SciRepID - Scientific Publication Search

Publication Search

44,405 articles from 401 journals · 1,447 citations tracked

Showing 1-20 of 27

Analytics

Anggun Sari; Dewi Anggraeni; Murjainah Murjainah; Putri Gerry Sandari

Jurnal Ilmu Bahasa dan Pendidikan Guru Sekolah Dasar 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study was conducted based on the low level of student activeness and understanding in IPAS learning at the elementary school level. The objective of this research was to determine the effectiveness of the role play method in improving students’ activeness and learning outcomes. This study employed a classroom action research approach involving 27 students. The data were collected through observation and evaluation of student learning outcomes. The findings revealed a significant improvement in both student participation and understanding after the implementation of the role play method. Students became more active in asking questions, responding to the teacher, and participating in classroom activities. In terms of learning outcomes, 85.2% of students were able to answer questions correctly and demonstrated good understanding, while the remaining 14.8% also achieved the minimum criteria. These results indicate that learning through direct experience enhances students’ comprehension. The implication of this study suggests that the role play method can be used as an effective alternative teaching strategy to create an interactive, engaging, and student-centered learning environment in elementary education.

Resti Aisyah Amini; Didit Yulian Kasdriyanto; Ribut Prastiwi Sriwijayanti

International Journal of Studies in International Education 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study examines the application of the Problem Based Learning model combined with the interactive learning media Articulate Storyline in the learning of Science on the subject of Harmony in Ecosystems in class V of SDN Tamansari 1. The background of this study is based on the low student learning outcomes caused by the dominance of the lecture method and the minimal use of interesting media, so that students are less actively involved in learning. The purpose of this study is to describe the application of the media and improve student learning outcomes. The study used the Classroom Action Research method which was carried out in two cycles, including the planning, implementation, observation, and reflection stages, with 17 students as subjects. The results showed a significant increase in student learning outcomes in each cycle, where the average class score increased from 50 in the pre-cycle to 71.17 in Cycle I, and reached 91.76 in Cycle II. The percentage of learning completion also increased from 17.65% to 76.47%, until finally reaching 100% in Cycle II. These findings indicate that the use of the Problem Based Learning model combined with Articulate Storyline can encourage student engagement and deepen conceptual understanding. Therefore, it can be concluded that the implementation of these learning models and media is effective in improving science students' learning outcomes.

Hayati Arifah Al-Bahri; Nurul Hafidzah; Gusmaneli Gusmaneli

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to examine the application of a modified direct learning strategy combined with the demonstration method to improve students' cognitive abilities. The direct learning strategy is an approach that emphasizes the systematic and gradual delivery of material, so that students can understand concepts in a more structured manner. However, in practice, this strategy needs to be modified to be more engaging and appropriate to the characteristics of students. The demonstration method is used as a form of reinforcement in the learning process, where students not only receive information verbally but also directly observe the processes, events, or concepts being studied. This allows students to gain a more concrete and meaningful learning experience. Modifications to the learning strategy are carried out through adjustments to models, methods, media, and learning facilities and infrastructure to optimally support the achievement of learning objectives. Students' cognitive abilities are the main focus of this study, which include aspects of knowledge, understanding, application, analysis, evaluation, and creation according to Bloom's taxonomy. With the implementation of appropriate learning strategies, students are expected to be able to develop more active and critical thinking skills. The results of the study indicate that a modified direct learning strategy with the demonstration method has the potential to significantly improve students' cognitive abilities. Therefore, this approach can be used as an alternative, effective learning strategy to create a more interactive, engaging, and meaningful learning process.

Cindy Widiyanti; Ishmatun Naila; Lilik Binti Mirnawati

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to examine and review the impact of language learning through text-based methods on the cognitive abilities of elementary school students. The research approach used is a qualitative study with the main instrument being the researcher, and supporting instruments including observation, interviews, and documentation of student learning outcomes at the elementary school level. Research data was obtained from various library sources, such as books, scientific articles, national and international journals, and other relevant scientific works related to text-based learning and student cognitive development. The results of the study indicate that the implementation of Indonesian language learning with text-based methods has a diverse impact on students. Differences in learning outcomes are not only influenced by the strategies and learning processes implemented by teachers, but are also closely related to students' cognitive abilities in understanding, interpreting, and processing information from Indonesian texts. Thus, text-based methods need to be adapted to the characteristics and levels of students' cognitive abilities so that learning objectives can be optimally achieved.

