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Syilla Fhadlilla Fharhah; Dena Aulia Yolanda; Nisrina Aura Andisa; Muhammad Nofan Zulfahmi

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Mathematics is one of the main skills taught from elementary school to college, playing a role in developing critical and logical thinking patterns of students. However, many elementary school students have difficulty understanding mathematical concepts, especially spatial figures, due to the lack of supporting learning media. This study aims to explore the effectiveness of using Trimatra (three-dimensional) media in mathematics learning in elementary schools. Trimatra media, such as three-dimensional models of spatial figures, allows students to visualize and understand the characteristics and relationships between spatial figures in a concrete manner. The results of the literature study show that Trimatra media not only increases students' knowledge of mathematical concepts, but also motivates students to be actively involved in learning, increases critical thinking skills, and overall learning outcomes.  

Oktaviani Rajalawo; Abubakar Sidik Katili; Marini Susanti Hamidun; Elya Nusantari; Ani M. Hasan +1 more

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This study aims to develop erfina game as ecosystem learning media and to know and describe the results of expert validation, teacher responses, student responses and student learning outcomes of the developed media. This research uses the research and development method (Research & Development). The model used in this research is ADDIE consisting of 3 stages, namely Analysis, Design, and Development. The trial was conducted on 10 students of Class VII of SMP Negeri 02 Satu Atap Suwawa Selatan. The results of the study found: (1) validity test based on the percentage of media validation of 85% (Very Valid) and material expert validation obtained a percentage of 87% (Very Valid). (2) Practicality test based on teacher response results obtained a percentage of 91% (Very Practical) and the results of students' responses of 93% (Very Practical). (3) Student learning outcomes test obtained from the results of student learning tests through Preetest and Posttest evaluations, based on the N-Gain scale obtained a value of 0.53 or 53% which is included in the moderate category

Khusnul Fatonah; Ahmad Muzaki

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to optimize the use of interactive flipbooks as a literacy learning media in elementary schools. Interactive flipbook media offers an innovative approach in the learning process, combining engaging visualization, interactivity, and digital accessibility that meets the needs of 21st-century students. The method used in this research is a literature review involving the collection, analysis, and synthesis of various literature related to the use of interactive flipbooks in the context of primary education. The results indicate that interactive flipbooks can enhance reading interest, literacy skills, and student comprehension through a combination of text, images, audio, and animation. This media also allows students to learn independently and collaboratively by utilizing interactive features. In addition, interactive flipbooks have proven effective in supporting thematic and integrative learning, which is often implemented in elementary schools. This study recommends the development of curriculum-based interactive flipbooks, teacher training in their use, and the integration of this media into teaching strategies. With proper optimization, interactive flipbooks can become an innovative solution to improve the literacy quality of elementary school students.

Iwan Iwan

International Journal of Education and Literature 2024 Lembaga Pengembangan Kinerja Dosen

This study is a field research that attempts to see the extent of the application of the Al-Miftah Lil Ulum method in learning yellow books at the Tarbiyatul Aulad Sukadana Islamic Boarding School, Kayong Utara Regency. The success or failure of learning can be seen from the accuracy in choosing the method. This study aims to describe how the planning, implementation and supporting and inhibiting factors in the application of the Al-Miftah Lil Ulum method in learning yellow books at the Tarbiyatul Aulad Sukadana Islamic Boarding School, Kayong Utara Regency. The data collection methods used in this study are; observation , interviews and documentation. Data analysis was carried out through four stages, namely data collection, data reduction, data presentation, and drawing conclusions. The results of the study indicate that 1) The planning of the Al-Miftah Lil Ulum method in learning yellow books at the Tarbiyatul Aulad Islamic Boarding School includes a) the ustadz first reads the learning objectives in the Al-Miftah Lil Ulum method guidebook b) the ustadz first muthala'ah again the material to be delivered, c) the ustadz tells the students to memorize vocabulary and nadzhom imrithi and alfiyah related to the material to be studied. 2) The implementation of the Al-Miftah Lil Ulum method in learning yellow books at the Tarbiyatul Aulad Islamic Boarding School includes the following steps : Opening with Prayer and Intention, Introduction to Vocabulary (Mufradat), Gradual Understanding of Nahwu and Shorof Rules, Application of Rules Through Practical Exercises, Memorizing Vocabulary and Rules, Dialogue and Light Conversation (Muhadatsah), Reading and Translating Texts, Periodic Evaluation and Tests, Reinforcement with Yellow Books (Advanced Level) . 3) supporting factors: availability of competent Ustadz, structured and gradual curriculum, student discipline in memorizing and muthala'ah, supportive learning environment, inhibiting factors: differences in academic background of students, limited learning time, lack of supporting learning media, physical fatigue of students.

