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Tanti Yusviva Kusuma Wardani; Arissona Dia Indah Sari; Iqnatia Alfiansyah

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop a Puzzle Book learning media for the topic of angle measurement and to examine its validity, practicality, and effectiveness for third-grade elementary school students. The research employed a Research and Development (R&D) approach using the ADDIE model and involved 26 third-grade students as participants. Data were collected through expert validation sheets, student response questionnaires, and learning achievement tests, which were analyzed using descriptive quantitative and qualitative methods. The results showed that the Puzzle Book obtained a validity score of 98.0% from media experts and 100% from material experts, both categorized as highly valid. Student responses reached 100%, indicating that the media is highly practical and engaging. Furthermore, the analysis of learning outcomes revealed a gain score of 0.9187 in the high category, demonstrating that the Puzzle Book effectively improves students’ problem-solving abilities in angle measurement. Overall, the Puzzle Book learning media is highly feasible, practical, and effective for classroom implementation, as its interactive design and alignment with third-grade learning characteristics help students understand angle concepts more concretely, enjoyably, and meaningfully.

Imelda Ayuningtyas; Chilsa Niken Saharnaya; Zaenal Abidin; Dian Mustika Anggraini

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The purpose of this study is to determine how the use of SOGAM puzzle media in mathematics can improve students' basic counting skills at the elementary school level, especially for addition and subtraction materials in grade 1. This study adopted a descriptive qualitative approach involving 27 grade 1 students of MI NU Hidayatul Mustafidin as research subjects. Data collection was carried out through observation and documentation during learning activities. The research findings showed that students appeared inactive in the learning process and faced difficulties in understanding the concept of addition and subtraction before the introduction of SOGAM puzzle media in mathematics. After the implementation of SOGAM puzzle media in mathematics, students' counting skills improved, as shown by increased accuracy in answering questions, speed in calculating, and better understanding of concepts. In addition, students became more active, enthusiastic, and motivated during learning. SOGAM puzzle media in mathematics can create a fun and interactive learning environment by incorporating game elements in the learning process. Thus, the use of SOGAM puzzle media in mathematics is proven to be effective in improving students' basic counting skills in addition and subtraction materials in elementary schools.

Indah Purnamasari; Julia Hermalina; Melidiya Anggun Sapitri

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

Hospitalization often triggers anxiety in children because of unfamiliar environments, invasive procedures, and disruption of daily routines. Pediatric nurses are expected to implement atraumatic care through developmentally appropriate, non‑pharmacological interventions. This community service program aimed to strengthen nurses’ and families’ skills in delivering puzzle‑based play therapy and to evaluate short‑term changes in children’s anxiety responses in the pediatric ward of Awal Bros Hospital, Batam. The program was conducted in December 2025 using an action-based approach: coordination with the ward team, preparation of graded puzzle sets and education media, bedside education for parents, and supervised play sessions. Four hospitalized children with different diagnoses (chemotherapy, childhood‑onset lupus erythematosus, febrile illness, and stoma care) participated. Anxiety was assessed before and after the session using an observation sheet and a faces anxiety scale adapted for clinical use. After a 20–30 minute session adjusted to the child’s developmental stage, all participants demonstrated lower anxiety scores and better cooperative behaviors. Caregivers also reported increased understanding of play therapy as part of holistic nursing care. Puzzle play therapy is feasible, low‑cost, and can be integrated into routine pediatric nursing to support coping during hospitalization.

Indra Syah Putra; Feri Ranja; Fatimah Qadarsih

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of digital technology highlights the importance of introducing computational thinking skills from an early age, including at the elementary school level. One effective approach to introducing basic programming concepts is through block-based coding learning media that are visual, interactive, and engaging. This community service activity aimed to improve elementary school students’ understanding and interest in basic coding through hands-on training using block-based coding media. The program was implemented with sixth-grade students at Yayasan Kemala Bhayangkari 1 Medan. The activity employed a hands-on training approach consisting of several stages, including an introduction to basic coding concepts, familiarization with the Blockly Games interface, and practical exercises involving puzzle and maze challenges designed to develop logical thinking, sequencing, and problem-solving skills. The evaluation was conducted through direct observation of student participation and assessment of students’ ability to complete the given challenges. The results demonstrated that the use of Blockly Games effectively increased students’ enthusiasm, active engagement, and understanding of basic programming logic. Students who initially perceived programming as difficult showed greater interest and confidence due to the colorful, visual block-based instructions that were easy to understand and enjoyable. This community service activity is expected to serve as an effective introductory model for coding education and to support the development of digital literacy among elementary school students.

