learning media used is the Kahoot application. Interactive quizzes in this application can be implemented on an ongoing basis, including in face-to-face learning after the pandemic. Unfortunately, not all educational institutions know about the existence and benefits of this application. Sungai Putih High School, Kampar Regency, which is our service partner, is one of them. This dedication to introducing interactive learning through online media has had satisfactory results. From 38 respondents covering all classes and teachers at the high school, 100% of respondents felt interested in this learning and 96% of respondents agreed that learning evaluation using Kahoot was felt to be more effective than tests in general. For the continuity of implementation, the service team provided a Kahoot Usage Guide book which was designed directly by the service team.