Maxtulus Junedy Nababan; Gayus Simarmata

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2026 Pusat riset dan Inovasi Nasional

This study was conducted to determine the best log-linear model describing the relationship between gender, sleep duration, extracurricular activities, and student learning outcomes at SMAN 1 Kualuh Hulu. A log-linear analysis approach was used to identify interaction patterns among the variables and evaluate their contribution to student academic performance. The findings showed that the selected model adequately explained the structure of the observed data. A significant three-way interaction was identified between learning outcomes, sleep duration, and gender. The results indicated that insufficient sleep duration had a negative impact on student learning outcomes, and this effect varied by gender. Female students were found to be more vulnerable to decreased academic performance caused by sleep disturbances compared to male students. Meanwhile, extracurricular activities did not demonstrate a significant direct interaction with learning outcomes. This suggests that participation in extracurricular activities was not a major factor influencing differences in academic achievement among students at SMAN 1 Kualuh Hulu.

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.

Puspadi, Ketut Ayu Dewi; Artini, Luh Putu; Utami, I Gusti Ayu Lokita Purnamika

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

. Studies on the use of a digital storybook for teaching English to young learners have been abundant; however, the integration of independence values into the story for elementary school students in Indonesia has received limited attention. Independence is one of the characters that educate young learners to become responsible and self-reliant. This study aims to design a digital storybook that integrates independence value into English language learning materials for fifth-grade students. Using a qualitative Design-Based Research (DBR) approach, this study employed a design framework as the main research instrument, derived from character education theory, Teaching English to Young Learners (TEYL), and multimedia learning theory. Data were collected through the analyses of curriculum policies, English textbooks, children’s literature, character education, and multimedia learning. This study produced a digital storybook entitled Lisa Can Do It, which can be expected to become a medium to learn English and at the same time educate children about independence value. Findings indicate that character-based digital storybooks demonstrate the potential to integrate language learning with character education, providing a foundation for the design and implementation of digital learning materials integrated with character in English language education in elementary schools. Further research should focus on the implementation of the product to evaluate its impact on student learning outcomes.

Lisa Aprisilia Mauru; Harol Reflie Lumapow; Deysti Trifena Tarusu

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to improve student learning outcomes in Natural and Social Sciences (IPAS), specifically on the topic of changes in the state of matter, by implementing the Project Based Learning (PjBL) model in Grade IV of SD GP Berea Tondano. The research followed a cyclical procedure consisting of planning, implementation, observation, and reflection. This study employed a classroom action research design and was conducted during the odd semester of the 2025/2026 academic year. Data were collected through observation, testing, and documentation techniques, with 15 fourth-grade students serving as the research subjects. The findings revealed significant improvements across teacher activity, student activity, and learning completeness. Teacher performance in managing instruction improved notably, with an average observation score of 73 (good) in Cycle I, rising to 93 (excellent) in Cycle II. Student engagement in the learning process likewise increased, from an average of 68.26 (good) in Cycle I to 86.53 (excellent) in Cycle II. Student learning completeness also showed marked progress, with the average score reaching 46.77 (satisfactory) in Cycle I and advancing to 100 (excellent) in Cycle II. These results demonstrate that the implementation of the Project Based Learning (PjBL) model is effective in enhancing both student creativity and learning outcomes on the topic of changes in the state of matter.

Najamudin Najamudin; Dwi Muliati; Siti Nuraliyah

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

The low interest in reading and learning outcomes of students in Indonesia poses a significant challenge in the education sector. The Kampus Mengajar program has emerged as one of the solutions to enhance literacy and the quality of learning in schools. This article aims to analyze the impact of literacy activities initiated through the Kampus Mengajar program on student learning outcomes using a literature review approach. The research uses a qualitative method in the form of a literature review that examines various relevant sources published between 2020 and 2026. The study's findings indicate that structured literacy activities, such as reading for 15 minutes before lessons, have a significant impact on the improvement of students' cognitive, affective, and psychomotor skills. Literacy is not limited to reading and writing skills but also serves as a crucial foundation for developing critical thinking abilities, which are directly correlated with students' academic performance. Therefore, the Kampus Mengajar program can be an important driver to enhance reading interest and the quality of learning, as well as shape a more critical and high-achieving generation in the future.

