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Siti Halima Sineri; Husain, Alma Pratiwi

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Social Studies (IPS) learning at the elementary school level plays a strategic role in shaping students’ understanding of social, cultural, and economic life, as well as national values. This study aims to analyze the differences between the 2013 Curriculum and the Merdeka Curriculum in IPS learning, including planning, implementation, the use of methods and media, and the assessment of learning outcomes. The research employed a descriptive qualitative approach with a case study, collecting data from curriculum documents, lesson plans (RPP), syllabi, classroom observations, interviews with teachers and school principals, and student questionnaires. The results indicate that the 2013 Curriculum provides a clear learning structure, detailed lesson plans, and systematic material organization that facilitates teachers, but it is less flexible and less contextualized for students. In contrast, the Merdeka Curriculum emphasizes flexibility, relevance of content to the local context, innovative methods such as project-based learning and blended learning, as well as holistic assessment focusing on critical thinking skills, social literacy, and student character. The implementation of the Merdeka Curriculum can enhance students’ learning interest, active participation, understanding of social concepts, and social awareness; however, its effectiveness depends on teacher readiness, school support, facilities, and consistency in assessment. These findings suggest that selecting an appropriate IPS curriculum should consider a balance between structure and flexibility, content relevance, teacher competence, and supporting facilities.

Satria Chandra; Andres M. Ginting; Asnewastri Asnewastri; Ahmad Fakhri Hutauruk; Jalatua H. Hasugian +4 more

Populer: Jurnal Penelitian Mahasiswa 2026 Universitas Maritim AMNI Semarang

This study aims to analyze the use of digital media in the form of infographics to improve student learning outcomes in history lessons, specifically regarding the events of the national movement in the 11th grade students of SMA Muhammadiyah 07 Serbelawan in the 2024/2025 academic year. Along with technological advancements, the use of digital media is becoming increasingly popular in education as an alternative to improve student understanding and learning interest. One form of digital media used is infographics, which can simplify complex information into easier-to-understand information through engaging visual elements. The research method used was classroom action research (CAR), implemented in two cycles, with the stages of planning, implementation, observation, and reflection. The subjects of this study were 30 11th grade students of SMA Muhammadiyah 07 Serbelawan. Data collection techniques were conducted through tests, observations, and interviews. Data analysis was conducted using quantitative and qualitative descriptive analysis. The results showed that the use of infographics in history lessons can improve student understanding and learning interest. Improved student learning outcomes were evident in improved test scores after the use of infographics, as well as increased student active participation in class discussions. Furthermore, students also responded positively to the use of this digital media because infographics presented information in a more engaging and easy-to-understand manner. Based on the results of this study, it can be concluded that the use of digital media in the form of infographics can be effective in improving students' history learning outcomes, particularly in understanding the material on the national movement. Therefore, it is recommended that history teachers consider using infographics in their lessons to improve the quality of teaching and student learning outcomes.

Mita Sari; Adelia Putri Abas; Nayla Faradilla; Haryanti Huna; Naysila Napulo +1 more

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study was to examine how problem-based mathematics learning affected the learning interest of 5- to 6-year-old students at the Ki Hajar Dewantara State Kindergarten in South Jakarta. To compare problem-based mathematics learning and conventional learning, this study used a quantitative method and a quasi-experimental design. Problem-based learning is intended to use mathematical problems in children's daily lives. Children in group B were divided into experimental and control groups. To collect data, structured observations were conducted on elements of children's interest in learning. These included enjoyment, focus, activity, and willingness to participate in learning activities. To determine the difference in the level of interest in learning between the two groups, the data obtained was analyzed statistically. The results showed that, compared to conventional learning, problem-based mathematics learning had a significant effect on increasing children's interest in learning. Children showed more enthusiasm, better concentration, active involvement in activities, and critical thinking skills in solving mathematical problems. The results showed that effective problem-based mathematics learning made learning meaningful, enjoyable, and appropriate for the characteristics of early childhood development.

