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Sri Wahyuni; Rahmawati Rahmawati; Nurdin Nurdin

International Journal of Educational Development 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to determine the effect of using the Fun Thinkers Book learning media on critical thinking skills and learning creativity in IPAS among fourth-grade students of SDI Bontobu’ne, Bajeng District, Gowa Regency. This study employed a quantitative approach with a quasi-experimental design using the One Group Pretest–Posttest Design. The research subjects consisted of 21 fourth-grade students selected through purposive sampling. Data were collected using critical thinking tests, learning creativity questionnaires, and student activity observation sheets. Data analysis was conducted using descriptive and inferential statistics with SPSS version 27, including normality tests, homogeneity tests, t-tests, simple linear regression, and MANOVA tests.The results indicate an improvement in students’ critical thinking skills and learning creativity after the implementation of the Fun Thinkers Book learning media. The t-test results show a significance value less than 0.05, indicating a significant effect of the Fun Thinkers Book on students’ critical thinking skills and learning creativity. Furthermore, the MANOVA results reveal that the use of the Fun Thinkers Book has a simultaneous effect on both critical thinking skills and learning creativity in IPAS. Therefore, the Fun Thinkers Book learning media is effective for enhancing critical thinking skills and learning creativity among elementary school students..

Haya Uni Aldi; Hartini, Hartini; Saripuddin, Saripuddin

International Journal of Educational Evaluation and Policy Analysis 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This classroom action research investigates the effectiveness of the Round Robin cooperative learning model in improving the motivation and creativity of learning science among Grade IV students at UPT SDN Unjuruiya No. 45, Selayar Islands. The study was conducted to address students’ low engagement, limited participation, and insufficient creative expression during IPAS lessons. The research involved 12 students (6 male and 6 female) and was implemented in two cycles, each consisting of three meetings—two for instructional activities and one for assessing learning creativity. Data were collected through observation, learning motivation assessments, and creativity evaluations. Findings indicate a significant improvement in student learning outcomes following the implementation of the Round Robin model. In Cycle I, only 5 students (42%) achieved the creative category, while 7 students (58%) remained in the non-creative category. However, after refinement and continued application in Cycle II, the number of students achieving the creative category increased substantially to 11 students (92%), leaving only 1 student (8%) in the non-creative category. These results demonstrate that the Round Robin model effectively enhances student motivation, encourages active participation, and supports the development of creativity in science learning. Overall, the study concludes that cooperative learning through Round Robin provides a meaningful and engaging instructional alternative capable of improving both motivational and creative learning aspects in elementary science classrooms.

Mulita Dea Nur Pratiwi; Pradita Heni Setyorini; Indah Wahyu Safitri; Mieke Mindyasningrum

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The use of artificial intelligence technology in elementary education is becoming increasingly relevant as teachers demand to develop creative and efficient teaching materials. Problems faced by fifth-grade elementary school teachers include limited time, a variety of ideas, and reliance on conventional methods in developing teaching materials, resulting in suboptimal learning creativity. This study aims to describe the use of ChatGPT by fifth-grade elementary school teachers in developing creative teaching materials and to identify the benefits and constraints of its use in the learning process. The research method used is a descriptive qualitative approach with data collection techniques through literature studies and online questionnaires based on Google Forms. The research respondents were fifth-grade elementary school teachers who were familiar with and used ChatGPT in lesson planning. The data obtained were analyzed using qualitative descriptive analysis techniques through the stages of data reduction, data presentation, and drawing conclusions. The results of the study are expected to provide a comprehensive picture of the role of ChatGPT as a digital assistant for teachers in increasing the efficiency and creativity of teaching material development in elementary schools.