Siti Nurlailil; Larasati Widoningtyas

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This research was motivated by the relatively low level of student learning activities, indicated by limited participation in asking questions, answering, and expressing opinions during the learning process. In addition, some students showed low concentration and attention to the teacher’s explanations. The learning process was still teacher-centered, which reduced student activeness and affected learning outcomes. To address this problem, teachers need to apply learning methods that encourage student participation while improving learning outcomes. One method that can be applied, particularly in social studies subjects, is the Quiz Team learning method. This study aimed to determine the effect of the Quiz Team learning method assisted by Baambozle media on student activity and learning outcomes in social studies at MTsN 6 Tulungagung. The study used a quantitative approach with a quasi-experimental design, specifically a non-equivalent control group design. Data were collected through questionnaires, tests, and documentation. Questionnaires were used to measure student learning activity, while tests were used to assess learning outcomes. The sample consisted of 32 students in the control class and 32 students in the experimental class selected through purposive sampling. The results showed that the Quiz Team method assisted by Baambozle media significantly affected students’ activity and learning outcomes, indicated by a Sig. (2-tailed) value of 0.000 < 0.05. The findings imply that this method can enhance student activity and consequently improve learning outcomes.

Alfi Rohmatina Zulva; Robingun Suyud El Syam; Abdul Majid; Salis Irvan Fuadi; Ngarifin Shidiq +1 more

World Journal of Islamic Learning and Teaching 2026 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

This study aims to: (1) describe the integration of educational games in Islamic Education (SKI) learning; (2) understand students' learning experiences in learning Islamic cultural history in classes that integrate educational games; (3) examine the impact on the learning outcomes of class VIII students of MTs N 1 Wonosobo Research. This study uses a qualitative approach with a phenomenological research type. The research subjects include SKI subject teachers, madrasa principals, and class VIII students of MTs N 1 Wonosobo Research. Data collection techniques were carried out through in-depth interviews, observation of the learning process, and documentation studies. Data analysis was carried out through the stages of data reduction, data presentation, as well as drawing conclusions and verification. The results of the study indicate that the integration of educational games in Islamic Education (SKI) learning is implemented in a planned and contextual manner as part of the teacher's learning strategy. The use of educational games can increase student learning motivation which is characterized by increased enthusiasm, activeness, focus, and student participation in the learning process. In terms of learning outcomes, the percentage of student learning completion before and after the educational game integration both reached 100%, with a Minimum Completion Criteria (KKM) of 68. However, the average (mean) student learning outcomes increased from 94.28 to 95.17, an increase of ±0.95%. This finding indicates that the integration of educational games not only maintains learning completion but also improves the quality of students' understanding of the Islamic Cultural History material. Thus, the integration of educational games has proven to be an effective learning innovation in improving student motivation and learning outcomes in the subject of Islamic Cultural History.

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.

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.

Adhelya Dwi Ramadhani; Tri Rijanto

Jurnal Ilmu Pendidikan, Politik dan Sosial Indonesia 2026 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aims to examine the effect of the Jigsaw learning model on X grade students of the Electrical Installation Engineering program at SMKS Raden Paku, enhanced with the use of the Kahoot! platform. The research employs a quantitative method with a quasi-experimental design and a nonequivalent control group design. The subjects of the study were divided into two groups: the control group, which applied the Jigsaw learning model using PowerPoint media, and the experimental group, which applied the Jigsaw model using the interactive Kahoot! media. Data were collected through pretest and posttest, as well as observation sheets to assess students' learning outcomes in the affective and psychomotor aspects. Data analysis techniques included normality test, homogeneity test, paired sample t-test, independent sample t-test, and normalized gain (N-Gain) analysis. The findings showed that the average learning outcomes difference between the control group (71.5%) and the experimental group (72.3%) was in the moderately effective category. However, the use of the Jigsaw learning model with Kahoot! had an effect on student learning outcomes, but the influence was not very large. This study provides insights into the effectiveness of using Kahoot! in the Jigsaw learning model.