Sri Cindi Patuti; Mita Sari; Ravika Latedu; Deliyawati Hairi; Iyutri Ladiku +2 more

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to evaluate the impact of role-playing methods on learning interest and number concept mastery in 4-5-year-old children at TK Inomata, Suwawa Selatan District, Bone Bolango Regency. The approach used is a quantitative experimental method with purposive sampling of 8 children, and data collection was carried out through observations of aspects such as enjoyment, focus, activity, and enthusiasm, using a 1-4 scale. The results show that the average learning interest score using the traditional method was only 5.86 (low category), with details: enjoyment 1.71, focus 1.29, activity 1.29, and enthusiasm 1.57. In contrast, the role-playing method of trading/store games showed an average score of 13.86 (very good category), with details: enjoyment 3.57, focus 3.43, activity 3.29, and enthusiasm 3.57. This significant improvement indicates that the role-playing method is more effective in creating interactive, enjoyable, and contextual learning, as well as supporting number comprehension through everyday activity imitation and social skill development. It is recommended to routinely apply this method in early childhood education (PAUD) with adequate teaching aids, as well as involve parents to support the holistic development of children during the golden age.

Nurfadilah Muthalib; Nirmala L. Nasief; Asya Anggraini Langindara; Nindi Astuti; Sulastya Ningsih

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the importance of creating enjoyable learning so that early childhood learning interests can develop better, especially in Pembina State Kindergarten, Dungingi District. The purpose of this study was to determine the effect of the use of interactive learning media on children's learning interests and describe changes in their learning behavior when activities are carried out without media and with interactive media. This study used a quantitative approach with a quasi-experimental method through conventional learning and learning using interactive media in the form of coloring activities. Data were obtained through observations by assessing aspects of enjoyment, focus, activeness, and enthusiasm during the activity. The results showed that children's learning interests in conventional learning only reached an average score of 6 and tended to be low, while in learning using interactive media, it increased significantly to an average score of 13.1. This change was seen from the increase in children's enthusiasm, better ability to focus, and their more active involvement during the learning process. The findings of this study confirm that interactive learning media has an important role in attracting children's attention and creating a more lively and meaningful learning atmosphere, thereby increasing early childhood learning interests

Nadya Anisa Iffa; Maulidya Dwi Melantika; Pahmi Kurniawan; Sani Safitri; Rani Oktapiani

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

The 21st century of digitalization is very influential in life such as Education which must adapt to the development of world digitalization technology. Education is carried out by involving innovation, creativity, and also motivation to update more interesting learning methods with interactive media that have been designed. History learning in particular must develop and adapt to the digital era by utilizing technology to make teaching methods the goal of an active learning process. History learning which is considered boring has a great opportunity to be able to adapt to interactive media so that passive students during learning are reduced and become active students and can understand History easily. In this study involved a teacher with 30 high school students who were the objects of the research study. The method used was descriptive qualitative which refers to observation, documents, interviews, questionnaires, and also a social science approach. The results of the study explain the low interest in History learning to many passive students due to learning methods that are not in line with the digital era to attract Gen Z's interest in History Lessons and also show the results of History learning by involving interactive media with digital technology.

Kardiana Metha Rozhana; Kardiana Zendha Avalentina; Adi Tri Atmaja

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

The objective of this research is to improve student learning interest in nonfiction texts through the implementation of E-Litera, a digital-based interactive literacy media. This study utilized a classroom action research design conducted in two cycles involving 24 fourth-grade students at SDN Sidomulyo. Data were obtained from questionnaires, observations, interviews, and documentation. The results showed a significant improvement in student learning outcomes throughout the research process. In the pre-action phase, only 8 students (33.3%) achieved the minimum mastery criteria, while 16 students (66.7%) did not meet the criteria. This figure increased to 12 students (50%) in the first cycle, and significantly rose to 20 students (83.3%) in the second cycle. The enhanced performance in the final cycle reflects the effectiveness of E-Litera in providing visually engaging and structured content, which helped deepen students' understanding of nonfiction materials. These findings support the use of E-Litera as a meaningful and engaging digital media to foster reading interest and improve comprehension skills in elementary education. By using E-Litera, the teaching and learning process can be more effective and enjoyable, ultimately improving the quality of student learning.