Salsabila R. Solang; Mita Sari; Elvian Bakari; Nabila Nabila; Nur Jelita Lauli +2 more

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

This study aims to determine the effect of using number puzzle media on the ability to recognize number symbols in early childhood at Kihajar Dewantoro VI Kindergarten. The background of this study is based on the importance of concrete and interesting media in supporting early mathematics learning, especially the introduction of number symbols in children aged 4–5 years. The study used a quantitative method with a quasi-experimental design through a comparison between conventional learning and learning using number puzzle media. Data were collected through observations of aspects of the ability to recognize number symbols and match numbers. The results showed that the average ability of children in conventional learning only reached a score of 6, while learning using number puzzle media increased significantly to a score of 13.1. These findings indicate that number puzzles can make children more focused, enthusiastic, and easier to understand number symbols in a concrete and meaningful way. Thus, number puzzle media is proven to be effective in improving the ability to recognize number symbols in early childhood and can be used as an alternative mathematics learning media in PAUD.

Siti Amanda; Muhammad Suwignyo Prayogo; Aprilia Yuliantika; Maimunah Maimunah

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

This study has two main objectives, namely (1) to identify various difficulties experienced by students in reading activities in class III of MI Al-Barokah, and (2) to analyze the application of puzzle media as an alternative solution to overcome these difficulties. The research approach used is qualitative with a case study method. Data collection was carried out through observation, interviews, and documentation of teaching and learning activities. Data analysis followed the Miles and Huberman model, which includes the stages of data collection, data presentation, and conclusion drawing. The results showed that third-grade students at MI Al-Barokah still faced various obstacles in reading, including spelling letters one by one, needing the teacher's help when pronouncing words, difficulty distinguishing certain letters, often repeating words or sentences, and not being able to read fluently overall. The use of puzzle media proved to be effective in helping teachers overcome these problems. The use of this media was also able to increase student activity, foster a spirit of learning, and foster their interest in reading activities in the third grade at MI Al-Barokah.

Navisa Navisa; Siti Halima Sineri; Rahma Nur Khalifah3; Halimatus Sadiyah; Salza Putri Amelia Jaidi +2 more

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of the Crossword Puzzle Game Application (TTS) as a learning medium to increase students' involvement and understanding in the learning process. The rapid development of technology demands educational innovation, and gamification, especially in the form of mobile TTS game applications, offers attractive and accessible solutions. Using qualitative research methods with a phenomenological approach, data was collected through in-depth interviews, observations, and document analysis from selected groups of students and teachers who had used the application. The results of the study show that this application effectively increases the motivation, activeness, and vocabulary memory of students. In addition, TTS games provide challenges that spark curiosity and encourage collaboration between learners while solving puzzles. The app also provides a fun, interactive, and adaptive learning environment to individual learning needs, moving away from traditional methods that tend to be monotonous. This study concludes that the TTS Game Application is a very effective, interesting, and relevant educational tool for modern learners and has the potential to be applied to a wide range of subjects.

Agung Citra Resmi Wulangsih; Sony Junaedi

NALAR: Jurnal Pendidikan dan Kebudayaan 2025 Universitas 17 Agustus 1945 Semarang

Pendidikan abad ke-21 menuntut adanya pengembangan kognitif sebagai bagian integral dari proses pembelajaran. Penelitian tindakan kelas ini bertujuan untuk meningkatkan kemampuan kognitif peserta didik penghayat Sapta Darma Kelas 5 di SDN  Samban 2 Kabupaten Semarang, melalui penerapan media puzzle simbol pribadi manusia. Penelitian ini berlangsung selama dua siklus. Variabel bebas dalam penelitian ini yaitu media belajar puzzle Simbol Pribadi Manusia, sedangkan kemampuan kognitif sebagai variabel terikatnya. Penelitian ini dirancang untuk memberikan pemahaman mendalam tentang penggunaan puzzle simbol pribadi manusia dapat meningkatkan kemampuan kognitif peserta didik, khususnya dalam mata pelajaran Pendidikan Kepercayaan terhadap Tuhan YME dan Budi Pekerti. Data dikumpulkan melalui instrumen penilaian observasi kemampuan kognitif, wawancara dan dokumentasi. Teknik analisis data kualitatif meliputi koleksi data, reduksi data, penyajian data yang bersifat naratif dan verifikasi data dengan penarikan kesimpulan yang digunakan untuk menentukan peningkatan kemampuan anak dalam memahami dan menjelaskan makna, warna serta bentuk pada simbol pribadi manusia menggunakan permainan puzzle. Hasil penelitian menunjukkan adanya peningkatan kemampuan kognitif peserta didik. Siklus I memperoleh persentase 33% dengan nilai rata-rata 62 meningkat pada siklus II menjadi 100% dengan nilai rata-rata 82,5. Hal ini membuktikan bahwa dengan menggunakan media pembelajaran puzzle Simbol Pribadi Manusia dapat meningkatkan kemampuan kognitif peserta didik.