Rina Astuti; Nadya Shafa Kamila; Duta Saksena Mahatama

International Journal of Educational Technology and Society 2024 Asosiasi Periset Bahasa Sastra Indonesia

Microteaching is a simulation or training for prospective teachers to explore the ability of skills in teaching that combines the components of learning. The purpose of this study was to analyse the implementation of microteaching learning in terms of the use of various biology learning media with a touch of technology. The method used is descriptive quantitative with observation sheets and interviews. This research uses a squential explanatory design that combines quantitative and qualitative methods sequentially the first stage of collecting and analysing quantitative data followed by collecting and analysing qualitative data to help explain quantitative results. The results of the study regarding the pattern of using technology-based learning media showed that PowerPoint 92% and learning videos 78% were the most widely used media in microteaching practice. While the level of effectiveness of the media used varies. The 4.6% digital microscope showed a high level of effectiveness even though the frequency of use was still low. This indicates that high technology-based learning media has considerable potential in improving the quality of learning. Furthermore, the analysis of students' digital competence shows that 70% of students have good to very good mastery of technology. Furthermore, creativity in media development shows an even distribution while time management is still a challenge for 35% of students at a sufficient or insufficient level. The use of technology-based learning media in micro teaching has considerable potential, but still faces several challenges. A systematic and comprehensive approach is needed to optimise the use of technology in developing the teaching competence of prospective biology teachers.

Khusnul Fatonah; Ahmad Muzaki

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to optimize the use of interactive flipbooks as a literacy learning media in elementary schools. Interactive flipbook media offers an innovative approach in the learning process, combining engaging visualization, interactivity, and digital accessibility that meets the needs of 21st-century students. The method used in this research is a literature review involving the collection, analysis, and synthesis of various literature related to the use of interactive flipbooks in the context of primary education. The results indicate that interactive flipbooks can enhance reading interest, literacy skills, and student comprehension through a combination of text, images, audio, and animation. This media also allows students to learn independently and collaboratively by utilizing interactive features. In addition, interactive flipbooks have proven effective in supporting thematic and integrative learning, which is often implemented in elementary schools. This study recommends the development of curriculum-based interactive flipbooks, teacher training in their use, and the integration of this media into teaching strategies. With proper optimization, interactive flipbooks can become an innovative solution to improve the literacy quality of elementary school students.

Elvi Raziana; Sri Yamtinah; Djono Djono

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to identify the problems faced by students in implementing learning. This study used a quantitative approach with a survey method, involving 30 students from two high schools in Yogyakarta. Data were collected through questionnaires about students' learning difficulties, interests, and needs for learning media. The results showed that 96% of the students considered chemistry as a difficult subject to understand because of the abstract nature of the material. As many as 64% of the students felt bored due to the uninteresting presentation of the material, while 72% of the students indicated the need for varied learning methods and interactive learning media to facilitate understanding. The results of the study showed that an innovation was needed to support chemistry learning activities to make learning more active and enjoyable so that it does not lead to student boredom. The developed virtual laboratory media provides flexible, safe and economical simulation of chemical experiments. This application is designed to be accessible without an internet connection using an Android device, allowing students to learn anytime and anywhere. The use of this virtual lab is expected to increase students' motivation, understanding of concepts, and learning experience.