Maria Imakulata Ina Talu; Stefanus Dwi Istiavan Mau; Lidia Lali Momo

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

This research is entitled “Implementation of Lumi H5P in Mathematics Learning Media at SDK PERO Using the MDLC Method.” The aim of this research is to create a digital-based interactive learning medium designed to enhance students’ understanding of the subject matter. media that can help students understand mathematics lessons, particularly on the topics of whole numbers and multiples, in an engaging and easy-to-understand way. The approach applied in this research is the MDLC method.. Each stage was carried out systematically to produce an interactive and high-quality learning media. The learning media application was developed using LUMI H5P, which provides various interactive features such as text, images, videos, and interactive exercises in the form of single choice sets and drag-and-drop activities. The results of the study show that the implementation of Lumi H5P-based learning media can increase students’ learning interest and facilitate their understanding of the material. Moreover, the simple interface design and user-friendly features make this application effective for both classroom learning and independent study. Therefore, the implementation of Lumi H5P in mathematics learning The media can act as an innovative solution to promote a learning process that is more engaging and effective.

Kostafani, Emmanuel Ardillan Kostafani; Tien Bayangkhariwati Tacoh, Yuliana

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

This study aims to examine the impact of using the Quizizz application on students’ learning interest in the Information Technology subject at SMK Negeri 3 Salatiga. The research employed a quantitative approach with a quasi-experimental design, involving an experimental class that utilized Quizizz as a learning medium and a control class that used conventional teaching methods. Data on students’ learning interest were collected through questionnaires and analyzed using the Independent Sample T-Test to determine significant differences between the two groups. The findings revealed that students in the experimental class who learned through Quizizz achieved a mean score of 68.96, while those in the control class obtained a mean score of 57.30. The statistical analysis indicated a significant difference between the two groups, suggesting that the use of Quizizz had a positive and measurable effect on enhancing students’ learning interest. The interactive features of Quizizz, such as real-time feedback, gamification elements, and visual engagement, likely contributed to students’ higher motivation and active participation during the learning process. Based on these results, it can be concluded that Quizizz serves as an effective and engaging digital tool to increase students’ enthusiasm for learning Information Technology. It is therefore recommended that educators integrate Quizizz into classroom activities as a complementary interactive learning medium. Future research is encouraged to investigate the application of other digital platforms or compare the effectiveness of different gamified learning tools across various subjects and educational levels.

Asa Yuaziva

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The purpose of this research is to create an interactive Augmented Reality (AR)-based educational application that can display the Indonesian folktale "Keong Mas" using Unity 3D and Vuforia SDK. Due to the dominance of modern digital entertainment that is more visually appealing, the younger generation's interest in traditional folktales is declining. The choice of AR technology is based on its ability to combine three-dimensional virtual objects with the real environment in real-time, resulting in an interactive, engaging, and memorable learning experience. The research process used is the Life Cycle of Multimedia Development (MDLC), which consists of six stages: ideation, design, material collection, compilation, testing, and deployment. 3D character models, background environments, and interactive stories appear in the application when the camera detects certain markers. Testing was conducted using the black-box method to ensure all functions, including marker tracking, scene transitions, and narration playback, run smoothly. The test results show that the AR application "Keong Mas" successfully displays the folktale interactively and engagingly, thereby increasing the learning interest of children and adolescents. This application not only serves as an innovative learning medium but also contributes to the preservation of local culture through the integration of digital technology.

