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Hanifatur Rizqi; Eko Adi Sumitro

Student Scientific Creativity Journal 2026 Pusat Riset dan Inovasi Nasional

This study aims to determine the application of picture media and bingo games in English learning at elementary schools and to improve students’ confidence in learning English. The research was conducted in the sixth grade of Aengbaja Kenek Elementary School in the 2025/2026 academic year with 7 students as the research subjects. The research method used was classroom action research with data collection techniques through observation, interviews, and literature study.The results showed that the use of picture media and bingo games was able to increase students’ motivation, enthusiasm, and ability in learning English. Students became more active in learning new vocabulary, understanding grammar, practicing pronunciation, and improving their speaking and reading skills. In addition, the learning process became more enjoyable, interactive, and less monotonous, so students were more confident in using English. Picture media helped students understand the material visually, while bingo games created an interesting learning atmosphere through learning-by-playing activities. Therefore, the application of picture media and bingo games are effective as a medium for teaching English in elementary schools to improve students’ language skills and learning motivation.

Syifa Nur Haliza; Syafirda Azmi Auliya; Diah Putri Rahmawati; Dian Mustika Anggraini

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

Mathematics learning at the elementary school level plays an important role in shaping students' logical thinking. However, understanding multiplication concepts remains a challenge for some students, mainly due to the learning process which tends to be monotonous and lacks active participation. This study aims to describe the implementation of context-based educational games "Seblak Prasmanan" and to examine their impact on students' activity and understanding in multiplication material. The study uses a descriptive qualitative approach with 21 third-grade students at MI Miftahul Ulum 02 Honggosoco as subjects. Data collection techniques were conducted through direct observation and documentation with the help of observation sheets containing indicators of student involvement and understanding. The results of the study show that the implementation of educational games can encourage students to participate more actively in learning. In addition, students find it easier to understand the concept of multiplication as repeated addition through contextual learning experiences. A more enjoyable learning atmosphere also impacts the increase in students' interest and motivation to learn. Thus, the use of educational games based on everyday life contexts can be an alternative learning strategy to effectively improve the quality of mathematics learning in elementary schools.

Sugiarti, Ika; Salsabila, Muna Maimunah; Windyastuti, Erlina

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Bullying is a social problem that still frequently occurs in elementary school settings and may negatively affect children’s psychological development. Improving knowledge from an early age is one of the preventive efforts to reduce bullying behavior. This study aimed to determine the effectiveness of the educational snakes and ladders game as a learning medium in improving students’ knowledge about bullying at SD Negeri 3 Wonorejo, Karanganyar. This study employed a pre-experimental one-group pretest-posttest design. The subjects were 23 fourth- and fifth-grade students. The instrument was a questionnaire assessing knowledge of bullying. The results showed an increase in the students’ average knowledge scores after the intervention using the Snakes and Ladders game. This medium was proven to deliver educational messages in an interesting, enjoyable, and effective way, while also encouraging positive interaction among students during the learning process. The educational snakes and ladders game can therefore be used as an alternative educational medium for bullying prevention in elementary schools.

Sugiarti, Ika; Salsabila, Muna Maimunah; Windyastuti, Erlina

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Bullying is a social problem that still frequently occurs in elementary school settings and may negatively affect children’s psychological development. Improving knowledge from an early age is one of the preventive efforts to reduce bullying behavior. This study aimed to determine the effectiveness of the educational snakes and ladders game as a learning medium in improving students’ knowledge about bullying at SD Negeri 3 Wonorejo, Karanganyar. This study employed a pre-experimental one-group pretest-posttest design. The subjects were 23 fourth- and fifth-grade students. The instrument was a questionnaire assessing knowledge of bullying. The results showed an increase in the students’ average knowledge scores after the intervention using the Snakes and Ladders game. This medium was proven to deliver educational messages in an interesting, enjoyable, and effective way, while also encouraging positive interaction among students during the learning process. The educational snakes and ladders game can therefore be used as an alternative educational medium for bullying prevention in elementary schools.

