Publication Search

80,083 articles from 753 journals · 2,111 citations tracked

Showing 1-20 of 45

Analytics

Alia Maharani; Istikomah Difinubun; Melinda Cahyani

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to examine the effectiveness of interactive board game learning media in improving Arabic writing skills among fifth-grade students at MI Islamiyah 02 Madiun. The research employs a quantitative approach using a quasi-experimental design involving an experimental group and a control group with a total sample of 47 students. Data were collected through pretest and posttest instruments and analyzed using the Mann–Whitney U test with the assistance of SPSS software. The findings reveal a statistically significant difference between the experimental and control groups, with a significance value of 0.000 (<0.05). Students in the experimental group demonstrated higher improvement in writing skills compared to those in the control group. The use of interactive board game media enhances student motivation, engagement, and participation in learning activities. This study implies that game-based learning media can serve as an effective alternative for improving Arabic writing skills at the elementary school level.

Hanung Sekar Larasati Enggaringtyas; Mahimma Romadhona; Widyasari Widyasari

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

The Fruit of the Spirit is an important theological value to teach children because it contains points for everyday behavior. However, learning about the Fruit of the Spirit often encounters obstacles and is difficult for children aged 8-12 years to understand because it is considered too abstract and difficult to convey in simple language. Furthermore, obstacles come from the learning media used which are still conventional. Therefore, effective learning media are needed that can attract the interest and motivation of children to want to learn and apply the Fruit of the Spirit in everyday life, such as board games. In board games, there are components that can attract emotions and can be used as media, namely character pawns. The method used is the Design Thinking method with descriptive analysis. This approach is used to analyze data from the results of observations, interviews, literature studies, and questionnaires, as well as to develop concepts and design results. Thus, the character pawns can be created with a human-centered design approach, which is able to create visuals that have a close relationship with children's psychology.

Howay, Lusye; Venthy Angelika; Inda Puspita Sari; Dwi Angriyani

Jurnal Pengabdian Masyarakat Nusantara (Pengabmas Nusantara) 2025 Universitas Muhammadiyah Manado

Growing life expectancy continues to shift global demographic patterns and significantly increase the proportion of older adults, thereby creating an urgent need for innovative programs that promote wellbeing, maintain functional capacity, and encourage meaningful social participation. This community service initiative aimed to strengthen both motor and cognitive function among older adults through structured and interactive board game activities designed to stimulate thinking, coordination, and social interaction. The program employed a mixed descriptive approach, utilizing interviews, direct observation, and brief assessments conducted before and after the intervention period. Cognitive status was measured using the Mini Mental State Examination (MMSE), while muscle strength was assessed through Manual Muscle Testing (MMT) to capture changes in physical performance. Quantitative analysis revealed no statistically significant differences between pre-test and post-test scores (p > 0.05). Nevertheless, qualitative findings demonstrated meaningful positive changes, including increased motivation, more active participation, improved emotional responsiveness, enhanced social interaction, and greater awareness of brain–body coordination among participants. These findings indicate that although short-term measurable changes were limited, board game–based activities can provide valuable psychosocial benefits. When implemented repeatedly and consistently as part of routine programs, such activities may contribute to maintaining cognitive engagement, supporting emotional wellbeing, and fostering a more active and participatory lifestyle among older adults.

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.

Maria I. Usu; Yuditha Sofiana Kofi; Yohanis Kristianus Tampani; Agusta De Jesus Mangalhaes

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This researcher aims to improve student learning activity in history subjects of class X SMK Arnoldus Betun through the application of the memory board game method. The formulation of the problem raised in this study is how to apply the memory board game method to improve student learning activity in history subjects and what is the impact of applying the memory board game method to improve student learning activity in history subjects. This researcher uses a classroom action research (CAR) method consisting of three cycles. Each cycle includes the stages of planning, implementation, observation, and reflection. The data collection instruments used are observation sheets and student learning interest questionnaires. The results of the study showed a significant increase in student learning interest after the application of the memory board game method. In the second cycle, the average student learning activity was at 60%, and increased gradually to reach 86% in the third cycle. The discussion of these results shows that the memory board game method is not only able to increase student learning activity, but also facilitates collaboration, active participation, and student creativity in the history learning process. Thus, it can be concluded that the memory board game method is effective in increasing the active learning of history among 10th-grade students at Arnoldus Betun Vocational School.

