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Khoirunnisa Arbah; Fatonah Salfadilah; Retno Ayu Neng Tiyas; Yuyun Septyana

Jurnal Pendidikan dan Kewarganegara Indonesia 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the low level of discipline among elementary school students, characterized by non-compliance with rules, tardiness, and other negative behaviors, thus requiring the role of Pancasila and Citizenship Education (PPKn) as a strategic solution. This research aims to examine the role of PPKn learning in shaping the discipline of elementary school students through a library research approach. This research method uses a systematic and comprehensive library research method to assess the contribution of PPKn learning in forming the discipline of elementary school students (SD). The main focus is on national scientific sources in Indonesian and English languages from the period 2020-2025, with the aim of identifying patterns and strategies of PPKn learning towards improving student discipline in SD. The study results show that PPKn learning is effective in internalizing discipline values through habituation, teacher exemplification, continuous evaluation, and the use of innovative learning media such as educational videos. The involvement of teachers, schools, and parents is an important factor in supporting the formation of student discipline character, with strategies such as family collaboration and group supervision to overcome external challenges. This research provides a theoretical contribution as a basis for developing applicable PPKn learning strategies to form a disciplined generation in elementary schools. The implications of this study indicate that PPKn learning has a strategic role in shaping the discipline of elementary school students, thus requiring synergy between teachers, schools, and parents to optimize the internalization of character values in every learning activity.

Indah Damayanti; Sukirno Sukirno

International Journal of Economics, Commerce, and Management 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study aims to develop interactive PowerPoint-based audio-visual learning media for Grade X Economics and to test its feasibility and effectiveness in improving student activity and learning outcomes. The method used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of students in grades X6 and X7 at SMA N 1 Ngluar and SMA Muhammadiyah 1 Muntilan. Data were collected through interviews, questionnaires, and learning outcome tests. The feasibility test results showed that the interactive PowerPoint media was considered very feasible to use, with an average score of 4.6 from subject matter experts, 4.8 from media experts, 4.45 from teachers, and 4.5 from students. The effectiveness test showed N-Gain Scores for activity and learning outcomes of 0.42 and 0.58, respectively, at SMA N 1 Ngluar and 0.44 and 0.55 at SMA Muhammadiyah 1 Muntilan. Thus, interactive PowerPoint media is effective in increasing student activity and learning outcomes in economics learning.

Eka Maulidia; Muhammad Suwignyo Prayogo; Tsania Nailal Ilfa; Adellia Saputri

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Science learning in elementary schools plays a vital role in fostering scientific thinking, curiosity, and critical thinking skills from an early age. However, classroom practices are still dominated by conventional methods that make students passive and less motivated, which affects their understanding of abstract concepts such as the states of matter and their changes. This study aims to describe the effectiveness of using Canva as an interactive learning medium to enhance the motivation and learning outcomes of fourth-grade elementary school students on the topic of states of matter and their changes. The research employs a qualitative descriptive method through literature review and theoretical experimentation. The study involved reviewing various scientific sources and conducting a simulated Canva-based learning activity that visualized changes in the states of matter through images, animations, and simple classroom experiments. The findings reveal that using Canva encourages active student participation, clarifies abstract science concepts, and creates an engaging learning experience. Canva has proven to be an effective and innovative medium that supports the principles of the Merdeka Curriculum, emphasizing creativity, collaboration, and independent learning.

Ilham Kurniawan; Nelvi Erizon; Delima Yanti Sari; Irzal Irzal

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research is a Classroom Action Research (CAR) conducted in two cycles. The subjects were 24 students of class XII TM 2 of the Mechanical Engineering Expertise Program at Semen Padang Vocational School in the odd semester of the 2025/2026 academic year. Data collection was carried out through learning activity observation sheets, practical assessment sheets, and multiple-choice tests to measure students' cognitive learning outcomes. The implementation of Creative Products and Entrepreneurship learning at Semen Padang Vocational School was previously teacher-centered. Students tended to be passive listeners during the learning process, which led to low participation, minimal interaction, and a lack of understanding of the material. As a result, most students were unable to achieve the Minimum Completion Standards (SKM). Based on this, the Jigsaw Cooperative learning model is considered suitable for application in Creative Products and Entrepreneurship learning, because it is able to create a student-centered learning atmosphere and encourage active involvement and cooperation between students. The results of the study prove that the application of the Jigsaw Cooperative learning model is effective in improving student learning outcomes. This is based on the average student learning outcomes in cycle 1 of 75.2, where 17 students were declared complete. In cycle II, the average student learning outcomes were 85.2 with 21 students declared complete. The significant improvement in cycle II indicates that the Jigsaw Cooperative Learning model is not only effective in improving cognitive learning outcomes but also able to improve the quality of interactions between students in the learning process. Students become more active in discussions, disseminating information, and are responsible for understanding the material they are learning and sharing with their groups.

Ratnasari Ratnasari; Nikmah Nurvicalesti; Ami Sulistia Wati

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

The purpose of this study is to examine how deep learning influences students’ mathematical critical thinking skills. In mastering mathematics—which requires reasoning, analysis, and systematic review—critical thinking is essential to address the challenges of the 21st century. This research employs a quasi-experimental design using a pretest-posttest control group model. The subjects of the study were eighth-grade junior high school students, divided into an experimental group and a control group. The main instruments used were a mathematical critical thinking skills test and a learning activity observation sheet. The findings indicate that students who participated in instruction based on a deep learning approach showed a significant improvement in critical thinking skills compared to those who received conventional instruction. Unlike students who underwent standard learning methods, those exposed to deep learning strategies experienced a notable enhancement in their critical thinking abilities. Based on these findings, the implementation of deep learning is recommended more broadly in mathematics classroom instruction.

