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Irfan Swanto Yusni; M. Rizky Kurniawan; Mukhlisin Nata Hudin; Syarifuddin Syarifuddin; Ferralia Eka Putri

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2026 Pusat Riset dan Inovasi Nasional

The development of digital technology in the Society 5.0 era presents both challenges and opportunities in history teaching, particularly regarding teachers’ ability to integrate technology and adapt to changes in students’ learning styles. This study aims to analyse the challenges faced by teachers and the strategies employed in digital-based history teaching. The method used is a Systematic Literature Review (SLR) employing the PRISMA approach, involving the stages of identification, screening, eligibility assessment, and inclusion of scientific articles published between 2020 and 2025. From the selection process, 25 relevant articles were identified for qualitative descriptive analysis. The findings indicate that teachers’ digital literacy levels remain at a moderate level and are unevenly distributed, thereby affecting the sub-optimal integration of technology into teaching. Furthermore, changes in students’ learning styles which are increasingly technology-oriented require more interactive and contextual pedagogical innovations. On the other hand, the use of digital media has proven capable of enhancing student motivation and learning outcomes, although this is still hindered by limitations in infrastructure and teachers’ technical competencies. The abundance of historical information on the internet also poses challenges regarding the validity of sources, thus necessitating the strengthening of digital literacy and critical thinking. The implications of this research underscore the importance of the ongoing development of teachers’ digital skills, the improvement of educational facilities, and the implementation of innovative teaching models to ensure that history teaching becomes more relevant and effective, and is capable of fostering critical thinking skills in pupils in the digital age.

Yesi Amelinda; Dania Hasanah; Nova Tri Wulan Wahyu Ningsih; Suci Dinaria; Ramadhan Ramadhan +2 more

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2026 Pusat Riset dan Inovasi Nasional

Education is a fundamental element in an individual's life that aims to optimize human potential across cognitive, affective, and psychomotor domains. This research is motivated by the importance of students' ability to manage their study time effectively to support optimal learning outcomes. The purpose of this study is to describe and compare students' study time management based on gender. This study used a descriptive comparative method, with a sample of several eighth-grade students at Islamic Boarding School X. Data were collected using a Likert scale instrument, then analyzed using descriptive techniques and an independent-samples t-test using the (Jeffreys’s Amazing Statistics Program) JASP application. The results indicate that several students are able to manage their study time well. Furthermore, no significant differences were found between male and female students in managing their study time. These findings indicate that the ability to manage study time is relatively even and is not influenced by gender.

Darmawan, Didit; Ramadhan, Nadhira Shava Putri

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

This literature study examines the process of self-regulation in transforming compliance with school rules originating from external pressure into behavioral regularity emerging from personal awareness, and its impact on the effectiveness of student learning outcomes. Using a qualitative approach with content analysis method, this study synthesizes relevant literature to build a theoretical framework on how self-regulation facilitates the internalization of disciplinary values. The findings reveal that self-regulation occurs through a series of interconnected stages including goal setting, strategy planning, self-monitoring, evaluation, and adjustment. The success of this process is determined by internal motivation, appropriate environmental support, positive direct experiences, and healthy emotional management. Strong self-regulation directly impacts learning outcome effectiveness through improved cognitive strategies, strengthened intrinsic motivation, enhanced time and environment management, and developed capacity to constructively cope with failure. Learning outcomes achieved through self-regulation processes are characterized by lasting understanding, knowledge transfer ability, and the formation of lifelong learning dispositions. Schools and teachers play strategic roles in strengthening self-regulation through curriculum design that supports autonomy, formative feedback, role modeling, and collaboration with parents. This study contributes theoretically by positioning self-regulation as the central mechanism bridging external influences and internal disposition formation.

Asep Sapaatullah

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to analyze the effect of information technology (IT)-based learning media on improving students' academic performance. With the advancement of digital technology, the use of IT-based media such as interactive presentations, educational videos, Learning Management Systems (LMS), and online quiz applications has become part of modern teaching strategies. This study uses a quantitative approach with a quasi-experimental method. The subjects of the study were secondary school students divided into experimental and control groups. The instruments used include learning achievement tests to measure academic performance and observation sheets to assess the implementation of IT media usage. Data were analyzed using t-tests and simple regression analysis. The results show a significant difference in academic performance between students who used IT-based learning media and those who used conventional methods. The experimental group showed a higher average score compared to the control group. These findings indicate that the use of IT-based learning media, when planned and implemented systematically, can improve students' motivation, engagement, and understanding of learning materials. Therefore, the integration of information technology into the learning process is recommended as an innovative strategy to enhance the quality of education.