Fadiatur Rosidah; Muhammad Suwignyo Prayogo; Risa Fitria Agustina; Faiqotun Ni’mah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop an interactive learning media based on Genially Hybrid for the topic of the Human Reproductive System in senior high schools, aligned with the 2024 National Curriculum. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the development stage. The final product consists of three main media: (1) interactive presentation, (2) digital board game, and (3) “Family 100” game show. Each medium was designed according to Mayer’s Multimedia Principles and Cognitive Learning Theory to enhance students’ engagement and conceptual understanding. The results show that Genially Hybrid media successfully integrates visual, verbal, and interactive components that support both face-to-face and online learning flexibly. These media not only enrich learning experiences but also improve students’ motivation and collaboration in mastering abstract biological concepts. This innovation is expected to serve as an initial model for developing effective and adaptive digital learning media that meet the demands of the Society 5.0 era and the 2024 National Curriculum.

Yerica Resty Anjaly, Caca; Meilla Dwi Nurmala; Alfiandy Warih Handoyo

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to develop an innovative learning medium in the form of a board game titled “ReproQuest: Adolescent Reproductive Health” to introduce and enhance students’ understanding of adolescent reproductive health at SMP Negeri 16 Kota Serang. The development process employed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) with eighth-grade students as research subjects selected through purposive sampling. The stages included analyzing student needs, designing an interactive game concept, and conducting feasibility and effectiveness tests. The feasibility assessment results showed an average score of 86.3% (categorized as highly feasible), consisting of 72.87% from linguists, 92.85% from media and material experts, and 87.5% from practitioners. A limited trial involving 10 students demonstrated improved understanding of reproductive health, with 70% of students achieving a moderate level and 30% reaching a high level of comprehension. These findings indicate that the “ReproQuest” board game is feasible, engaging, and effective as a learning medium and guidance tool to promote reproductive health education among adolescents. Moreover, it serves as an enjoyable and participatory learning alternative that fosters positive attitudes and awareness of reproductive health among junior high school students.

Kezia Mulianto; T. Arie Setiawan Prasida; Jasson Prestiliano

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

The low level of financial literacy in Indonesia, which only reached 49.68% according to the Financial Services Authority (OJK) in 2022, highlights the urgency of financial education from an early age. Children aged 11–12 are at an ideal developmental stage to understand basic financial concepts such as income, expenses, saving, and delayed gratification. This study aims to introduce financial literacy through an interactive learning medium in the form of a board game. Board games are chosen because they enhance children's engagement in learning while playing and serve as an alternative to excessive gadget use. Through gameplay, children practice financial decision-making by simulating buying and selling activities, managing expenses, and choosing to save. This approach also supports the development of children's self-efficacy, which refers to their belief in their ability to manage financial tasks. By applying this method, children are expected not only to understand the value of money but also to implement basic financial management skills in daily life. Educational board games offer an effective tool for instilling healthy financial habits from an early age.

Risyda Dzul Fadlilah; Muhammad Junaidi Retno Manggolo; Syailin Nichla Choirin Attalina

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve the understanding of third grade elementary school students on time measurement material through the application of the Numbered Heads Together (NHT) learning model with board game media. The main problem in conventional learning is the low active involvement of students and the difficulty in understanding the concept of time concretely. This research is a Classroom Action Research (PTK) conducted in two cycles using the Kemmis and McTaggart model. The research subjects were 23 third grade students of SDN 1 Langon, Jepara. Data collection techniques included observation, interviews, tests, and documentation. The results showed a significant increase in student understanding, which was marked by an increase in the average score from 65.3 in the pre-cycle to 85.3 in cycle I, as well as an increase in learning completeness from 40% to 68%. Students were more active in discussions, motivated, and able to explain the concept of time independently. The NHT and board game model creates a collaborative and fun learning atmosphere and supports students' cognitive, social and emotional development. These results prove that educational game-based learning strategies are effective in improving the understanding of abstract mathematical concepts, especially time measurement.

