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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.

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.

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.  

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.

Yuliyanah Sain; Eka Setyowati

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This research aims to improve English learning outcomes through the application of the Crossword puzzle strategy. Type of classroom action research (CAR). The sequence of research activities includes: (1) planning, (2) Implementation, (3) observation, (4) documentation. This classroom action research was conducted at SMP N 5 KENDARI. of class VIII, which consisted of 35 students, they were 16 male and 19 female students. And in collecting data, the researcher used observation technique, tests measuring learning outcomes. The result showed that the use of the crossword puzzle strategy in English learning can improve student learning outcomes starting to 44% in cycle 1, then the learning outcomes increased in cycle II by 96%.

Asma Alhusna; Noni Febriana; Dian Anggraini

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Community Service (PKM) is a form of the Tridharma of Higher Education. This PKM is proposed to carry out activities that are outreach and educational in nature at Buah Hati Elementary School in Padang, West Sumatra Province. This activity is expected to help students improve their English Vocabulary by using Puzzles. Puzzle is a learning method that can improve students' English Vocabulary. In learning English, learning by using this puzzle is very helpful in increasing students' vocabulary in learning English. Because in the implementation of learning, students are trained to arrange several letters to become an English word. The purpose of this service is expected to be able to describe learning planning, increasing learning activities and increasing English Vocabulary using Puzzles. The method of implementing this service is carried out in several activities, namely the survey stage, namely by compiling various things that will be conveyed during the service activities to be carried out which include: preparation of the material to be given, preparation of the schedule for giving the material, division of tasks for the service team and surveys to the service location. The next stage, namely before the service activities are carried out, the socialization stage is carried out first, namely conducting friendship with the school principal, conveying the aims and objectives of this service. At this stage, collaboration is also carried out and determines the schedule of community service activities.