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Farhatun Haya; Khaira Nisa; Rio Febrian Ladipasa; Mutiara Ananda; Finda Rustiana +2 more

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

The advancement of digital technology has transformed classroom learning practices. Digital learning materials provide an innovative approach to fostering more engaging and interactive learning environments. Student activeness and participation are key indicators of effective learning; however, traditional instructional methods are still widely used in elementary schools, often limiting student engagement. This study examines the relationship between the use of digital learning materials and student activeness and participation at SD Binekas using a quantitative descriptive correlational approach. Upper-grade elementary students were selected as research participants. Data were collected through structured observations, student participation instruments, and documentation, and analyzed using statistical techniques. The results demonstrate that digital learning materials have a positive and significant effect on student activeness and participation. Students showed higher levels of attention, interaction, and involvement during classroom activities. These findings highlight the potential of digital learning materials to support active and participatory learning in elementary education.  

Ahmad Ikhsanuddin; Amanda Zustisia; Danis Yudhatama

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of Artificial Intelligence (AI) technology has provided new opportunities to enhance the quality of learning, particularly in elementary science education. One form of AI utilization is chatbots, which function as interactive learning media capable of encouraging students’ active participation. In science learning, questioning behavior is an important indicator of students’ cognitive engagement; however, many elementary school students tend to be passive in asking questions. This study aimed to examine the effect of using AI chatbots in science learning on students’ questioning behavior in Grade V of SDN Plalangan 03 Gunungpati, Semarang City. This study employed a quantitative approach with a quasi-experimental design. Data were collected through observation, questionnaires, and documentation. The data were analyzed to identify changes in students’ questioning behavior before and after the implementation of AI chatbots in science learning. The results indicated that the use of AI chatbots improved students’ questioning behavior in terms of frequency, confidence, and activeness in asking questions. AI chatbots provided a comfortable and flexible interaction space for students, which helped reduce psychological barriers in questioning. It can be concluded that the use of AI chatbots has a positive effect on students’ questioning behavior in elementary school science learning.

Nurfadilah Muthalib; Nirmala L. Nasief; Asya Anggraini Langindara; Nindi Astuti; Sulastya Ningsih

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

This research is motivated by the importance of creating enjoyable learning so that early childhood learning interests can develop better, especially in Pembina State Kindergarten, Dungingi District. The purpose of this study was to determine the effect of the use of interactive learning media on children's learning interests and describe changes in their learning behavior when activities are carried out without media and with interactive media. This study used a quantitative approach with a quasi-experimental method through conventional learning and learning using interactive media in the form of coloring activities. Data were obtained through observations by assessing aspects of enjoyment, focus, activeness, and enthusiasm during the activity. The results showed that children's learning interests in conventional learning only reached an average score of 6 and tended to be low, while in learning using interactive media, it increased significantly to an average score of 13.1. This change was seen from the increase in children's enthusiasm, better ability to focus, and their more active involvement during the learning process. The findings of this study confirm that interactive learning media has an important role in attracting children's attention and creating a more lively and meaningful learning atmosphere, thereby increasing early childhood learning interests

Resty Aulia Nurmaya Ulfi; Jasiah Jasiah

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2025 STIKes Ibnu Sina Ajibarang

The lack of interest of students in Fiqh learning is caused by the use of monotonous methods and media, which has an impact on the low activity of learning. To overcome this, interesting and interactive technology-based media innovations are needed. This research aims to develop a Quizlet-based learning media on the material of the Sacred Tools for class VII MTs Integrated Berkah Palangkan Raya to improve student learning activities. The research method uses the Researchand Development (R&D) approach with the ADDIE development model which includes the Analyze, Design, Develop, Implement, and Evaluate stages. The subjects of the study were 36 students of grade VII A. Data were obtained through observation and questionnaire of student responses to the use of Quizlet media. The results showed that learning using Quizlet obtained an average percentage of 89% in the "very feasible" category. This proves that Quizlet media is influential in increasing students' activeness and involvement during the Fiqh learning process. It can be concluded that the use of Quizlet-based learning media is effective in creating a more interesting, interactive, and encouraging active participation of students. This research is useful for the development of digital learning media innovations in Islamic education and provides new alternatives for teachers in optimizing the teaching and learning process.  