Arsyapradana Fadlanabil Bahri; Oddy Virgantara Putra; Dihin Muriyatmoko

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

The increasing sedentary lifestyle in the digital era has the potential to cause various health problems due to lack of physical activity. One approach that can be taken to encourage physical activity is through the use of digital games with body movement-based control mechanisms. This study aims to develop a body gesture-based game character control system using a hybrid Convolutional Neural Network (CNN) and Long Short-Term Memory (LSTM) model. CNN is used to extract spatial features from each video frame, while LSTM serves to model the temporal relationship between frames so that movement patterns can be recognized sequentially. The research method used refers to the Machine Learning Lifecycle stages, starting from data collection, preprocessing, model development, to implementation in the endless runner game genre. Testing results show that the CNN–LSTM model is capable of classifying body gestures and generating outputs that can be used as commands to control game characters. The implementation of this system enables more natural and interactive game interactions without conventional input devices, and has the potential to encourage players to lead a more active lifestyle.

Ristik Arini Auliya'Sari; Arissona Dia Indah Sari; Afakhrul Masub Bakhtiar

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to develop Student Worksheets (LKPD) incorporating the traditional serok kuali game on multiplication material for third-grade students at SDN Deket Wetan Lamongan and to determine their validity, effectiveness, and practicality. The research method employed was Research and Development (R&D) using the ADDIE model, which consists of the analysis, design, development, implementation, and evaluation stages. The research subjects included two expert validators, namely a media expert and a subject-matter expert, as well as 15 third-grade students at SDN Deket Wetan Lamongan. Data were collected using expert validation questionnaires, conceptual understanding tests (pretest and posttest), and student response questionnaires. The results showed that the developed LKPD demonstrated a very high level of validity, with a score of 97.5% from the media expert and 95.55% from the subject-matter expert. The effectiveness test indicated an improvement in students’ learning outcomes, with an N-Gain score of 0.803 (80.3%), which falls into the effective category. In addition, students’ responses to the use of the LKPD reached a percentage of 95.6%, categorized as very good. Based on these findings, it can be concluded that the LKPD incorporating the traditional serok kuali game is feasible, effective, and practical for use as instructional material to enhance third-grade elementary school students’ understanding of multiplication concepts.

Arrifa Maulidina Panjaitan; Dessy Wulandari; Rahmayani Rahmayani; Eka Khairani Hasibuan; Halimah Sari Lubis

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

Mathematics learning is often perceived as difficult and monotonous by elementary school students, especially when dealing with abstract concepts such as integers. This community service activity aims to provide a more enjoyable and meaningful learning experience through an educational game themed Seblak Prasmanan Matematika for fifth-grade students of SD Negeri 170924. The method employed is participatory, in which students are directly involved in the learning process through interactive activities such as the “Pak Polisi” game, the introduction of integer concepts, and the main game that connects arithmetic operations with the activity of selecting seblak ingredients representing positive and negative values. The results of the activity indicate an increase in students’ enthusiasm and participation during the learning process, as well as an improvement in their understanding of addition and subtraction of integers. Through this game-based approach, mathematics is no longer viewed as a rigid subject, but as a learning activity closely related to everyday life. This activity also shows that game-based learning can increase students' motivation and creativity in understanding mathematical concepts.

Khairu Ulfa Barus; Mawar Sari; Nurul Aulia; Bunga Salsabila; Anggi Pratiwi +5 more

Mutiara Pendidikan dan Olahraga 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study uses a literature review method to examine the role of jump rope activities in improving coordination, balance, agility, and strength among elementary school children. It provides an in-depth analysis of jump rope games in the context of enhancing motor skills in elementary education. The study explores how this traditional game can serve as an effective tool for developing various motor skills in children. It covers the types of motor skills involved in jump rope activities, variations of the game, as well as the physical and non-physical benefits gained. The study also highlights the important role of physical education teachers in optimizing students’ motor development through traditional games. The results indicate that jump rope activities are not only beneficial for the development of gross and fine motor skills but also possess significant social and cultural value. These games can instill values such as discipline, perseverance, hard work, and cooperation in children. It is expected that this study will contribute to the development of more effective and innovative physical education learning.