Firly Farziyah Nurfy; Siti Umi Khayatun Mardiyah

International Journal of Educational Evaluation and Policy Analysis 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study investigates the implementation of the Problem-Based Learning (PBL) model integrated with animated video media to enhance student motivation, creativity, and learning outcomes in economics at MA Salafiyah. Employing a classroom action research approach with a pretest-posttest design, the research involved 35 grade XI students. Data were collected through observation sheets, motivation and creativity questionnaires, and learning outcome tests. The Shapiro-Wilk test was used to assess data normality, while the Wilcoxon Signed Rank Test evaluated the significance of differences between pretest and posttest scores. The findings reveal that the application of PBL with animated video media significantly improves student motivation, creativity, and learning outcomes. Students demonstrated increased engagement, generated more creative ideas, and showed deeper understanding of economic concepts. Motivation was reflected in higher posttest scores and active participation, while creativity was evident in the ability to propose innovative solutions and think critically. Learning outcomes improved substantially, with average scores rising from 46.142 (pretest) to 83.571 (posttest). The integration of animated video media in PBL created a dynamic and interactive learning environment that facilitated comprehension, stimulated interest, and encouraged practical application of knowledge. This study concludes that PBL supported by animated video media is an effective pedagogical strategy for improving educational quality in economics learning.

Wisnu Wahyu Widayat; Sulastri Rini Rindrayani

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The purpose of this study was to understand the effect of using Canva-based learning media on the creativity of eleventh-grade students in economics. The background of this study stems from the low level of student learning creativity caused by the minimal use of innovative and engaging media in the learning process. Creativity is an important aspect in economics learning because it encourages students to think critically, create solutions, and understand abstract concepts more contextually. Static and monotonous learning media such as blackboards and textbooks often do not sufficiently stimulate student interest and participation. Therefore, a more interactive and visual approach is needed, one of which is using Canva. Canva is an online graphic design platform that allows teachers and students to easily create presentations, infographics, and other visual materials. Using Canva in learning can provide a more enjoyable learning experience and motivate students to be actively involved. This study used a quantitative method with a one-group pretest-posttest pre-experimental design. Data analysis was carried out by comparing creativity scores before and after treatment. Student creativity was measured using a test instrument that included aspects of fluency, flexibility, originality, and elaboration. The study subjects were 34 11th-grade students at SMAN 1 Tulungagung. The results showed a significant difference in scores between the pretest and posttest results, indicating that the use of Canva-based learning media had a positive impact on increasing student creativity. Students became more active in expressing ideas, more daring to experiment with concepts, and better able to present learning outcomes visually and attractively. These findings support constructivism theory, which states that effective learning occurs when students actively construct knowledge through meaningful experiences.

Melpa Sintauli Hasibuan; Rida Gultom; Damayanti Nababan; Tiurma Barasa; Lasmaria Lumbantobing

Tri Tunggal: Jurnal Pendidikan Kristen dan Katolik 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The purpose of this study was to determine the significant positive influence between the Sociodrama Method on the Creativity of Class VIII students of SMP Negeri 3 Paranginan, Humbang Hasundutan Regency, Academic Year 2024/2025. The method used in this study is a quantitative research method and the type of research is a pre-experimental design with the form of "One group pretest-posttest". The population is all students of class VIII of SMP Negeri 3 Paranginan who are Protestant Christians consisting of 2 classes totaling 47 people and a sample of 47 people was determined using the Nonprobability Sampling technique, namely Purposive Sampling. Data were collected with a closed questionnaire of 30 items. The results of the data analysis show that there is an influence of sociodrama on students' learning creativity as expected, as evidenced by the significant test obtained a calculated t value> t table (α = 0.05; dk = n-1 = 46) which is 9.524> 2.021, thus there is a significant influence between variable X and variable Y. Thus, H0 is rejected and Ha, namely there is a positive and significant influence between the Sociodrama Method on the Learning Creativity of Class VIII Students in the 2023/2024 Academic Year, is accepted.

Khoirur Rozikin; Buitas Ribka Letkamang; Candra Supriadi; Nuris Dwi Setiawan; Unang Achlison

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

One effective way in the world of education, especially in teaching and learning activities, is to keep up with current developments by utilizing existing technology. At Kanisius Ungaran Vocational School in Class X MPLB there is no web-based interactive learning media for the History subject. In this regard, there is a need to develop web-based interactive learning media so that teaching and learning activities are more interesting and enjoyable, especially in the subject of History. The benefit of this research is that it can apply the knowledge possessed by researchers in developing web-based interactive learning media in the History subject in class X MPLB Kanisius Vocational School Ungaran. Apart from that, this research is also expected to increase learning creativity and innovation, as for the practical benefits of this research, it can make it easier for teachers and students in teaching and learning activities in the subject of History

