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Muji Muji; Muhammad Saharudin; Muhammad Kibar; Syahrul Basirun

JURNAL PENGABDIAN MASYARAKAT AKADEMISI (JPMA), 2026 CV. ALIM'SPUBLISHING

In the digital era, teachers are required to be creative in integrating technology with learning to make the learning process more engaging and effective. This study explores how the Wordwall application can bridge the gap between Islamic Religious Education (PAI) material, which is rich in moral values, and Physical Education, Sports, and Health (PJOK), which emphasizes the importance of physical health. This application provides interactive games that allow students to learn while playing, so that they not only understand religious teachings and physical skills but also experience a fun learning experience. Through various types of games such as puzzles and quizzes, students can more easily remember the lesson material and apply that knowledge in their daily lives. In addition, the use of Wordwall encourages active student participation in each learning session. This strengthens their engagement in the learning process and increases motivation to learn. The research findings show that Wordwall can transform the classroom atmosphere to be more lively, interactive, and collaborative, creating an environment that supports active and enjoyable learning for students.

Intisari Intisari; Nur Alim Amri; Sutra Awaliyah Darfin; Nidha Eka Restuti Munawir; Muqimah Surganingsih

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Fine motor development is a fundamental prerequisite for academic readiness and independence in early childhood. Still, currently, challenges such as sedentary behaviour and screen exposure hinder the optimisation of these abilities. This community service program aims to implement a Play-Based Learning model of fine-motor stimulation to improve the physical and academic readiness of children at Tamalate State Kindergarten in Makassar City. The intervention program was conducted over two weeks through three main stimulation zones: Texture Zone (playdough and finger painting), Precision Zone (beading, origami, and cutting), and Manipulative Zone (busy board and puzzles). The target subjects were children in group B with fine-motor impairments, and the study evaluated 20 children using periodic observation checklists. The results showed a significant transformation, with 95% of children (19 out of 20 participants) experiencing an increase in achievement from the Starting to Develop (MB) category to Developing as Expected (BSH) and Developing Very Well (BSB). These findings confirm that a structured intervention through play zones is not only effective in strengthening intrinsic hand muscles and eye-hand coordination but also in building children's resilience and perseverance in learning. The program recommends integrating a micro-curriculum based on stimulation zones into daily learning plans and strengthening partnerships with parents to maintain consistency in children's development.

Raihan Abaidata; Elva M Sumirat; Putri Thalib; Ribby Aulia Salsabila; Siti Alizah A. Sua +9 more

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

The purpose of this study was to determine how puzzle games affect the problem-solving abilities of early childhood children. This study used quantitative methods and a quasi-experimental design. The study involved children aged 4 to 6 years from various early childhood education institutions (PAUD). Purposive sampling was used to collect samples. Data were collected through pre-tests and post-tests of problem-solving abilities and observations of children's behavior while playing puzzles. Logical thinking, creativity, concentration, focus, use of problem-solving strategies, and willingness to learn were all metrics used for assessment. To determine the differences in abilities before and after treatment, the collected data were analyzed statistically. The results of the study showed that puzzle game intervention improved children's problem-solving abilities. Children learned to identify problems, make plans for solutions, and work independently. In addition, it was proven that puzzle games as a learning medium were more effective with the help and guidance of teachers and parents. According to this study, puzzle games are an effective tool for developing the cognitive, social, and emotional abilities of early childhood.

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.

Nurul Fadilah; Syamsiah Depalina

Jurnal Hukum, Pendidikan dan Sosial Humaniora 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aims to examine the role of interactive play in early childhood language development in Sipolu-polu Village, Panyabungan District. Interactive games are a fun and educational approach that supports children's language skills, particularly vocabulary acquisition, sentence structure, storytelling ability, and two-way communication. This research employed a qualitative descriptive method using observation, interviews, and documentation techniques. The subjects were children aged 4–6 years involved in interactive play activities within non-formal education settings and their home environments. The findings show that interactive games, such as role-playing, picture puzzles, and educational digital games, have a positive impact on children's language development. Children became more verbally active, followed instructions better, and could express ideas and stories in a more structured manner. Therefore, interactive games are proven to play a significant role as an effective learning medium in developing early childhood language skills in the community of Sipolu-polu Village.

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.  

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.

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.

Nindi Febriana Fatmawati; Nur Fadilatin Umar; Hening Lilo Sayekti; Minsih Minsih

Jurnal Pendidikan dan Kewarganegara Indonesia 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This article aims to provide an explanation of creative methods for inclusive education, especially for students at the Sukoharjo State Special Elementary School who prioritize motor skills and the ability to interact with other people. Data was collected through interviews and observations, and qualitative methods were used to compile this article. Literature review is the basis of process analysis. The findings from this study indicate that educators have the potential to enhance the utilization of educational resources, objectives, tools, techniques, assessments, and learning atmospheres through the implementation of innovative teaching methods. Diverse instructional approaches, ranging from remedial and deductive to inductive and heuristic techniques, can be employed to accommodate elementary-level students with special needs. Collaborative learning, behavior modification, and other methods are also beneficial. Moreover, it is suggested that teachers explore alternative learning aids like puzzles to cater to the unique needs of these students.