Sonia Sihombing; Dientje F. Pendong; Ferny M. Tumbel

Jurnal Pendidikan Kimia, Fisika dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Improving students' Biology learning outcomes is a major challenge in the learning process in high school, especially when the material taught is abstract and complex, such as the human digestive system. This study aims to analyze the effectiveness of the Problem-Based learning model assisted by mind mapping in improving the learning outcomes and activities of grade XI students of SMA Negeri 2 Tondano. This research is a Classroom Action Research conducted in two cycles, each consisting of two meetings. Each cycle involves planning, action execution, observation, and reflection activities, with data collection through observation, testing, and documentation. The results of the study showed a significant increase in learning activities and student learning outcomes. The average learning activity increased from 54.6% in the first cycle to 81% in the second cycle, while the percentage of completeness of learning outcomes increased from 59% to 88%. This increase is influenced by the active involvement of students in group discussions, visualisation of concepts through mind mapping, and the role of teachers as facilitators in problem-based learning. These findings indicate that the integration of the Problem-Based model with mind mapping is effective in building critical thinking skills, improving concept understanding, and encouraging active student participation. The implications of this study show the importance of implementing innovative learning strategies to improve the quality of Biology learning in secondary schools.

Ni Kadek Ary Susandi; Rusanti, Putu; Galuh Wismadewi, I Gusti Agung; Novi Suryati, Ni Wayan

Adi Widya: Jurnal Pengabdian Masyarakat 2025 Lembaga Penelitian dan Pengabdian Masyarakat

English language learning in vocational schools aims to provide students with language skills that can maximally support the competence of the specific field of expertise that students have. However, English teaching in many vocational schools, such as the Bali Medika Health Vocational School, is not designed as English for Specific Purposes (ESP), thus found to be insufficient to equip students to communicate using English in their target career. In addition, the teachers at this school revealed that it is difficult to find the kind of activities that can be organized to make learning English interesting and to choose material that is suitable to the needs of students as a future nurse assistant. Therefore, an innovative learning activity is needed to assist teachers in delivering teaching material that is suitable and relevant to the student’s target career. Learning through games such as word grouping and whispering was organized in the class to teach students the specialized nursing vocabulary. At the evaluation, students reported that learning nursing vocabulary through word-grouping and whispering activities was fun, and they could understand the material well. The learning activities helped them enrich their nursing vocabularies and they were very satisfied with the English learning in this program. Keywords: ESP, games, nursing vocabulary, word-grouping, whispering.

Rina Ayu Puspita; Rusly Hidayah

Jurnal Pendidikan Kimia, Fisika dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is a research and development (Research and Development) that aims to develop an e-module oriented to Problem Based Learning (PBL) on the reaction rate material that is practically used in the learning process. The development model used is the 4D model consisting of four stages, namely Define, Design, Develop, and Disseminate. However, this study is limited to the Develop stage, which was tested on a limited basis at SMA Assa'adah Gresik. Data were obtained through student response questionnaires and learning activity observation sheets. The results of the analysis show that the e-module developed is classified as very practical. This is indicated by the results of the student response questionnaire which obtained a percentage of 96% with a very practical category, and is supported by the results of observations of student activities which also reached a percentage of 96% in the same category. Thus, this e-module is worthy of being used as an alternative effective and interactive learning media on the reaction rate material.

Ismafatul Aminin; Puji Rahayu; Tri Eko Baktiono

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve the skills of third-grade elementary school students in learning the concept of measuring length and weight through the Team Games Tournament (TGT) learning model. The research method used is classroom action research (CAR) based on the Kemmis and McTaggart model, which involves four stages: planning, acting, observing, and reflecting. The study was conducted with 24 students from class III B at UPT SDN Latsari Tuban. Data collection techniques included observation, tests, and interviews. The research results show that the implementation of the TGT learning model can enhance students' understanding of the concepts of length and weight measurement. In addition, there was an increase in students' learning activity and motivation during mathematics lessons. Students became more enthusiastic, cooperative, and engaged in group activities, which contributed to better mastery of the material. Based on these findings, the TGT learning model is proven to be effective in improving mathematics learning outcomes, especially in the topic of Length and Weight Measurement for third-grade elementary school students.

Nur Fitriya; Ismail Marzuki; Arissona Dia Indah Sari

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The purpose of this study was to determine the effect of giving rewards and punishments on the learning activity of fifth grade students in elementary schools. This study used a quantitative approach with a pre-experimental design research type. The design used in this study was intact group comparison, this research design involved two classes with a total of 56 students. Among them are class V A as an experimental class, namely a class that was given the treatment of giving rewards and punishments during the learning process and class V B as a control class, namely a class that was not given the treatment of giving rewards and punishments during the learning process. The data collection technique in this study was using an observation sheet for student learning activity. While the data analysis technique used was a prerequisite test and a hypothesis test. The prerequisite test used in this study was a normality test and a homogeneity test with a significance level of α = 0.05. The results of the hypothesis proof using the T Test obtained a result of 0.000 with a significance level of α = 0.05, so it can be concluded that 0.000 > 0.05 so that H0 is rejected and H1 is accepted, which means that there is an influence of the use of rewards and punishments on the learning activity of fifth grade students at SD Negeri 28 Gresik.    

Nadia Wulidar Rohmah; Didit Hermawan

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

This literature study examines the effect of learning activeness on learning outcomes in various Madrasah Tsanawiyah in Indonesia. In order for student learning outcomes to improve, teachers need to have the ability to develop student learning activeness in every learning process. Efforts to generate student learning activeness are needed so that the implementation of learning activities can run effectively. This study uses a literature review approach by analyzing various related scientific sources. The results showed that student learning activeness affects the improvement of student learning outcomes. Learning activeness has an important role because it can encourage self-confidence and improve student learning outcomes.