Nur Dzaedzatul H; Khozin Khozin

Hikmah : Jurnal Studi Pendidikan Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This research aims to describe the implications of using Canva media in increasing students' interest in learning in class X in the subject of using Canva media in increasing the learning motivation of class This research uses a qualitative approach using the case study method, which provides descriptive data about the reality in the field using observation, interviews and documentation instruments. The research subjects were class X students at SMA Muhammadiyah 3 Jember. The object is the PAI teacher at SMA Muhammadiyah 3 Jember. The use of Visual Learning Media Based on the Canva Application makes children more active and enthusiastic in learning, because the appearance of Canva media is attractive, the images and colors are appropriate and attracts children's interest in learning which is supported by children's curiosity about this visual media is very high, so that children don't get bored of learning. So it can be concluded that the research results are expected to show that the use of Canva-based learning media can increase students' interest in learning. in PAI subjects."    

Suci Amalia Putri; Herawati Purba; Zikra Anastasya Az-Zahra; Victory Bangun; Elvi Mailani +1 more

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research discusses the analysis of students' learning difficulties in understanding cube building material. Mathematics is a basic science that must be studied from an early age because it is closely related to other sciences in order to advance to the next level. The research was created to solve students' learning difficulties at SD Negeri 104208 Cinta Rakyat. This research uses a qualitative approach with descriptive research type. The results obtained are that students still lack understanding of the material that has been presented by the teacher in the process of teaching and learning activities, there are many students who do not understand the material explained by the teacher. It can be seen that students' learning difficulties are also determined by low interest in learning and Lack of understanding of the material taught. Several factors include disinterest in mathematics and ineffective use of learning media. This research suggests that schools are expected to innovate in the use of learning media and learning methods that are changed and adapted to students' learning needs and interests.

Haqiqi, M. Wildan; Sari, Zihan Novita

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

Based on the results of the needs analysis of PJOK teachers in class IV SDN Kanigoro 04, teachers use LKS learning media or manual teaching books. LKS or manual textbooks are less interesting because the LKS used is not colorful so the teacher feels that the current media is not enough to support interactive learning. The difficulty that teachers face when making interactive media is that it takes a long time. The purpose of this research is to develop and test interactive e-module learning media on basic movement patterns and create a new learning atmosphere. Researchers used a Research and Development approach with the ADDIE development research model (Analyze, Design, Development, Implementation, Evaluation). The results of media expert validation got an average result of 91.87% which was categorized as very valid, material expert validation got an average result of 95.83% which was categorized as very valid. Small group trials to students obtained an average result of 91.49% categorized as very feasible. Large group trials to students obtained an average result of 90.28% categorized as very feasible. This shows that the use of interactive e-module learning media on basic movement patterns is very feasible to use in learning.

Taryzca Putri Laela Ramadhani; Angel Maria VK; Cantika Dinova Ramadila; Desi Eka Pratiwi

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2024 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study aims to determine how effective the interactive learning media Wordwall is in increasing students' learning motivation in the subject of Natural and Social Sciences (IPAS) in elementary schools. Wordwall provides interesting educational game features, so it is expected to arouse students' interest and enthusiasm in learning IPAS. This study uses an experimental method with a pre-test and post-test design in the control and experimental groups. Participants in this study were fourth grade students in an elementary school. Data on students' learning motivation were collected through questionnaires and analyzed using statistical tests to see the difference in increased motivation between the group using Wordwall and the group using conventional methods. The results showed that the use of Wordwall significantly increased students' learning motivation compared to conventional learning methods. Therefore, Wordwall can be an effective alternative learning media to support students' learning motivation in the subject of IPAS in elementary schools.

Ratna Sari; Sripit Widiastuti; Desy Anindia Rosyida

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2024 Universitas Maritim AMNI Semarang

This study aims to develop an interactive puppet learning media to enhance the interest and understanding of fourth-grade students in the Javanese language. The method used is Research and Development (R&D), which includes needs analysis, design, development, and media trials. Observational results show that students struggle with understanding Javanese vocabulary and etiquette, which affects their comprehension. The interactive puppet media is expected to serve as a solution to capture students' attention and enrich their learning experience. This media presents content visually and engagingly, facilitating the understanding of difficult concepts, and offering a more interactive learning experience. Validation from content, language, and media experts indicates that this media is suitable for use in Javanese language learning. This study is expected to improve the quality of Javanese language education in elementary schools, particularly in fourth-grade classes, and encourage students to further explore Javanese culture.