Khoirul Wafa; Naily Fauziyah; Moch. Romdon Andreansyah; Zakiyyatul 'Azizah; Achmad Arif Rofiki +1 more

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2025 Asosiasi Periset Bahasa Sastra Indonesia

The cultivation of holistic character in elementary school students is a fundamental component in shaping individuals who are morally, socially, and spiritually grounded. This study aims to describe the effectiveness of interactive educational approaches in fostering character development among elementary students at Pondok Pesantren At-Tausyiah, Blitar. A qualitative descriptive method was employed, involving observation, interviews, and active participation during the character-building program. The activities implemented included inspirational storytelling on heroism to foster nationalism and a “water-carrying game” designed to teach values of cooperation and responsibility. Observational data indicated a high level of enthusiasm and active participation from the students throughout the program. Reflections from the students and interviews with facilitators supported the finding that experience-based learning, educational games, and two-way communication significantly enhance both understanding and practice of character values. Beyond strengthening students' character, the program also fostered a joyful learning environment and strengthened the bond between student facilitators and the participants. The findings affirm that interactive education is an effective strategy for holistic character formation, particularly in Islamic boarding school settings.

Ramadhan, Yedistya Aulia; Ramadhan, Yedistya Aulia; Aninditya Daniar; Restu Ismoyo Aji

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The packaging design of the Petualangan Tradisional Rasa board game aims to create an educational medium that attracts the interest of young people aged 19–22 toward traditional Indonesian cuisine. This game is designed to address the declining interest among the younger generation in local culinary heritage due to the dominance of modern food culture. The design process employed a combination of qualitative and quantitative methods. The qualitative method involved observation and interviews with Board Game Academy and Table Toys to gather insights on effective board game packaging, while the quantitative method was carried out through questionnaires distributed to the target audience to assess packaging design preferences.

Kanaya Bintang Aulia S; Aris Sutejo; Diana Aqidatun Nisa

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Abstract. Indonesia is an archipelagic country with a rich and diverse cultural heritage, reflected in its traditional clothing from various regions. However, with the advancement of time and the rapid flow of globalization, the younger generation's attention to traditional clothing has declined. A survey of youth aged 19–22 years found that most of them do not fully recognize the types, names, and origins of Indonesian traditional clothing, although they acknowledge the importance of preserving cultural heritage. To address this issue, an educational media in the form of an interactive board game was designed to reintroduce traditional clothing to young people in an engaging way. This study employed qualitative and quantitative methods, including questionnaires, interviews, observations, and focus group discussions. The board game features character pawns representing traditional attire from six major regions of Indonesia, highlighting each area's distinctive visual traits. Through this game, it is expected that youth will gain knowledge and foster a sense of love and pride in the nation's cultural heritage.

Aditya, Naufal Rasyid; Restu Ismoyo Aji; Aris Sutejo

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

This research presents the design of a card game titled "Kejutan Manis Nusantara", aimed at introducing traditional Indonesian cakes to Generation Z, particularly those aged 18 to 21, in a fun and interactive way. This game combines education about the richness of Indonesian cuisine with a social experience that strengthens relationships among players. The card game design implements semi-realistic illustrations that clearly depict the cakes, making it easy for players to recognize traditional Indonesian cakes. The results of this research are expected to contribute to the preservation of Indonesian culture, especially in the culinary field, while introducing the diversity of Indonesian traditional cakes to the younger generation in an engaging way

Nabilla, Zahra Rizky; Rizky, Zahra Rizky; Romadhona, Mahimma; Arifianto, Pungky Febi

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Sea turtles play an essential role in marine ecosystems but are increasingly threatened by human activities. Promoting conservation awareness from an early age through engaging educational tools is crucial. This study presents the development of an educational board game titled “Jejak Karapas: Little Ocean Heroes”, designed to teach children aged 10–13 about sea turtle conservation in Indonesia. The game’s character designs were informed by scientific research and adapted to suit children's aesthetic preferences. Validation results indicated that expressive and imaginative characters resonated most with players. The game serves as a creative medium to encourage environmental responsibility in a fun and approachable format for young audiences.  

Rosadalima Ule; Maryano Musaputra; Baltasar Putra Gado

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

This Community Service (PKM) aims to increase the effectiveness of English language learning in second grade students of Mbomba Catholic Elementary School through the utilization of picture board media. The background of this activity is the low interest and participation of students in learning English due to the limitations of interesting learning media. The implementation method uses a participatory and educational approach that involves students actively in activities such as picture matching games, guessing pictures, storytelling, and singing. The results of the activity show that the use of picture boards is able to attract students' attention, increase engagement, and strengthen memory of English vocabulary. Despite the short implementation time, students still showed good understanding. Picture board media proved to be effective, simple, economical, and suitable to be implemented in schools with limited facilities. This activity illustrates that an attractive and interactive visual approach can be a solution in improving the quality of English language learning at the primary school level.