Sri Ramla Wati Monoarfa; Rabiatul Adawiya Lapasu; Prahara M. Marjuni; Tri Hastri Bumulo; Annisa Fahmi Mannassai

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

This research aims to determine the development of fine motor skills in children aged 3-4 years through the activity of compiling geometric puzzles at Kbit Al-Ishlah, Gorontalo City. This research is classroom action research at KBIT Al-Ishlah. The subjects in this study were 9 children, consisting of 5 boys and 4 girls aged 3-4 years at Kbit Al-Ishlah Gorontalo.  The data collection technique used qualitative description techniques. The results of this study showed that there was an increase in the fine motor skills of children aged 3-4 years through the activity of putting together puzzles. It can be explained that fine motor skills in children at KBIT Al-Ishlah are the child's ability to use the fingers of the right and left hand in the activity of compiling geometric puzzles, 5 out of 9 children or 75% of children are able to develop as expected, 2 children 10% of children The ability is starting to develop, while 1 child 5% is at the ability not yet developed. Most of the children show good mastery of fine motor skills as measured through the activity of putting together geometric puzzles, although there is still one child who needs more attention.

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.

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.

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.

Fara Fatika Maharani; Putri Jenar Mahesa Ayu; Nur Kusuma Astuti; Diana Ermawati

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Lower elementary school students usually have difficulty solving arithmetic puzzles. This is caused by variables inhibiting students, including lack of focus and low motivation to learn. This research was conducted to determine the proficiency of class II students at SD 1 Selojari in answering addition and subtraction questions through the use of narrative questions. The aim of the qualitative method of this research which uses a qualitative descriptive approach is to characterize mathematical problem solving abilities. The technique for selecting subjects in this research is using a purposive sampling technique, which is a technique for determining samples with various specific considerations using 11 class II students at SD 1 Selojari. The data collection techniques used were interview, observation and documentation methods. The data analysis technique uses data collection, data reduction, and drawing conclusions.  The mathematical problem solving ability of second grade elementary school students in addition and subtraction material is quite high, namely 90%, as seen in the students' ability to work on the questions given and get high scores. The results of this research show that one in three students are still unable to solve problem questions and still need help.

Setiawati Setiawati; Aryanti Wardiyah; Linawati Novikasari; Dewi Kusumaningsih; Eka Yudha Chrisanto +8 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Fine motor skills are movements carried out by the fingers with a central nervous cell arrangement that regulates the use of small muscle groups such as the fingers and hands, and often require precision and coordination with the hands. One type of game that can optimize children's fine motor development is puzzle games. Puzzles are a type of game that improves thinking skills, makes it easier to remember and understand concepts, and increases creativity. Puzzle games are simple games that are played in pairs and require precision because children are trained to focus their minds so they can concentrate. The aim of this activity is to improve fine motor development in children through puzzle play therapy. It was found that respondents were very enthusiastic about carrying out play therapy. The conclusion from this activity is that fine motor development in children can be trained using puzzle play therapy.

Fitakhu Khoirul Ilmiah; Duwi Andinis; Nensy Megawati Simanjuntak

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2024 LPPM Universitas 17 Agustus 1945 Semarang

Learning media plays a very important role in the learning process, namely as a means of increasing students' understanding of the subject matter. Homonym puzzles are a learning medium that can increase students' interest in learning and also creativity, because in homonym puzzles there are various activities that require students to be active and think critically in solving problems. This research aims to describe the influence of homonym puzzles as a medium for developing students' creativity in language. This research includes qualitative research using an experimental approach. The data source used is primary data, namely students of Clear IV UPT SDN 205 Gresik. Data collection methods are through observation, tests and documentation.The results of this research show that with the presence of homonym puzzles there is a significant increase in students' understanding and development of creativity in language. This can be seen from students' ability to think critically and actively, thereby helping them to develop better language skills.

Muhammad Syaiful Anwar; Noor Hujjatusnaini

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2024 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

Biology learning, particularly the topic of the classification of living organisms, is often considered difficult and boring by some students. To address this challenge, a more engaging and interactive approach is needed. One effective solution is to utilize game-based technology, such as Wordwall, which allows students to actively learn through various educational games. This study aims to enhance student engagement in learning the classification of living organisms using interactive Wordwall games. Through a community service method, this activity involved teachers and students from several schools to integrate Wordwall as a learning tool. The interactive games provided by Wordwall include various types of activities, such as puzzles, quizzes, and matching games, designed to help students better understand the concepts of classification of living organisms. The implementation of this program is expected to improve student motivation, involvement, and understanding of the material. Furthermore, it is hoped that the use of this technology will provide a more enjoyable learning experience and increase the effectiveness of classroom learning. The evaluation conducted shows a significant improvement in student engagement, as well as a better understanding of the material compared to traditional teaching methods.