Aldy Nugroho

Jurnal Pendidikan dan Kewarganegara Indonesia 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study was to: 1) Whether or not there is an influence of the use of technology on student achievement in the PAP Study Program of FKIP UNS; 2) Whether or not there is an influence of interest in learning on student achievement in the PAP Study Program of FKIP UNS; and 3) Whether or not there is an influence of the use of technology and interest in learning on student achievement in the PAP Study Program of FKIP UNS. This research uses a quantitative approach with a survey method. The population in this study were active students in the PAP Study Program of FKIP UNS Class of 2019, 2020, and 2021 with the number of samples determined by the Issac and Michael table obtained 150 samples. The data analysis in this study used multiple linear regression analysis techniques with the help of the IBM SPSS 24.0 program. The results showed that: 1) There is a negative and significant effect of technology use on student learning achievement in the PAP Study Program at FKIP UNS. This is evidenced by the tcount value greater than the ttable (2.453> 1.976) and a significance value of 0.015 <0.05. 2) There is a positive and significant effect of interest in learning on student achievement in the PAP Study Program at FKIP UNS.  This is evidenced by the tcount value greater than the ttable (10.905> 1.976) and a significance value of 0.000 <0.05. 3) There is a positive and significant effect of the use of technology and interest in learning simultaneously on student achievement in the PAP Study Program at FKIP UNS. This is evidenced by the value of Fcount greater than Ftable (116.615 > 3.78) and a significance value of 0.000 <0.05. The results also show that the use of technology and interest in learning together can affect learning achievement by 60.8% while the other 39.2% is influenced by other variables. Therefore, the overall results of this data analysis support the existing hypothesis.

Nurul Hidayah; Jailani Jailani

International Journal of Science and Mathematics Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop a junior high school mathematics e-module based on local culture at the Van der Wijck Fortress complex to enhance students’ mathematical reasoning skills and learning interest. Specifically, the objectives are: (1) to describe the characteristics of the local culture-based e-module that can improve reasoning ability and learning motivation, and (2) to produce a high-quality e-module that meets the criteria of validity, practicality, and effectiveness. The research employed the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The participants consisted of one teacher, 31 students in the experimental class, and 32 students in the control class at a public junior high school in Kebumen Regency. The instruments used included validation sheets for media and material, competency tests, mathematical reasoning tests, learning interest questionnaires, and practicality assessment forms for teachers and students. The results showed that the e-module possesses characteristics of being self-instructional, self-contained, stand-alone, adaptive, and user-friendly. Product validity was confirmed through expert validation with average scores of 4.26 for media and 4.35 for material (very valid). The validation of instruments obtained average scores ranging from 4.5 to 4.92, categorized as very valid. Practicality was demonstrated through teacher assessments of 92%, student assessments of 85%, and learning implementation of 94% (all very practical). Effectiveness testing using the Multivariate Hotelling’s T² test indicated significant differences between experimental and control classes in competency test scores, mathematical reasoning, and learning interest. Therefore, the local culture-based mathematics e-module is proven valid, practical, and effective in enhancing students’ mathematical reasoning and learning motivation.

Meriana Milla; Vinsensius Aprila Kore Dima; Agustina Purnami Setiawi

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Elementary education is the fundamental stage in shaping students’ character, attitudes, and learning motivation. Learning interest plays a vital role in determining students’ success in understanding and mastering the lessons. However, differences in background, abilities, and learning styles often cause significant variations in students’ interest. Therefore, it is necessary to apply an analytical method that can group students based on their level of learning interest so that teachers can provide appropriate learning strategies. This study aims to implement the K-Means Clustering algorithm to identify the learning interest of students at Sekolah Dasar Negeri Puu Naga. The research method used is a quantitative approach with data collected through questionnaires consisting of several indicators of learning interest, such as perseverance in completing assignments, enthusiasm during lessons, attention to teacher explanations, and participation in class activities. The collected data were then analyzed using the K-Means algorithm to form several clusters of learning interest. The data processing stages included determining the number of clusters, selecting the initial centroid, calculating the distance of data to the centroid, grouping data, and iterating until a stable clustering result was achieved. The results of the study show that the K-Means algorithm successfully grouped students into three main categories, namely high, medium, and low learning interest. Students in the high-interest group consistently demonstrated active learning behavior and strong intrinsic motivation, while those in the medium group showed fluctuating interest influenced by external factors such as the learning environment and teaching methods. Meanwhile, students in the low-interest group displayed a lack of attention and motivation, thus requiring special interventions. These findings provide valuable insights for the school, especially teachers, in designing adaptive and personalized teaching strategies. In conclusion, the application of the K-Means algorithm is proven effective as an analytical tool to identify students’ learning interest.