Romelah Romelah; Sri Mulyani

Reflection : Islamic Education Journal 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This article discusses the use of engaging and enjoyable learning media, which is essential to support the learning process of students. Moreover, engaging and enjoyable learning media can undoubtedly increase students' motivation to learn. This article explores the utilization of an application, namely Wordwall, as an alternative medium to support the learning process, particularly in teaching Tajweed. In this research, the method used by the researcher is qualitative with a case study approach. Data collection techniques include observation, interviews, and literature review. Data analysis was conducted using descriptive analysis. The results of this study indicate that the use of Wordwall media at Rumah Tahfidz Kepenuhan Riau has proven to be an effective learning tool, especially in teaching Tajweed. This media facilitates teachers in delivering materials in an engaging and interactive way, thereby enhancing students' attention and motivation.  

Dian Furqani Hamdan; Nur Padillah

International Journal of Health and Medicine 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Background: Elementary school students have limited knowledge about healthy food, and the benefits of choosing healthy snacks. They do not understand the nutritional value of various types of food or the impact of consuming unhealthy snacks on their health. Students are often exposed to unhealthy snacks around them, such as fast food, snacks and sodas, and other less nutritious snacks.  Objective: This study aims to encourage changes in students' knowledge and consumption attitudes, namely replacing unhealthy snacks with healthy snacks that are beneficial to their health. Method: This study uses a pre-experimental method, with a One Group Pre Post Test design to measure students' initial abilities before and after participating in learning activities. The population of this study was all students of SDN 38 Bora, Palopo City in 2024, totaling 151 students. The sampling method used was the Cluster Random Sampling Technique as a sampling technique, because the population was quite large, and this sampling technique is often used in various studies in the health sector, 21 respondents were obtained. Results: The study showed that the average knowledge before and after was 5.90 while the average attitude before and after was 27.76, the knowledge value p value = 0.000 ≤ 0.05 then H0 was rejected using a 95% confidence level. While the attitude value p value = 0.001 <0.05. Conclusion: there is an influence of the use of Video Learning Media on knowledge and attitudes about healthy snacks for students of SDN 38 Bora, Palopo City.    

Syarifah Syarifah; Pupung Puspa Ardini; Nurhayati Tine

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The lack of learning media for early childhood that motivates children to practice clean living behavior in school is the main issue addressed in this study. This research aims to develop a Wordwall game media prototype to instill clean living behavior in Group B Children at TK Permata Sunnah Kindergarten, Kota Selatan District, Gorontalo City. The research utilized a development method, specifically Research and Development (R&D), following the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) proposed by Sugiyono (Aini et al., 2023). The study’s findings reveal that the Wordwall game media is highly feasible for instilling clean living behavior, as indicated by the result of expert validation tests. The material expert validation scored 87,27% (very feasible), and the media expert validation scored 96,67% (very feasible). Additionally, pilot tests with teachers showed a feasible percentage of 88,57% (very feasible), while testing with children yielded a score of 4 (feasible). Finally, usage trials with teachers resulted in a feasibility percentage of 97,14% (very feasible), and large-group testing with children scored 5 (very feasible). The study concludes that the development of the Wordwall game media prototype effectively instills clean living behavior in children..

Dian Nova Dinda; Supriadi Supriadi; Afrinaldi Afrinaldi; Ulva Rahmi

Reflection : Islamic Education Journal 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Advances in information and communication technology have had a significant impact on the world of education, especially in improving the effectiveness and efficiency of the learning process. One technology that is often used is Microsoft PowerPoint as learning media. This study aims to analyze the effect of using PowerPoint media on student learning interest in Islamic Religious Education and Ethics subjects at SMKN 3 Solok City. This research uses a quantitative approach with a quasi-experimental method using a nonequivalent control group design. Data were collected through tests, questionnaires, and observations, and analyzed using normality, homogeneity, and t-test. The results showed that the use of PowerPoint media had a positive and significant effect on students' interest in learning. The experimental group that used PowerPoint had a higher level of interest in learning than the control group. This is due to the presentation of material that is more interactive, interesting, and systematic, so as to motivate students to be actively involved in the learning process. The t-test value shows that there is a significant difference between the experimental and control groups, with a t-count value of 5.384 (p < 0.05). This study concludes that PowerPoint learning media is effective in increasing students' interest in learning Islamic Religious Education and Ethics subjects. Hopefully, this finding can be a reference for educators in developing technology-based learning models that are more innovative and relevant to modern learning needs.