Mariska Yudha Amindri; Singgih Bektiarso

International Journal of Mathematics and Science Education 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Physics learning requires higher-order thinking skills, particularly critical thinking and conceptual understanding. However, students’ critical thinking skills and physics learning outcomes at the senior high school level are still relatively low due to teacher-centered instruction and the limited use of innovative learning models and media. This study aimed to examine the effect of the CORE (Connecting, Organizing, Reflecting, Extending) learning model assisted by Lumio by Smart media on students’ critical thinking skills and physics learning outcomes. This research employed a true experimental design with a post-test only control group design conducted at SMAN 4 Jember in the 2025/2026 academic year. The samples consisted of two classes, with class XI Umum 2 as the experimental class and class XI Teknik 3 as the control class. Data were collected through tests and analyzed using the Mann–Whitney U test. The results showed significance values of 0.027 ≤ 0,05 for critical thinking skills which means H0 is rejected and Ha is accepted and 0.020 ≤ 0,05  for physics learning outcomes which means H0 is rejected and Ha is accepted. Therefore, it can be concluded that the CORE learning model assisted by Lumio by Smart media has a significant effect on students’ critical thinking skills and physics learning outcomes.

Alifia Pasa Afryliyani; Joko Joko

Globe: Publikasi Ilmu Teknik, Teknologi Kebumian, Ilmu Perkapalan 2026 Asosiasi Riset Ilmu Teknik Indonesia

Education plays a crucial and essential role in improving the quality of human resource globally, thus a research was conducted with the aim of producing a product, namely a learning module. This module is one of the learning resources that can be used by students independently. Therefore, the module was developed to function as a learniing guide for students. The lerning model used in this research is Creative Problem Solving. In this learning model, the teacher presents problems so that students can find answers innovatively and sharpen  their critical thinking skills. The suitability of this learning module will be evaluated based on three aspect, namely validity, practicality, and effectiveness. Based on the research sample data, this consists of students from class XI Electrical Power Installation Techniques (TITL) 1 at SMKN 1 Driyorejo. This method uses the Research & Development (R&D) approach. The analysis of differences in learning outcomes was carried out using the One Group Pretest-Posttest Method, the treatment in the form of a learning module based on the Creative Problem Solving model was given to student. The research result show that (1) the modules suitability is stated as very valid wth a score of 89,60, (2) aspect, it is stataed as very practical with a total average reaching 90,60, (3) effectiveness is proven from the improvement in learning outcomes in terms of knowledge and domains with an average pretest score of 51,3, while the average posttest score is 85 with a significance of 0.000.

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.

Dini Silikon

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research was motivated by the low mathematics learning outcomes of MA Negeri 1 Serang students. So it is necessary to implement learning media that helps improve students' mathematics learning outcomes. One of the learning media used is Matrix Domino Cards. This research aims to determine the learning outcomes of students who received treatment using domino matrices and students who were not given learning treatment using domino matrices. The research results show that the learning outcomes of students who were treated using matrix domino card media were higher than the learning outcomes of students without using matrix domino card media. The results of statistical tests show that students' interest in learning using domino matrix media in the experimental class obtained an average = 67.78 and standard deviation = 20.88, while learning without using domino matrix media in the experimental class obtained data on the average interest in learning of participants students = 49.72 and standard deviation = 15.48, then after carrying out the t test the results were obtained that tcount > ttable, namely 1.80 > 0.354. Hypothesis testing results obtained were tcount > ttable, so ha was accepted, meaning there was an increase in student learning outcomes using domino matrix learning media in class XI MA Negeri 1 Serang Academic Year 2022/2023.

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.