Rahmah Tika Syurya; Hadi Purwanto; Defrizal Hamka; Widodo Widodo

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The effect of the integrated interactive Education for Sustainable Development (ESD) module on learning interest and creative thinking skills of class VII students at SMPN 23 Pekanbaru was the focus of this study. One of the learning resources that is particularly suitable for the 21st century is interactive modules. These modules serve as detailed learning packages designed to help students achieve their learning objectives. The Education for Sustainable Development (ESD) approach used in this study aims to not only increase students' interest and readiness to learn but also enhance their creative thinking skills. The purpose of this research was to examine and analyze the effect of the integrated interactive ESD module on learning interest and creative thinking skills, and to describe the correlation between learning interest and creative thinking skills in students. The study employed a quasi-experimental design combined with correlation analysis, using instruments such as a learning interest questionnaire and a creative thinking skills test. The findings of the study indicated that the integrated interactive ESD module had a significant effect on both the learning interest and the creative thinking skills of students. Furthermore, there was a positive correlation between learning interest and creative thinking skills, suggesting that enhancing students' engagement in the learning process through interactive modules can foster the development of their creative thinking abilities. These results highlight the importance of interactive learning resources in supporting student achievement in the 21st century

Aldo Ramadhana; Refdinal Refdinal; Purwantono Purwantono; Randi Purnama Putra

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

This study aims to analyze the factors that influence students' learning motivation in the Lathe Engineering subject in class XI of the Department of Machining Engineering at SMK Negeri 1 Padang. Several variables studied include learning interest, ideals, friendship environment, and family environment, each of which acts as an independent variable, while learning motivation functions as a dependent variable. The method used in this study is quantitative with a correlational approach, where the research sample consisted of 51 students selected using a saturated sampling technique, namely sampling that covers the entire population in the class. The instrument used in this study was a questionnaire with a Likert scale that has been tested for validity and reliability to ensure that the measuring instrument used is able to extract accurate and consistent data. The data obtained were then analyzed using multiple linear regression techniques with the help of SPSS version 26 to determine the effect of each variable on student learning motivation. The results of the study indicate that partially, learning interest and friendship environment have a significant influence on student learning motivation. Students who have a high interest in the Lathe Engineering subject tend to have better learning motivation, and positive relationships with their friends also increase their enthusiasm for learning. In contrast, the variables of ideals and family environment did not show a significant influence on students' learning motivation in the context of this study. Although ideals and family support are often considered important factors in education, the results of this study indicate that external factors such as friendships are more dominant in influencing students' learning motivation. Simultaneously, all four variables significantly influenced students' learning motivation, with the friendship environment being the most dominant factor.

Neli Permatasari; Hilda Mardiyana; Kurniasari Ambar; Kurniasari Sulistyorini; Rina Hidayati Pratiwi

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

The topics of morphology, anatomy, and physiology are integral to biology learning, yet they often present challenges for students due to their abstract and complex nature. Difficulties in understanding body structures and invisible biological processes lead to low student interest and engagement. This study aims to identify innovative learning approaches through an analysis of national scientific literature over the past decade. The results show that the integration of digital technology and student-centered learning methods can improve conceptual understanding and learning motivation. The most prominent innovations include the use of VR and AR-based media to clarify visualizations, the use of interactive videos and simulations to explain biological functions, and the application of contextual learning models such as Problem-Based Learning (PBL) and Project-Based Learning (PjBL). These approaches have proven effective in creating a more immersive learning experience that is relevant to students' needs.