Taufik Afandi; Umi Mahmudah

Jurnal Pendidikan dan Kewarganegara Indonesia 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The aim of this research is to explore the effectiveness of using Augmented Reality (AR) technology as an innovative medium in learning Natural and Social Sciences (IPAS) to increase elementary school students' awareness and understanding of preserving natural resources. This research uses a quasi-experimental research method with a pretest-posttest control group design. The research subjects were fifth grade students at an elementary school in Indonesia, who were divided into an experimental group that used AR media and a control group that used conventional learning media. The research results show that the use of AR media significantly increases students' understanding of the concept of preserving natural resources compared to traditional learning methods. In addition, students in the experimental group showed higher levels of learning motivation as well as active participation in class discussions. The implication of this research is that AR technology can be an effective and interesting learning tool in teaching complex environmental topics. The use of AR not only helps students understand concepts visually and interactively, but also motivates them to be more actively involved in efforts to conserve natural resources. The results of this research provide a basis for the development of technology-based learning media that can be applied in various educational contexts, especially to support sustainable education at the elementary school level.

Saiful Anwar; Jasiah Jasiah

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Education in the digital era faces challenges in creating an interesting and effective learning process, especially in the subject of Islamic Cultural History (SKI) which is often considered monotonous. This study aims to develop Educaplay game-based learning media to increase student activeness in learning SKI. This research uses a Research and Development approach using the Dick and Carey model with a research sample of seventh grade students of MTS Muslimat NU Palangka Raya. The results showed that the use of Educaplay game media can increase students' activeness, as well as improve their understanding of SKI material, despite challenges in technology adaptation and understanding abstract concepts. This research shows the importance of technological innovation in Islamic learning, especially in creating relevant learning experiences in the digital era.

Mia Hasanah Amanah Illahi; Devita Hendriyanti; Arlino Pratama; Repaldy Ananditasyah Pratama; Moh Wahyudi Putra

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The purpose of this research is to develop learning media in the form of interactive PowerPoint and evaluate the feasibility of its use in improving students' understanding of Islamic communication ethics, especially for grade 9 students at SMPN 07 Jakarta. The method in this study uses R&D (research and development) with the utilization of the ADDIE model, the data is tested using the Aiken-V index. The underlying theory in this study highlights the importance of learning media as a tool that can enrich the teaching and learning process. PowerPoint was chosen because of its ease of use and its ability to present information in an attractive visual and verbal manner. This research ultimately developed learning media in the form of Interactive PowerPoint designed to improve students' understanding of Islamic communication ethics. Based on the results of the study, the interactive PowerPoint media was determined to be feasible to implement by achieving an average validity of 0.88888889 which means it meets high criteria, this research contributes to enriching the development of PowerPoint learning media and communication ethics materials at various levels.

Ria Sivti Fendi; Ahmad Syafifuddin; Tri Olan Dari; Azizah Azizah; Dessy Kurnia Mulyani

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

To increase efficiency, productivity and wider access to information in teaching and learning activities, the use of technology in the learning process is currently a top priority. However, problems arise when schools lack sufficient technological devices to support technology-based learning. Therefore, there is a need for innovation in creating appropriate and useful learning media. The use of video-based learning media combined with a digital story approach is an alternative to overcome this problem. The question now is whether this learning method is successful in increasing students' interest and knowledge of arts and culture? What learning methods are used to teach using story-based digital media? This research was conducted at MTS Misbahul Khair. Data was collected through questionnaires and observations. The study results show: 1) Digital video-based learning design has been used well. 2) The questionnaire shows that this media is effective; 80% of students say that video-based digital stories increase their interest, focus and understanding. However, there are several obstacles, such as limited specifications for students' digital devices and the need for quite large storage space and internet quota.