Ristik Arini Auliya'Sari; Arissona Dia Indah Sari; Afakhrul Masub Bakhtiar

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to develop Student Worksheets (LKPD) incorporating the traditional serok kuali game on multiplication material for third-grade students at SDN Deket Wetan Lamongan and to determine their validity, effectiveness, and practicality. The research method employed was Research and Development (R&D) using the ADDIE model, which consists of the analysis, design, development, implementation, and evaluation stages. The research subjects included two expert validators, namely a media expert and a subject-matter expert, as well as 15 third-grade students at SDN Deket Wetan Lamongan. Data were collected using expert validation questionnaires, conceptual understanding tests (pretest and posttest), and student response questionnaires. The results showed that the developed LKPD demonstrated a very high level of validity, with a score of 97.5% from the media expert and 95.55% from the subject-matter expert. The effectiveness test indicated an improvement in students’ learning outcomes, with an N-Gain score of 0.803 (80.3%), which falls into the effective category. In addition, students’ responses to the use of the LKPD reached a percentage of 95.6%, categorized as very good. Based on these findings, it can be concluded that the LKPD incorporating the traditional serok kuali game is feasible, effective, and practical for use as instructional material to enhance third-grade elementary school students’ understanding of multiplication concepts.

Muhamad Haris Maknun

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Industrial visits are widely recognized as an experiential learning approach that bridges the gap between theoretical knowledge and real industrial practices in engineering education. This study aims to examine the relationship between industrial visits and the improvement of production system understanding and critical thinking skills among students of the Faculty of Industrial Technology at Universitas Nahdlatul Ulama Al-Ghazali (UNUGHA) Cilacap. A quantitative approach with a one-group pretest–posttest design was employed. The participants consisted of 43 industrial engineering students who took part in industrial visits to PT Dirgantara Indonesia and the National Research and Innovation Agency (BRIN) in Bandung. Data were collected using Likert-scale questionnaires and analyzed through Paired Sample t-Test. The results reveal a significant increase in students’ understanding of production systems, with mean scores rising from 64.23 (pretest) to 81.47 (posttest) (p < 0.05). Similarly, critical thinking skills showed a significant improvement, increasing from a mean score of 63.05 to 83.12 (p < 0.05). These findings demonstrate that industrial visits have a substantial positive impact on enhancing students’ academic competencies. This study highlights the importance of systematically integrating industrial visits into the industrial engineering curriculum to strengthen learning outcomes and improve graduates’ readiness for industrial challenges.

Neng Rani; Lina Agustina; Rika Oktaviani; Noer Syaqilla

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to describe the implementation of ethical philosophy learning and the assessment pattern for student learning outcomes at the KH. Ahmad Sanusi Sukabumi Institute (INKHAS). Ethical philosophy is understood as a critical study of good and bad values in human actions, which not only accepts moral teachings normatively, but examines them rationally and in depth. In the learning process, this course applies discussion and dialogue methods as the main approach to encourage students to think critically, express opinions argumentatively, and build mutual respect. The lecturer acts as a facilitator who directs the discussion, instills academic ethics, and maintains a scientific learning flow. The assessment pattern does not focus on memorizing theories, but rather on students' analytical abilities as measured through discussion participation, individual assignments, and group assignments. The results of the study indicate that this method is effective in developing students' conceptual understanding, critical thinking skills, and moral awareness, although obstacles such as lack of motivation in some students due to the abstract nature of the material are still found. Overall, ethical philosophy learning at INKHAS plays an important role in shaping ethical character, reflective thinking, and responsible attitudes in academic and social life.

Mukh Doyin; Zuliyanti Zuliyanti

Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

In the Independent Curriculum implemented in schools starting the 2024/2025 academic year, there are Learning Outcomes (CP) that read "Students are able to modify/deconstruct literary works for creative economic purposes" and "Students are able to translate one text into another for creative economic purposes". In reality, in schools, there are still few teachers who connect literary works with economic issues, many teachers are still unfamiliar with the concept of translation, not many teachers have participated in translation training, and there is no guidebook for translating literary texts into non-literary texts or vice versa. This also applies to high school Indonesian Language teachers in Rembang Regency. Combining these two Learning Outcomes and connecting them to conditions in society, this community service conducted training on translating literary works into advertising texts for high school Indonesian Language teachers in Rembang Regency. The training was carried out with the first stage providing material on translation and advertising and the second stage providing mentoring to teachers to practice translating literary works into advertising.