Fenty Debora Napitupulu; Yuni Sihombing; Desi Monalisa Hutapea; Wita Friska; Jojor Julprika Veronika Tambunan

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Community service (PkM) is an activity carried out by FKIP students at HKBP Nommensen University, Medan, together with their supervisors, which aims to develop students in increasing their abilities and independence in society. The application of the Canva application is a platform that can design graphics, visual and audio themes that are used by students to design learning, especially in writing, increase digital literacy and creativity, design photos, posters, logos, banners with the available features. The Canva application is very easy to use and can be accessed via an application downloaded on a device or laptop and can also be accessed via the official website which students can use during learning training activities which can provide ideas and motivation in literacy-based learning which is used to be carried out. training for students at SMA Negeri 1 Kutalimbaru in increasing digital literacy and learning creativity through the use of the Canva application. Based on the results of implementing community service, the author concludes that the Pkm activities went well and received a good response from the Kutalimbaru State High School so that students were able to use the Canva application media so that students were more active in the learning process.

Abdul Gani Jamora Nasution; Fadiah Adlina; Adelina Br Sembiring; Dinda Patliana Sukma

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2022 Universitas Maritim AMNI Semarang

The development of student learning creativity is inseparable from the role of teacher competence as an educator in transferring effective learning, as well as in SKI learning. This paper aims to see how the four SKI teacher competencies are implemented at SD IT Hidayatul Jannah. This study used a qualitative approach with an analytical descriptive method. As for the results of the study: (1) There are aspects of pedagogic competence that have been fulfilled, it can be seen that the teacher has provided educational learning, can communicate and interact actively, (2) Aspects of personality competence as seen by the stability and personal integrity of a teacher, being fair, honest, objective, and also disciplined in carrying out assignments, (3) Aspects of professional competence that can be seen from the mastery of material, structure, and also scientific thinking concepts that support the subjects that the teacher already has, (4) Aspects of social competence of teachers who can accept the advantages and disadvantages of others, and are able to adapt to the environment, especially to students.  

Dika Ningsi Siregar; Wesly Nababan; Daulat Nathanael Banjarnahor

Jurnal Riset Rumpun Ilmu Pendidikan 2022 Lembaga Pengembangan Kinerja Dosen

This study aims to determine whether there is an influence of learning creativity and learning discipline on Students Achievement in Class XI SMA Negeri 2 Pematangsiantar for the Academic Year 2022/2023. The problem in this study is how the influence of learning creativity and learning discipline on student achievement in class XI SMA Negeri 2 Pematangsiantar 2022/2023. The population and sample in this study were class X as many as 26 people. To obtain data on learning creativity and learning discipline, researchers used a questionnaire as a data collection tool and used a closed questionnaire structured in a structured manner where the question items were followed by answers consisting of four choices. The quality of the research instrument for the questionnaire was assessed through validity and reliability tests. The next step is to test the hypothesis by calculating the linear regression equation, namely Y over X1 is = 83.60 + 0.06 X1 meaning that between the variables X1 is linear with Y and Y over X2 is = 74,37+(0.8) X2 means that between variables X2 is linear with Y and Y over X1 and X2 is = 1.33 + 0.53 X1 + 0.69 X2, meaning that between variables X1 and X2 is linear with Y.

Nurhayati Nurhayati

Jurnal Manajemen dan Ekonomi Bisnis 2021 Pusat Riset dan Inovasi Nasional

The purpose of this study was to analyze the effect of learning creativity and emotional intelligence on economic mathematics learning achievement of students at Stie Ganesah Jakarta. This research is a quantitative survey research with a correlation approach. The respondents in this study were first semester students of the STIE Ganesha Economics study program. The data were obtained by giving the students' learning creativity and emotional intelligence questionnaires. This is evidenced by the value of Sig = 0.011 <0.05 and t count = 2.696. The magnitude of the correlation number is 0.389 with a determination of 0.151. This means that the magnitude of the relationship between X1 and X2 variables to Y is 0.389 with a medium category. The magnitude of the effect of X1, X2 on Y is 15.1% where the variables of learning creativity and emotional intelligence together affect the variable of student achievement in mathematics economics by 15.1% while the rest is influenced by other variables.