Anan Dita Asrawati; Risqa Ayu Ramadani; Nawir, Muhammad

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to strengthen the role of students' contributions in improving their understanding of Social Studies (IPS) subjects at SMP Negeri 4 Takalar using the Problem-Based Learning (PBL) method. The method used in this study is Classroom Action Research (CAR) with a qualitative approach that combines observation, interviews, and initial and final exams to assess the effectiveness of teaching. The results of the study indicate that the implementation of the PBL method is successful in improving students' activeness and critical thinking skills in understanding the IPS material, despite challenges such as adaptation to the service and limitations in learning media. The evaluation of this service program emphasizes the importance of good cooperation between universities and schools as well as continuous support for students so that the service provided can provide an optimal impact on improving the quality of education and developing students' interpersonal skills. These findings contribute to the development of active learning strategies that facilitate improving the quality of education at the junior high school level.

Nilna Afifatul Alfiyah; Nur Isroatul Khusna

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This research is motivated by the low learning outcomes and activeness of class VII F students of MTs Darul Hikmah Tulungagung in Social Studies (IPS) lessons due to the use of monotonous lecture methods. The purpose of this study is to improve students' activeness and cognitive abilities through the application of board-based scrabble media. This research is a Classroom Action Research (CAR) which was carried out in two cycles with four stages: planning, implementation, observation, and reflection. The research subjects were 27 students, with data collection techniques through tests, observation, and documentation, and data analysis using average scores. Student activeness was observed based on learning activeness indicators, while cognitive abilities were measured through pre-tests and post-tests based on Bloom's taxonomy. The results of the study showed an increase in student activeness from 62% in cycle I to 87% in cycle II, as well as an increase in the average cognitive ability from 18.51% to 77.77%. These findings indicate that scrabble media is effective in improving students' activeness and cognitive abilities in IPS learning.  The implication is that game-based learning media can be widely applied to non-language materials to create more interactive and meaningful learning.

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.

Haya Nisrina Afifah; Jesi Alexander Alim; Zakiah Ulya

This study aims to describe the use of Word Search media in enhancing students’ active participation in Indonesian language learning. The background of this research lies in the low level of student engagement during classroom activities, which often tend to be passive, thus requiring innovative learning media to increase activeness. This research employed a descriptive quantitative method with 21 third-grade students of SD Negeri 184 Pekanbaru as the subjects. The research instrument was a student engagement questionnaire consisting of 10 indicators based on the dimensions of behavioral, emotional, and cognitive engagement. Data were analyzed using descriptive statistics by calculating the mean score of each indicator, which was then categorized into Very Good, Good, Fair, and Poor. The findings showed that most indicators were in the Good to Very Good categories, while only two indicators were categorized as Fair. These results indicate that the use of Word Search media can enhance students’ engagement in behavioral, emotional, and cognitive aspects. Therefore, it can be concluded that Word Search is an effective, innovative, and enjoyable learning medium to foster students’ active participation in Indonesian language learning.

Agustina Zahrotin Nisak; Yudi Krisno Wicaksono

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study explores the role of Social Studies (IPS) teachers in optimizing students’ learning activeness through the implementation of the Active Learning model at SMPN 3 Srengat Blitar. The background of this study includes issues such as students’ lack of discipline when entering the classroom, classroom attitudes and habits that hinder the learning process, and the use of monotonous and less engaging teaching methods. The purpose of this research is to examine the role of IPS teachers, the impact of implementing Active Learning, the challenges teachers face, and institutional support provided by the school in enhancing student engagement. A descriptive qualitative approach was used with a case study design. Data were collected through observation, in-depth interviews, and documentation involving teachers, students, and school authorities. Data analysis was conducted using the Miles and Huberman interactive model, which includes data reduction, data display, and conclusion drawing. The validity of the data was ensured through triangulation of sources, techniques, and theories. The results indicate that IPS teachers actively serve as facilitators and motivators in implementing Active Learning strategies, such as group discussions, student presentations, and the use of interactive media. The application of this model increased student participation, encouraged self-expression, and enhanced classroom engagement. Despite challenges such as time constraints and varying student readiness, school support significantly contributed to the successful implementation of this approach. Thus, Active Learning is proven to be effective in creating an engaging and student-centered learning environment, aligning with the theory proposed by Bonwell and Eison.