Salsabila Syifa Simbolon; Dody Feliks P. Ambarita; Eva Betty Simanjuntak; Robenhart Tamba; Apiek Gandamana

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to determine the effect of the use of Word Search Puzzle media on English vocabulary mastery in grade IV students at MIS Nurul Hidayah Medan for the 2024/2025 academic year. Vocabulary mastery is an important aspect of learning English, as it is the basis for language skills such as reading, writing, speaking, and listening. In an effort to improve students' vocabulary skills, innovative, interesting, and interactive learning media is needed. One of the media used in this study is Word Search Puzzle, which is a game to find words in a letter box that can stimulate students' interest in learning and make it easier for them to recognize and remember new vocabulary. This study uses an experimental method with a One-Group Pretest-Posttest Design. The sample in this study is all fourth grade students of MIS Nurul Hidayah Medan, which totals 19 people. The research instrument was in the form of a multiple-choice test of 20 questions that measured students' English vocabulary mastery before and after treatment. The data was analyzed using the Paired Sample T-Test statistical test with the help of SPSS software. The results of the study showed a significant increase in the average score of students, from 55.26 in the pretest to 82.36 in the posttest. The hypothesis test showed a significance value of 0.000 (sig < 0.05), which means that Ho was rejected and Ha was accepted. Thus, it can be concluded that the use of Word Search Puzzle media has a significant influence on improving the English vocabulary mastery of grade IV students. These findings indicate that game-based learning media can be an effective strategy in English learning at the elementary school level.

Fauziah Nasution; Fatimah Fatimah; Ika Holpiana Sari Marbun; Siti Khairiyah; Nur Rizkiya Makhfiro Nasution

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

prevalent Intrapersonal intelligence is a person's ability to understand himself. Intrapersonal intelligence can be developed through puzzle play. Puzzle is a game consisting of pieces of one 2 particular image. intrapersonal intelligence that is developed through playing puzzles, namely the ability to be responsible and the ability to obey the rules. The formulation of the problem in this study is whether children's intrapersonal intelligence can develop through puzzle-playing activities at the RA Annajamissa’adah. The purpose of this study was to determine the development of intrapersonal intelligence of children through playing puzzles in the RA Annajamissa’adah. The research approach used is a qualitative approach using the experimental method. The subjects of this study were 5 children aged 4-5 years, all of whom were male. Data collection techniques used were the initial observation (pretest) and final observation (posttest). The initial observation is carried out before the treatment is given using a media puzzle and the final observation is carried out after the treatment is given. The results of the study showed that 4 out of 5 people were capable of being responsible, and the ability to obey the rules reached a value of 3 out of 4 values, namely with the statement of DAE (Developing According to Expectations). Thus the intrapersonal intelligence of children. aged 4-5 years in the RA Annajamissa’adah Regency can develop through puzzle play.

Nurul Mahruzah Yulia; Fitri Hidayati lestari; Ulfa Nurfitri Aprilia; Neyha Fadlilatul A’inia; Linda Ayu Sahara

Language skills are important skills that must be possessed by students of Madrasah Ibtidaiyah (MI) to support the learning process and daily life. However, in practice, there are still many students who have difficulty in developing language skills, such as in vocabulary, reading, and writing. One solution that can be applied is the use of interesting learning media, such as word puzzles. This study aims to examine how the implementation of word puzzle media can improve students' language skills at MI. The method used in this study is a literature review, by examining various sources and previous research results related to the use of word puzzles in language learning. The results of the study show that word puzzles can help increase interest in learning, enrich vocabulary, and train students' reading and writing skills in a fun way. In addition, word puzzles also encourage students to think critically and actively in the learning process. Thus, the use of word puzzles as a language learning medium at MI is highly recommended to improve students' language skills effectively.  

Annisaa Nur Faudillah; Aulia Fitriani Munthe; Lu’lu Rahmadanti; Fauziah Nasution

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2025 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This study aims to examine how interactive number puzzle media can improve logical mathematical intelligence in early childhood. Using a literature review method, this study analyzed various scientific publications related to interactive media, number puzzles, and the development of logical mathematical intelligence. The results of the study indicate that logical mathematical intelligence, which includes the ability to count, understand patterns, and think systematically, can be optimized during the golden age (0-6 years) through the use of interactive number puzzles. This media provides a fun learning experience according to the principle of learning while playing, developing not only the ability to count but also the ability to think logically, understand patterns, categorize, and solve problems. Although effective, the use of this interactive media requires parental supervision and the ability of educators to operate the media properly. It can be concluded that interactive number puzzles are an effective learning strategy to foster logical mathematical intelligence in early childhood.