Abdulloh Edo; Ramdanil Mubarok; Miftakhul Rizal Mubaidillah

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to determine the effectiveness of the implementation of cooperative learning methods on learning outcomes and students' understanding of Islamic Religious Education (IRE) subjects for Class VIII at MT Hubbul Wathon Sangatta Selatan. This study uses a quantitative method with a quasi-experimental research type using a non-equivalent control group design. The study population was 48 students of class VIII A and VIII B, with a sample size of 44 students, each class consisting of 22 students from the experimental class and the control class. Data collection techniques were carried out through tests (pre- and post-tests), observation, and recording. Data analysis used descriptive statistics, normality tests, homogeneity tests, N-Gain tests, and hypothesis tests (t-tests). The results showed that the average learning outcomes of students in the experimental class increased from 61.14% in the previous class to 84.09% in the next class, while in the control class increased from 63.41% to 77.73%. The results of the normality test showed that the data were normally distributed and the homogeneity test showed that the variances of the two groups were identical. The t-test results showed a significance value of 0.000 < 0.05, so it can be concluded that there is a significant difference between the experimental class and the control class. Thus, the cooperative learning method has a positive and effective effect in improving student learning outcomes and understanding in the Islamic Religious Education subject for Class VIII MT Hubbul Wathon Sangatta Selatan.

Faris Afif Nababan

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study focuses on the development of an interactive learning media for introducing OpenGL in the Computer Graphics course. The research approach used is Research and Development (R&D) with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The final product of this study is an interactive learning application that covers basic OpenGL material, simple programming exercises, evaluation quizzes, and other supporting information. The trial results show positive feedback from students. Based on the questionnaire analysis, the aspects of appearance, content, interactivity, and benefits received an average score of 85% in the "very good" category. Additionally, the effectiveness of this media is evident in the improvement of student learning outcomes, with the average score increasing from 64 to 82 after using the media, and the passing rate rising from 56% to 88%. Overall, this OpenGL-based interactive learning media proves to be effective in enhancing students' understanding and can serve as an alternative or complement in the Computer Graphics course learning process.

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.  

Adila Solida; Rumita Ena Sari; Rizalia Wardiah

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

The ability to analyze ethical and health law issues is one of the learning outcomes that must be mastered by students of the Public Health Study Program. Over the past two years, the implementation of lectures has been predominantly based on problem-based learning; however, most student learning outcomes have remained in the “not yet achieved” category, including in completing assignments related to ethical and health law problem solving. This study aims to compare students’ problem-solving abilities between the implementation of project-based learning and problem-based learning. The research was conducted in the Public Health Study Program at Universitas Jambi involving first-semester students enrolled in the Ethics and Health Law course. The research employed a quasi-experimental design involving 200 students, with 100 students assigned to the experimental group and 100 students to the control group. The instruments used were assessment sheets and observation sheets. Data collection was carried out twice, before and after the implementation of the two learning models. Data processing and analysis were conducted using an independent t-test.The results of the study indicate an improvement in students’ problem-solving abilities through the implementation of project-based learning. Project-based learning contributes to strengthening students’ perseverance and problem-solving skills and is therefore recommended for implementation in all courses at higher education institutions.

Imel Ahmarita Meliana; Darma Rika Swaramarinda; Rizki Firdausi Rachmadania

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to determine the influence of the Deep Learning learning approach and school facilities on the learning outcomes of MPLB students at SMK Negeri 14 Jakarta. The research method used is a survey with a quantitative approach. The research population consisted of 180 MPLB vocational students, with a sample of 125 students determined through proportional stratified sampling techniques. Data collection was carried out using questionnaire instruments, while data analysis used multiple linear regression with the help of SPSS version 26 application. The analysis includes research instrument tests, classical assumption tests, and hypothesis tests. The results of the study show that there is a positive and significant relationship between the Deep Learning learning approach to student learning outcomes. In addition, school facilities have also been proven to have a positive and significant effect on learning outcomes. Simultaneously, the Deep Learning approach and school facilities together have a positive influence on the learning outcomes of MPLB students. These findings confirm that the success of learning is not only determined by the methods used, but also by the support of school facilities and infrastructure. Thus, the application of a Deep Learning approach supported by adequate school facilities can improve the quality of student learning outcomes at SMK Negeri 14 Jakarta.