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.

Elva M. Sumirat; Tiara Meilia Lamatiti; Rasqah Magfiratunnisaa; Qur'ana M. Yadasang; Nadiva Adelia Akilie +9 more

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

This study investigates how puzzle games affect the fine motor development of young children. This study uses a quantitative approach and a quasi-experimental design. The study involved 30 children aged between 4 and 6 years who were divided into two groups: an experimental group and a control group. The experimental group received an intervention in the form of puzzle-playing activities for four weeks, with an interval of two to three times a week. On the other hand, the control group did not receive any special treatment for routine learning activities. To collect data, standardized fine motor skills test instruments were used. These included eye-hand coordination, finger movement control, precision, and the ability to assemble and copy shapes. A t-test was used to analyze the data to determine the difference in results between the two groups. The results of the study showed that the experimental group and the control group differed significantly. Compared to children who did not receive treatment, children who were involved in puzzle-playing activities showed greater improvement in all fine motor indicators. The results show that puzzle games can be used effectively as a learning tool to help the fine motor development of early childhood develop well.

Dwi Hastuti

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

This paper explores the epistemological dimensions of the digital transformation occurring in traditional game development through the integration of machine learning systems. By examining how knowledge creation, validation, and application have evolved in this domain, we identify fundamental shifts in the epistemological frameworks governing game development practices. The research investigates how machine learning has redefined creative processes, technical implementation, and experiential design while challenging traditional notions of authorship, expertise, and knowledge transmission. Through analysis of industry case studies, technological capabilities, and theoretical frameworks, this paper contributes to understanding how machine learning systems are not merely tools but epistemological agents that fundamentally transform how knowledge is generated, validated, and utilized in game development ecosystems.

Selpi Selpi; Nunung Suryana Jamin; Sulastya Ningsih

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

The problem in this study is to determine what is the effect of the number tube game on the symbolic thinking ability of 4-5 year olds. The aim is to reveal whether there is a number tube game on the symbolic thinking ability of 4-5 year old children at Menara Laut State Kindergarten, Leato Utara Village, Dumbo Raya District, Gorontalo City. The type of research used is a quantitative experiment. The subject of this study is how to determine the effect of the number tube game. The method used in this study is the observation and documentation method. Based on the results of the observation, it was found that the symbolic thinking ability in recognizing numbers in children has not developed optimally. Although teachers have tried to introduce numbers, most children still have difficulty in naming, ordering, and writing numbers. Children also need teacher assistance to understand numbers 1-10 and distinguish between certain numbers such as 6 and 9. Therefore, a more effective and fun learning strategy is needed to help children understand the concept of numbers symbolically. In this case, it can be concluded that improvements through the application of the number tube game. This game was chosen because it is simple, easy to use, and in accordance with the characteristics of early childhood. Through a play-while-learning approach, children are expected to be able to recognize numbers more easily.

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.

Feri Irawan; Jupriani Jupriani

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Traditional games are an important part of cultural heritage rich in educational, social, and moral values. However, technological developments in the modern era have led children in Merangin Regency to abandon traditional games. They spend more time with gadgets, causing a decline in social interaction and awareness of local culture. Among various types of traditional games, congklak has become one of the least played. This situation encouraged designers to create an educational and engaging medium for children. As a solution, an Illustrated Book of the Traditional Game Congklak of Merangin Regency was designed as both a learning medium and an effort to preserve local culture. The illustrated book was chosen because it can convey messages visually and verbally in an appealing way, making it easier for readers to understand the story and the values contained within it. The design process used the 4D method (Define, Design, Develop, Disseminate) with 5W+1H analysis to meet design needs. In addition to the main book, supporting media such as posters, x-banners, t-shirts, tumblers, tote bags, bookmarks, and e-books were also developed. The design feasibility test obtained a score of 90%, categorized as very feasible, covering aspects of storyline, illustration, layout, and language. The content feasibility test achieved a score of 100%, also categorized as very feasible, including cultural, cognitive, social, and character education values. This book is declared highly feasible and effective as a learning medium as well as a means of preserving the local culture of Merangin Regency.