Nurhikma Nurhikma; Naidin Syamsuddin; Mubassyirah Bakri

Jurnal Manajemen dan Pendidikan Agama Islam 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims (1) to determine the ability of mastery of mufradat in seventh grade students of Madrasah Tsanawiyah Babang Luwu before and after applying puzzle book media. (2) to determine the effectiveness of puzzle book media in improving mastery of mufradat for seventh grade students of Madrasah Tsanawiyah Babang Luwu. The method used in this research is Classroom Action Research (PTK) with Kemmis and McTaggart model which consists of two cycles. Data were collected through observation, tests, and interviews. The results of this study are (1) classroom action research conducted by researchers can be concluded that the use of puzzle book media is effective to be applied to seventh grade students (Research Class) by looking at the increase in the results of students' mastery of mufradat which increased through puzzle book media. (2) The percentage increase in cycle I can be seen that out of 23 students, 10 students with a percentage of (43%) were complete, while 13 students with a percentage of (57%) were not complete. As for cycle II, it can be seen that out of 23 students, 19 students were complete with a percentage (83%), while those who were not complete were 4 students with a percentage (17%). From cycle I to cycle II there was an increase in learning outcomes by (40%). Thus in cycle II the learning outcomes were said to be complete.

Kumala, Siti Ayu; Sumarni, Ria Asep

Jurnal Inovasi Sosial dan Pengabdian 2024 Lembaga Pengembangan Kinerja Dosen

In today's digital era, teachers are faced with increasingly greater learning challenges. The ability to create interesting, innovative and creative learning media must be possessed by teachers at all levels of education. However, not all teachers have the facilities to learn hpw to create learning media. Various tools and applications have been developed to support the learning process. Some of these applications are Canva, crossword puzzle and Assemblr Edu. These three applications are very helpful in creating learning media to attract students' interest in learning. Community service activities have been carried out at SDN 01 Duren Seribu which is located in Depok City, West Java. The activities carried out were in the form of training in creating learning media by utilizing the Canva, crossword and Assemblr Edu applications for teachers of SDN Duren Seribu 01. The teachers were asked to practice directly creating learning media according to their respective subject areas. After this training, the teachers stated that this training was very useful and made them more proficient in the application in creating learning media so that they could create interesting and creative learning media

Dhiya Haniffasary; Meilantifa Meilantifa; Ida Nur Azizah

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The low level of student activity in their numeracy skills is a problem in the Mathematics learning process. Research conducted at SDN Jajar Tunggal III/452 Surabaya showed the results that interactive media in learning was very influential in the students' learning process. The use of Puzzle Math interactive media aims to increase the activity of class 1 students who are in the transition phase from PAUD to play while playing. The data collection technique uses the Classroom Action Research (PTK) method which is carried out in 2 cycles, from the results of observations, written tests and student activity during the learning process.

Nadia Husna Safitri; Kaswadi Kaswadi

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

This article focuses on improving the ability to analyze the structure of job application letters by using puzzle media in grade XII students at SMK 5 Surabaya. This research was conducted because students often have difficulty in analyzing the text of a job application letter, even though this material is very important for daily life, especially in finding a job. The research method used is Classroom Action Research (PTK) which consists of two cycles. Each cycle includes planning, execution, observation, and reflection. In this study, puzzle media is used as a learning tool to improve students' analytical thinking skills. The results showed that the use of puzzle media significantly improved students' analytical ability from pre-cycle to second cycle, with the level of learning completeness increasing from 34.29% in pre-cycle to 87.68% in second cycle. Puzzle media is effective in improving students' analytical skills, and it is recommended to be applied to other subjects with appropriate learning strategies.