Ine Febrian Maharani; Meila Rizka Rahmawati; Syailin Nichla Choirin Attalina

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve the learning motivation of fourth-grade students of SDN 3 Jambu in Javanese language subjects, especially in Javanese script material, through the implementation of the Teams Games Tournament (TGT) learning model combined with the use of flash cards. The background of this study is the low learning motivation of students as seen from the lack of active participation, low enthusiasm during learning, and lack of interest in the Javanese script material. These conditions have an impact on the achievement of unsatisfactory learning outcomes and an unpleasant learning atmosphere. This type of research is Classroom Action Research (CAR) which is conducted in two cycles. Each cycle consists of four stages, namely planning, implementation of actions, observation, and reflection. The subjects of the study were 20 fourth-grade students. Data collection techniques were carried out using observations of student activities, interviews with teachers and students, documentation of learning activities, and evaluation tests to measure learning outcomes at the end of each cycle. Data analysis was carried out descriptively qualitatively and quantitatively. The results of the study showed a significant increase in student learning motivation after the implementation of the TGT learning model assisted by flash cards. This can be seen from the increasing activeness of students in groups, their enthusiasm in participating in educational games, and the results of learning evaluations that show a positive trend from cycle I to cycle II. The TGT model, which is based on cooperation and healthy competition, creates a more lively and enjoyable learning atmosphere and stimulates active student involvement. Thus, it can be concluded that the implementation of the Teams Games Tournament learning model supported by flashcard media is effective in increasing student motivation and learning outcomes in the Javanese Language subject, Javanese Script material.

Destina Suci Fitriani; Dita Hendriani

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study aims to analyze the use of Information and Communication Technology (ICT) in history learning at Madrasah Aliyah Darul Hikmah Tawangsari. The background of this study is based on the rapid development of ICT in the era ofe the industrial revolution 4.0 which has an impact on the education sector, especially in Islamic boarding school-based institutions. Thisc study usesa a qualitative descriptive method with data collection techniques in the form of observation, interviews, and documentation. The results of the study indicate that the Darul Hikmah Islamice Boarding Schoole has succeeded in integrating ICT into history learning through the preparation of a Learning Implementation Plan (RPP), preparation ofe learning media, and implementation of ICT-based learning. The application of ICT has been proven to increase students' interest, activeness, and understanding of history material. This study provides an overview of the strategy of ICT integration in history learning in the Islamic boarding school environment and its positive implications for the quality of learning.    

Indah Permata Sari; M Arif; Khairuddin Khairuddin; Diyan Permata Yanda

Moral : Jurnal kajian Pendidikan Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This research was motivated by the discovery of several problems faced by students, namely poor interest in learning, such as the level of activeness of students during the learning process and low interest of students in SKI learning. Students felt that in this learning there was no passion or interest, as indicated by students being less active in the learning process and student involvement in the SKI learning process also decreased. With these conditions, students quickly get bored and are not interested in participating in learning. As a result, difficulties arise that affect the learning objectives to be achieved. This study aims to determine the relationship between learning strategies and learning media with interest in learning Islamic Cultural History class VIII at MTsN 1 Bukittinggi. The type of research used in this research is quantitative, correlational. The population is all class VIII students with a total of 347 students spread across 11 classes. The sample in this research used the Probability Sampling technique using Simple Random Sampling, and the total research sample was 78 students. Data was collected through questionnaires, observation and documentation analyzed using normality tests, linearity tests, multiple correlation analysis and hypothesis testing. Based on the results of the research that has been done, the results show that there is a relationship between learning strategies on student interest in learning in the subject of Islamic Culture History class VIII at MTsN 1 Bukittinggi City and the relationship between learning media on student interest in learning in the subject of Islamic Culture History class VIII at MTsN 1 Bukittinggi City, as evidenced by the results of the Pearson Product Moment correlation test on the relationship between learning strategies and interest in learning with a Pearson correlation value of 0.382 and a significant value of 0.001 <0.05. While the Pearson correlation test results on the relationship between learning media and interest in learning are 0.236 with a significant value of 0.038 <0.05. Furthermore, the results of the Pearson correlation test on the relationship between learning strategies and media with learning interest are <0.05, which is certainly valid and related. Based on this value, it can be seen that the relationship between learning strategies to interest in learning is interconnected and the relationship between learning media to interest in learning is interconnected, so Ha is accepted.