Ayu Novirianti; Ika Putra Viratama

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of information technology requires innovative learning media to improve the quality of instruction in elementary schools. One technology-based learning medium that can be utilized is Kahoot as an interactive quiz. This study aims to describe the implementation of Kahoot in science learning on the topic of plant structure and functions and its effects on students’ conceptual understanding, learning activeness, and motivation in fourth-grade elementary school students. This research employed a descriptive approach with data collection techniques including observation, learning outcome tests, and documentation. The results indicate that the use of Kahoot creates a more interactive and engaging learning environment, increases students’ active participation, and enhances their understanding of plant structure and function concepts. In addition, Kahoot is effective as an evaluation tool because it provides immediate feedback and presents learning outcomes quickly and systematically. However, the use of Kahoot also has limitations, particularly its dependence on the availability of digital devices and stable internet access. Therefore, Kahoot can be used as an innovative alternative learning medium, provided that school conditions are considered and it is combined with other learning methods to optimize science learning.

Nurul Oktavia Ramadani; Ika Putra Viratama

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Natural Science (IPA) learning in elementary schools requires the use of learning media that is able to increase students' interest in learning, learning outcomes, and critical thinking skills. However, science learning is still often done conventionally, causing students to be less active and easily bored. Therefore, it is necessary to innovate learning media that is interactive and in accordance with technological developments. One of the digital learning media that can be used is the Quizlet application. This study aims to examine the application of digital flashcards and interactive quizzes using Quizlet learning media in learning the properties and changes of the form of objects in elementary schools. The research method used is a literature study by examining various relevant sources in the form of scientific journals, research articles, and supporting references related to the use of Quizlet in learning. The results of the study show that the use of Quizlet has a positive impact on the learning process, especially in increasing students' interest, activeness, and feelings of happiness during learning. Quizlet's flashcard and test features help students understand the material through engaging visual and audio-visual displays and varied practice questions. In addition, the use of Quizlet has also been proven to be able to improve students' critical thinking skills through question-answering activities, analyzing material, and providing opinions. Student learning outcomes showed an increase with an average score above the Minimum Completeness Criteria (KKM). Thus, Quizlet can be concluded as an effective, engaging, and relevant digital learning medium to support science learning in elementary schools.  

Alvi Setya Kurnia Dewi; Anita Qoiriah

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Mathematics is a core subject that develops critical thinking skills; however, many third to fifth-grade elementary school students face difficulties with conventional teaching methods that tend to be uniform and less adaptive. This study aims to develop and implement a mobile-based educational game, "Ethno Run," which integrates the Bayesian Knowledge Tracing (BKT) algorithm to provide an adaptive learning experience. The method used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) framework. The system uses BKT to track students' mastery in real-time by analyzing their responses to pre-tests and exercises within the game, which then adjusts the difficulty level and focuses the post-test on areas identified as weak, such as arithmetic operations and geometry. The findings show that this adaptive approach significantly improves learning outcomes, with the average score increasing from 44.33 on the pre-test to 85.33 on the post-test among 30 students. This study concludes that the integration of Artificial Intelligence through BKT effectively personalizes learning, enhances student motivation, and provides data-driven insights for teachers regarding students' progress. The implication of this research is that adaptive game-based learning serves as a feasible interactive solution to bridge the gap in conventional basic mathematics education.

Dian Ariswati; Muhammad Fahreza W; Andi Mulyadi Radjab

International Journal of Islamic and Economic Education 2026 International Forum of Researchers and Lecturers

This research was designed not only to measure the direct impact of Artificial Intelligence (AI)-based digital teaching materials on motivation and learning outcomes but also to identify the factors influencing the effectiveness of their implementation in the context of a high school in an island area. The objectives of this study are: (1) To determine the significant effect of using Artificial Intelligence (AI)-based digital teaching materials on the learning motivation of Class XII students at SMAN 1 Kepulauan Selayar. And (2) To determine the significant effect of using Artificial Intelligence (AI)-based digital teaching materials on the learning outcomes of Class XII students at SMAN 1 Kepulauan Selayar. This study uses a quantitative approach through an experimental design to test the hypothesis regarding the significant effect of using Artificial Intelligence (AI)-based digital teaching materials on student motivation and learning outcomes in Economics. A sample of 30 Class XII students will be randomly selected. Data collection techniques include Questionnaires, Tests, observation, and documentation. The results of this study indicate (1) A significant and positive effect of the use of Artificial Intelligence (AI)-based digital teaching materials on the learning motivation of Class XII students at SMAN 1 Kepulauan Selayar. (2) The use of Artificial Intelligence (AI)-based digital teaching materials (X) significantly influences Economics learning outcomes (Y2).