Lidia Ayu Purwonegoro; Novi Trisnawati

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to analyze the influence of learning interest, learning discipline, and critical thinking skills on student learning outcomes in the Simple Financial Processing subject for class XI MPLB at SMK PGRI 2 Sidoarjo. Learning outcomes are understood as skills or abilities acquired by students after participating in the learning process, the success of which is measured through scores in the form of numbers, symbols, or letters. Three factors selected in this study as independent variables are learning interest, learning discipline, and critical thinking skills. This type of research is quantitative research with an explanatory approach, which aims to explain the cause-and-effect relationship between these variables. The population in this study were all 102 class XI MPLB students. The sampling technique used non-probability sampling with a total sampling type, so that the entire population was sampled. Data collection was carried out by distributing questionnaires to students. The data obtained were then analyzed using SPSS version 27 software. Before conducting multiple linear regression analysis, validity and reliability tests were first conducted to ensure that the instruments used were appropriate and consistent in measuring the variables studied. The analysis results show that the three independent variables—learning interest, learning discipline, and critical thinking skills—have a significant influence on student learning outcomes. Therefore, it can be concluded that improvements in these three aspects will positively impact student learning outcomes in the subjects studied.

Elma Ayu Pratama; Siti Aisyah; Syailin Nichla Choirin Attalina

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to investigate the effectiveness of utilizing Augmented Reality (AR) technology in Science and Social Studies (IPAS) learning, specifically focusing on local wisdom material, to enhance the learning interest of fourth-grade students at SD 4 Srobyong. Conventional teaching methods often face challenges in fostering student enthusiasm for abstract or culturally specific material. AR, with its ability to integrate the real world with virtual elements interactively, offers significant potential to overcome these problems. The subjects of this study were fourth-grade students at SD 4 Srobyong. Data were collected through observation, a learning interest questionnaire, and interviews. The results indicate that the implementation of AR in IPAS learning, particularly for local wisdom topics, creates a more immersive and engaging learning experience, which significantly correlates with an increase in students' learning interest. It was found that students participated more actively in learning activities, demonstrated higher curiosity, and had a better understanding of concepts related to their local heritage.

Fu’ad Hasan; Haning Hasbiyati; Imam Bukhori Muslim

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The implementation of learning at Ma Ma'arif Ambulu experienced problems in the form of low student interest in learning. This incident was shown from the results of student learning in the previous semester with only 50% of students getting a KKM score of 70. The cause of the lack of delivery of learning in class was due to the lack of learning media, when delivering learning in class. This resulted in students being less interested and less active in seeking more information related to the material being studied. The study was conducted using classroom action research with a data analysis method in the form of a questionnaire to measure student interest in learning. Based on the analysis of data from cycle I, it was found that student interest in learning was in the low category of 56.75% and cycle II, it was found that student interest in learning was 83.71% which was included in the high ability category. The conclusion obtained is that learning using the Paludarium learning media can increase the interest in learning of class X IPA I MA Ma'arif Ambulu students in the 2022/2023 academic year totaling 28 students in the Ecosystem material.

Kuswidyaningrum NJ; Aulia Romadona

Jurnal Pengembangan IPTeks Seni Kuliner, Tata Rias, dan Desain Mode 2025 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

Solo Putri bridal makeup is a type of traditional makeup that requires precision, patience, and high technical skills. The level of student interest in learning reflects the extent of their interest and seriousness in understanding a learning material. This study aims to examine the influence of learning interest on the results of Solo Putri bridal makeup practice among students in the AKS Ibu Kartini Semarang Makeup Design Program, using a quantitative approach through simple linear regression. The research subjects consisted of 30 students, and the instruments used included a learning interest questionnaire and a practice results assessment sheet. Data were analyzed using normality, linearity, and simple linear regression tests. The analysis results showed a positive and significant correlation between learning interest and students' practical results. The correlation coefficient (R) value of 0.794 and the coefficient of determination (R²) of 0.630 indicate that learning interest has a significant contribution to the success of bridal makeup practice. The higher the learning interest of students, the higher the quality of practice results achieved. Therefore, learning interest is an important aspect that requires attention in practical learning. Effective learning strategies such as contextual approaches, project-based learning, and the provision of adequate practical facilities need to be implemented.