Sharma, Meenu

SocioHumania: Journal of Social Humanities Studies 2025 Yayasan Mabadi Iqtishad Al Islami

This study explores the transformation of Moksha Patam, a traditional Indian board game rooted in spiritual and moral education, into the globally commercialized game Snakes and Ladders. Originally designed to teach concepts like karma and moksha, the game was secularized during British colonialism and later commodified in the West, losing its original cultural and pedagogical meanings. Using a qualitative library research method, the paper analyzes historical texts, colonial records, and contemporary versions to examine how the game’s symbolism has evolved. Despite widespread homogenization, modern adaptations in countries like Indonesia, Pakistan, and Iran reflect local values and current social issues, indicating the game’s ongoing relevance and semiotic flexibility. Recent efforts by Indian educators and NGOs to reintroduce Moksha Patam into schools highlight a broader movement toward cultural reclamation and decolonized education. The study underscores the need to recognize and preserve indigenous knowledge systems in modern learning environments.

Monita Yessy Beatrick; Elisabeth Veronika Wambrauw

Jurnal Pengabdian Masyarakat Waradin 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

The high number of accidents due to alcoholic drinks in 2020 caused 201 people to die, 184 people were seriously injured, and 417 other people suffered minor injuries, making the provinces of Papua and North Sulawesi the provinces with the highest number of accidents due to the influence of alcoholic drinks. The aim of developing this community is to provide education to motorists in Jayapura City, for the area around Waena, Jayapura City. Increasing drivers' awareness of the dangers of driving under the influence of alcoholic beverages and improving traffic safety attitudes in the youth community in boarding houses around Heram Abepura sub-district. By using video lecture and game methods. This service activity was carried out in three student dormitories, namely the Yahukimo Dormitory, the Papua Regional Government Mess and the BEOPRITS Asmat Dormitory. The results of this service are intended for the participants

Safitri Nur Ramadhani; Masnuna Masnuna; Bayu Setiawan

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

The activity of murojaah or repeating the memorization of the Qur'an is an important part in the process of strengthening memory of the verses of the Qur'an that have been memorized. However, children often face challenges in maintaining the consistency of murojaah due to lack of motivation and lack of interesting learning methods. This design aims to explore the potential of board games as a supporting media for murojaah juz amma which is educational and fun. By having an attractive visual design, it is expected to be able to increase learning motivation, strengthen memory, and strengthen social interaction between players.  

Reviana Ardila; Aryoni Ananta; Izan Qomarats

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Indonesia is a country known for its linguistic diversity, which is considered one of its national treasures. Recently, the use of the Minangkabau language has experienced a significant decline. This design is created to help foster interest in learning the Minangkabau language among elementary school students. In the field of Visual Communication Design, designing creative educational media to enhance student interest and engagement, as well as introduce local culture, can be realized through the design of a board game. The design process includes data collection through questionnaires, interviews, and analysis using the 5W+1H method. The designed board game incorporates elements that teach Minangkabau vocabulary, phrases, and sentences, as well as introduce Minangkabau culture through interactive gameplay. The design results in a mascot, board game, logo, playing pieces, and a media mix from the TITAH board game design. It is hoped that this board game can serve as an effective and engaging alternative learning medium to preserve the Minangkabau language and culture among the younger generation.

Syifa Rahmawati; Laras Gita Rhaudea; Linda Mutia Rahmah

Hikmah : Jurnal Studi Pendidikan Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Shorof learning among madrasa students has a very vital role in understanding Arabic writing, including the Al-Qur'an which uses this language. This research aims to investigate the effect of using the istiqroiyyah method in learning shorof, especially in the fi'il tsulatsi mazid chapter. In this research, we carried out a series of learning activities involving various istiqroiyyah methodological approaches, such as games, explanations through stories, and writing examples on the blackboard alternately. We involved 8th grade students and female students at a modern Islamic boarding school, who were divided into two groups: the first group received learning using traditional methods, while the second group used the istiqroiyyah method. The focus of this analysis is the development of students' understanding of the discussion of Fi'il Tsulatsi Mazid in Shorof. The research results showed that the group taught using the istiqroiyyah method experienced a significant increase in their understanding of this chapter, as well as motivating them to continue learning better in the future. These findings emphasize the importance of using the istiqroiyyah method in learning shorof fi'il tsulatsi mazid. The pedagogical implications of this research encourage the need for innovative approaches in teaching shorof science to santri. Thus, the results of this research can be the basis for developing a more effective Arabic language curriculum for students.