Ika Isna Umiyati; Fina Fakhriyah; Sumaji Sumaji

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The quality of assessment instruments plays an important role in determining the accuracy of measuring student learning outcomes in science learning in elementary schools. A good test instrument must meet certain criteria, such as validity, reliability, difficulty level, and discrimination power. This study aims to analyze the quality of daily science test items in grade VIc elementary schools based on these four criteria. The study used a quantitative. The subjects were 19 sixth-grade students, while the instrument analyzed consisted of 25 multiple-choice questions. Data processing and analysis were carried out using Microsoft Excel to calculate item validity through item correlation with total score, test reliability using internal consistency, difficulty level index, and discrimination index. The analysis results showed that 17 questions (68%) were declared valid, while 8 questions (32%) were invalid and needed to be improved. The results of the reliability test indicated that the test instrument had good reliability and was suitable for use as a measuring tool for student learning outcomes. Judging from the level of difficulty, 20 questions (80%) were moderate and 5 questions (20%) were easy, indicating a relatively balanced level of difficulty. Based on the discrimination power, 16 questions (66%) had very good discrimination power, 4 questions (16%) were good, 4 questions (16%) were sufficient, and 1 question (4%) was poor. Based on these findings, it can be concluded that the quality of the sixth grade science daily test questions is classified as good and the test instrument is suitable for use, but improvements are still needed on invalid questions and those with low discrimination power so that the quality of the assessment is more optimal. This study emphasizes the importance of teachers' abilities in compiling and analyzing test items to ensure that the assessment of science learning is objective, valid, and reliable.

Andri Catur Trissetianto; Muhlis Muhlis; Aji Priyambodo

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

The integration of Augmented Reality (AR) technology into higher education has emerged as a promising approach to enhance collaborative learning experiences. This study aims to design and evaluate an AR multimedia framework that facilitates real time interaction and spatial visualization, creating immersive and engaging learning environments for students. The AR framework was developed with a focus on improving student engagement, collaboration, and learning outcomes through interactive 3D models and real time feedback. By leveraging AR technology, the study sought to address common challenges in traditional learning environments, such as limited student interaction and engagement, and lack of real time feedback. The experimental evaluation involved two student groups: one using the AR-based system and the other using conventional multimedia tools. Findings revealed that students using the AR framework showed significant improvements in engagement, interaction frequency, and collaborative task performance. Additionally, the AR framework contributed to better learning outcomes, including enhanced comprehension, retention of complex concepts, and improved problem-solving skills. The study also highlighted the importance of incorporating a user-centered design approach in developing AR applications to ensure that the system meets the needs and preferences of learners. Qualitative feedback from students indicated that the AR system provided an enriched learning experience, although challenges such as interface navigation were noted. Overall, the study demonstrates the effectiveness of AR in fostering collaborative learning and offers practical insights for its integration into higher education curricula. Future research should explore the integration of AR with other immersive technologies to further enhance collaborative learning experiences.

Imelvia Munu; Nur Azizah Rasid

Inovasi Pendidikan dan Anak Usia Dini 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Effective learning involves active student involvement. The PAIKEM (Active, Innovative, Creative, Effective, and Enjoyable Learning) model emphasizes activeness, creativity, and a fun learning atmosphere. In this model, students are invited to be directly involved in the learning process, either through discussions, questions and answers, or group work that facilitate the development of their social and cognitive skills. This article aims to examine the application of the PAIKEM learning model in improving student learning activities through a literature review of ten scientific journals indexed by Google Scholar. The results show that PAIKEM increases participation in discussions, courage to ask questions, group collaboration, and learning motivation. In addition, this model also facilitates the development of students' critical and creative thinking skills, creating a fun and challenging learning atmosphere. The implementation of PAIKEM in learning has a positive impact on improving overall student learning outcomes. Thus, the PAIKEM learning model can be an effective alternative for teachers to create more active, meaningful learning, and oriented towards the development of student competencies as a whole.