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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.