Simaremare, Yuni Melati Anestasya; Br Sitanggang, Elfretty; Onyx Nifty; Roihan Anwar; Tarigan, Jenda Rizkinta +3 more

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

In German language courses at universities, students must learn four skills: reading, writing, listening, and speaking. To master these four skills, students must have a good command of vocabulary, as this is the foundation needed to master the German language. This software does not require programming code, so users can easily add graphics and sounds to the game. Without vocabulary, skills such as reading, writing, speaking, and listening cannot be performed. This study aims to create a Construct 2 application that can be used by college students to increase their A1 level German vocabulary. The data for this study is A1 level German vocabulary with the theme “Guten Appetit,” and another source of data is the book “Netzwerk neu A1 Kursbuch” published by Ernst Klett Sprachen GmbH in 2019. This research will be conducted in the foreign language laboratory at UNIMED. The application will be tested by subject matter experts and learning media experts. This research will be published in a nationally indexed journal.

St. Adrianti

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This quasi-experimental study aims to find out if playing traditional games like asingasing and dende can help young children in group B at TK Kemala Bhayangkari 06 Tallo improve their gross motor skills. We are testing the traditional games to see if they make a difference, and the main thing being studied is how well the children develop their gross motor skills. The study included all the children in group B, which had a total of 38 students. The sample was divided into two groups: group B1, which played the dende game and had 20 children, and group B2, which played the asingasing game and had 18 children. The researchers collected data using a checklist to observe the children. They also analyzed the data using descriptive and inferential methods. Result showed that playing traditional games like asingasing and dende helped children's gross motor development. The assessment showed that children who played the traditional games had average scores in the developing category, which was expected, and children who played the dende game even reached the very well-developed category.

Maulina, Dina

JURNAL KEPERAWATAN SISTHANA 2025 SEKOLAH TINGGI ILMU KESEHATAN KESDAM IV DIPONEGORO

Penyakit Demam Berdarah Dengue (DBD) merupakan suatu penyakit yang disebabkan oleh gigitan nyamuk betina spesies aedes aegypti yang membawa virus dengue. Anak usia sekolah rentan terhadap penularan DBD sehingga sangat penting diberikan edukasi tentang penyakit ini. Metode edukasi yang tepat untuk anak usia sekolah salah satunya yaitu dengan permainan edukatif seperti permainan ular tangga. Metode permainan ini bisa memudahkan anak sekolah untuk menambahkan pengetahuan tentang penyakit DBD pada anak sekolah. Tujuan penelitian ini untuk mengetahui pengaruh edukasi permainan ular tangga tentang penyakit DBD terhadap tingkat pengetahuan pada anak sekolah. Jenis penelitian ini yaitu pre eksperimen dengan pendekatan one group pretest posttest design. Populasi adalah seluruh siswa-siswi sebanyak 193 orang. Teknik pengambilan sampel menggunakan proporsional random sampling yang ditetapkan berdasarkan rumus Slovin sehingga jumlah sampel sebanyak 66 orang. Instrumen pengumpulan data menggunakan lembar kuesioner. Analisis data menggunakan uji wilcoxon sampel t-test. Hasil penelitian pengaruh sebelum dan sesudah pemberian edukasi permainan ular tangga tentang penyakit DBD didapatkan p-value 0,000 (< 0.05). Kesimpulan penelitian ada pengaruh sebelum dan sesudah pemberian edukasi permainan ular tangga tentang penyakit DBD pada anak sekolah.