Dewi, Ratih Puspita; Musiyam, Muhammad; Wibowo, Yunus Aris; Pambudi, Wulansari Dwi; Santoso, Dimas

Adi Widya: Jurnal Pengabdian Masyarakat 2024 Lembaga Penelitian dan Pengabdian Masyarakat

An earthquake is a type of natural disaster which occurs due to the movement of tectonic plates. The time and location of an earthquake cannot be predicted, so people living in earthquake-prone areas should have good knowledge of earthquake disasters as capital in anticipating earthquake disasters. Various efforts need to be made to increase knowledge about earthquake disasters, one of which is through education. In the education sector, efforts to increase knowledge about earthquake disasters can be done through the integration of game-based learning in schools. One of the schools that is vulnerable to earthquakes is SMP Negeri 1 Polanharjo, Klaten Regency. This school is one of the schools that was affected by the earthquake disaster in Klaten Regency in 2006. The aim of this activity is to (1) increase knowledge about earthquake disasters through the implementation of game-based learning media (disaster SOS and puzzles) for social studies teachers and students at SMP Negeri 1 Polanharjo and (2) increase the capacity of teachers and students in dealing with earthquake disasters. The targets of this activity are social studies teachers and OSIS administrators at SMP Negeri 1 Polanharjo. The implementation method is through socialization and practice in using game-based learning media, namely disaster SOS and puzzles. The results of the activity showed that (1) the implementation of game-based learning media (disaster SOS and puzzles) can increase the motivation of teachers and students in studying earthquake disasters and (2) this media can increase the capacity of teachers and students regarding earthquake disasters.

Sjaipul Kori; M Iqbal Arrosyad; Gatot Afrianto

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This study aimed to improve the learning outcomes of sixth-grade students at SD Negeri 59 Pangkalpinang by implementing the Decision Making learning method using map puzzles of Sumatera. The research employed a Classroom Action Research (CAR) methodology, conducted in two cycles, each consisting of two sessions. In the first cycle, the application of this method resulted in a classical completeness rate of 71%, indicating a need for improvement. However, after applying the method in the second cycle, a significant increase was observed, with the completeness rate reaching 87%. Data were collected through learning outcome tests and analyzed descriptively to assess the effectiveness of the method and media used. The findings demonstrate that the Decision Making method, when combined with map puzzles, effectively enhances student learning outcomes, showing notable improvement from the first to the second cycle. This study suggests the use of similar methods in different contexts to further evaluate their success and effectiveness.

Hasrini Hasrini; Dewi Sartika; Suciyati Sundu; Zahrawi Astrie Ahkam; Amirah Maritsa

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Background: Children who experience dental and oral health problems can experience a decline in quality. At the age of elementary school children, it is necessary for business actors to maintain dental and oral health regularly, both in counseling, examinations and dental and oral health care, by parents, schools and related government agencies. Elementary school age is the ideal time to train children's motor skills, including brushing their teeth. In addition, school age has shown learning sensitivity according to children's curiosity. Objective: To provide dental and oral health education through interactive learning media to students of SDN Inpres Tamamaung 4, Makassar City in 2022. Method: This community service is carried out by providing counseling, using media, namely back and forth worksheets, animated films, and puzzle games that aim to create two-way communication and make students active. Respondents in this community service were 3rd grade students of SDN Inpres Tamamaung 4, Makassar City in 2022. Results: There were 5 respondents (25%) with a good level of knowledge before being given facilities increasing to 14 (70%), there were 5 respondents (25%) with a sufficient level of knowledge before being given facilities decreasing to 4 (20%), and there were 10 respondents (50%) with a level of knowledge before being given facilities decreasing to 2 respondents (10%). Conclusion: Community service activities with the theme "Dental and Oral Health Education Through Interactive-Based Learning Media for Students of SDN Inpres Tamamaung 4, Makassar City in 2022" have been carried out well and received a positive response from the 3rd grade students that we have filtered through screening. It was found that many students have dental and oral problems such as cavities and their lack of knowledge about how to maintain dental and oral health is due to the lack of health socialization held by the school and local health centers.

Lina Herlina

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2024 STIKes Ibnu Sina Ajibarang

Teaching using effective learning strategies is very necessary to improve student learning outcomes in the learning process. Educators need to choose interesting strategies so that students do not feel bored and learning remains active and enjoyable. One strategy that can be applied is Crossword puzzles, which allows students to learn in a fun way without reducing the essence of learning, thereby increasing their enthusiasm and enthusiasm. This study aims to determine the application and effect of the Crossword puzzle learning strategy on the learning outcomes of grade III students on theme 6 subtheme 1 at MI Al Hikmah Jatiasih. This study uses a quantitative approach with a Quasi Experiment design and a Non-equivalent control group design model. The research sample consisted of 70 grade III students. The results of the descriptive analysis showed that the average post-test score in the experimental class was 81.56, while in the control class it was 72.15, which showed a significant difference in results. The independent sample t-test showed a significance value (2-tailed) of 0.007, which was smaller than 0.05, so it can be concluded that there was a significant difference between student learning outcomes in the experimental class and the control class.