Juhariyah Juhariyah; Akhmad Akmal Khoiro; Naf’an Tarihoran

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

Traditional games are an important part of cultural heritage that carry educational values and can serve as an enjoyable and effective learning medium for children. Through the Community Service Program (KKN), university students organized traditional game competitions during the Independence Day celebration with village children. The activities aimed not only to provide entertainment but also to foster children’s learning motivation, enhance social interaction, and develop their personal character. This study employed observation, interviews, and documentation to collect accurate data. A total of 30 children were recorded as participants, although the actual number of participants in the competitions was higher. Ten children were purposively selected as interview respondents to gain deeper insights into their experiences. The results revealed that most children felt happy and enthusiastic while participating in the competitions. They also acquired important educational values such as teamwork, concentration, patience, perseverance, and enthusiasm for learning. Moreover, the majority of respondents stated that participating in the traditional games motivated them to be more engaged in school learning and encouraged them to study harder after the activities. Therefore, the revitalization of traditional games during the Independence Day celebration can serve as an effective alternative medium to enhance children’s learning motivation, strengthen social interaction, and preserve local cultural heritage. This study suggests that integrating cultural activities into educational practices can positively influence children’s attitudes toward learning while maintaining the community’s cultural identity.

Juhariyah Juhariyah; Akhmad Akmal Khoiro; Naf’an Tarihoran

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

Traditional games are an important part of cultural heritage that carry educational values and can serve as an enjoyable and effective learning medium for children. Through the Community Service Program (KKN), university students organized traditional game competitions during the Independence Day celebration with village children. The activities aimed not only to provide entertainment but also to foster children’s learning motivation, enhance social interaction, and develop their personal character. This study employed observation, interviews, and documentation to collect accurate data. A total of 30 children were recorded as participants, although the actual number of participants in the competitions was higher. Ten children were purposively selected as interview respondents to gain deeper insights into their experiences. The results revealed that most children felt happy and enthusiastic while participating in the competitions. They also acquired important educational values such as teamwork, concentration, patience, perseverance, and enthusiasm for learning. Moreover, the majority of respondents stated that participating in the traditional games motivated them to be more engaged in school learning and encouraged them to study harder after the activities. Therefore, the revitalization of traditional games during the Independence Day celebration can serve as an effective alternative medium to enhance children’s learning motivation, strengthen social interaction, and preserve local cultural heritage. This study suggests that integrating cultural activities into educational practices can positively influence children’s attitudes toward learning while maintaining the community’s cultural identity.

Jems Sopacua; Titin Kempa; Rufiati Simal; Cristianti C. Kilikily

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The low level of reading literacy in remote areas, such as the Muna Barat Daya Regency, poses a significant challenge in basic education. One innovation proposed to address this issue is the implementation of Scramble Fun Learning, an educational game-based approach designed to enhance reading literacy skills in students at SD Negeri 1Weet. This community service activity was carried out in two stages: a theoretical stage, which provided foundational understanding about the importance of literacy and gamification approaches, and a practical stage involving both teachers and fifth-grade students in word arrangement activities. Scramble Fun Learning combines game elements with a gamification approach by having students arrange words from random letters. The main objective is to train vocabulary recognition, strengthen reading comprehension, and increase student motivation to learn. In this activity, students are challenged to form words or sentences within a limited time, which not only stimulates their creativity but also makes the learning process more enjoyable and engaging. This method enables students to learn while playing, which is particularly effective in overcoming the boredom that often occurs in conventional learning. The results of this activity showed a significant improvement in student enthusiasm, active participation, and literacy skills. Many students who were previously disinterested in reading activities became more enthusiastic and motivated. Despite limitations in resources and time, the activity was still effectively implemented, thanks to creative adjustments made by the implementing team to ensure the material and activities were well received by both students and teachers. Overall, these findings indicate that Scramble Fun Learning is a highly potential and applicable approach to improving students' reading literacy, especially in areas with limited educational resources. This approach not only enhances literacy skills but also builds students' interest and motivation to continue learning.