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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.

Muhammad Alfadilal Rizky Rinda; Triana Harmini; Eko Prasetio Widhi

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Learning to read the Al-Qur'an at TPA Al-Amin Brahu Ponorogo still relies on conventional methods, which lead to low motivation and boredom among students. This study aims to design and develop interactive learning media based on Augmented Reality (AR) through the AR-Iqro' Jilid 5 application on the Android platform. The development method employed is the System Development Life Cycle (SDLC) using the Waterfall model, which encompasses the stages of planning, design, implementation, testing, and maintenance.The results of the study indicate that the application performs exceptionally well, with material validation reaching 96%, media design at 96%, and user testing at 97%. These findings prove that the AR-Iqro' Jilid 5 application is highly feasible for use due to its ease of navigation and intuitive visual interface. The implication of this research is the availability of an innovative alternative learning medium capable of increasing students' interest in learning the Al-Qur'an, with the potential for broader implementation in technology-based Islamic educational institutions.

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.  

Romdhani, Fiska Arinta; Afifah, Fitri Nur

Populer: Jurnal Penelitian Mahasiswa 2026 Universitas Maritim AMNI Semarang

This research aims to determine the extent to which interactive quizzes can help improve students' understanding of Economics lessons in the Merdeka Curriculum, which focuses on a Deep Learning approach implemented at SMA Negeri 4 Surakarta. The results show that quite a few students have difficulty grasping economic concepts. The lack of participation and learning motivation, combined with the dominance of the lecture method, makes the learning process tend to be one-way. Conversely, the application of digital technology by educators is still very limited. This research uses a descriptive qualitative approach, collecting data thru observation, interviews, and documentation. A total of five students from the eleventh grade were selected based on purposive sampling techniques who had already taken economics lessons. The results show that the quiz format contributes to increasing students' interest, attention, and participation due to the presence of visual elements, screen animation, and a game-like atmosphere. However, obstacles such as slow internet connectivity or a slightly longer completion time than estimated did arise, although they did not hinder overall learning activities. Essentially, implementing this type of quiz aligns with the direction of the Merdeka Curriculum, which emphasizes in-depth conceptual understanding while also encouraging self-study habits, training the ability to reflect on the material, and creating a classroom atmosphere that tends to be more dynamic.

Agnia Fitri

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2025 Pusat Riset dan Inovasi Nasional

This study aims to explain the level of student interest and various aspects that influence their interest in reading poetry among students of the Department of Indonesian Language and Literature Education, Lambung Mangkurat University (ULM) class of 2024. The research focuses on how students interpret poetry, factors that encourage and inhibit reading interest, and the role of the academic environment in shaping literary appreciation, especially poetry. This study uses a descriptive qualitative approach through interviews and documentation to gain an in-depth understanding of students' experiences, views, and habits in reading poetry. The results show that students' interest in poetry is in the moderate category. Some students consider poetry to be beautiful and meaningful works, thus helping them to reflect on themselves and increase their interest in reading. However, others find it difficult to understand the implied meaning in poetry and consider poetry a complicated and less interesting genre. Factors that encourage interest in reading poetry include the active role of lecturers in presenting interesting poetry material, campus literary activities such as poetry readings and competitions, and the existence of student communities that focus on writing and literary appreciation. Meanwhile, obstacles found include limited literacy facilities such as reading rooms and poetry book collections, low student personal motivation, and the dominance of digital media which is more practical and entertaining than printed literary works. This research emphasizes the importance of creative learning strategies and support for campus activities to revitalize the culture of reading poetry so that literary appreciation can develop more optimally.

Tetty Siska; Hasnah Faizah

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

The Merdeka Curriculum policy, initiated by the Ministry of Education, Culture, Research, and Technology (Kemendikbudristek), marks a significant paradigm shift in the Indonesian educational landscape. This curriculum emphasizes student-centered learning, flexibility, and the development of competencies according to students' interests and talents. This study aims to critically analyze the relevance of the philosophy of progressivism, pioneered by John Dewey, as a conceptual foundation for the implementation of the Merdeka Curriculum. Using a systematic literature review method on 15 Sinta indexed scientific journals (minimum Sinta 4) published between 2018-2024, this study examines the alignment between the core principles of progressivism such as experience as the basis of learning (learning by doing), the teacher's role as a facilitator, problem-solving, and democratic education and the essence of the Merdeka Curriculum policy. The analysis reveals a strong alignment between the two concepts. Project-based learning, content differentiation, and formative assessment within the Merdeka Curriculum are concrete manifestations of progressive ideas. However, this study also identifies implementation challenges, such as teacher readiness, school culture transformation, and resource availability, which can hinder the internalization of this philosophy at the practical level. It is concluded that a deep understanding of the philosophy of progressivism by stakeholders, especially educational managers and teachers, is crucial to ensure that the Merdeka Curriculum becomes not just an administrative change, but also a substantive and sustainable pedagogical transformation.

Herlambang, Susatyo; Subiyantoro, Ary

Jurnal Manajemen Bisnis Digital Terkini 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The purpose of this study is to research how students' interest in learning about the digital age is influenced by digital media based on artificial intelligence (AI) at the Yogyakarta Administrative Management Academy (AMAYO) in Yogyakarta. Quantitative approaches are used in this research methodology. Purposive sampling strategies were utilized to get data from 75 pupils. The study tool was a questionnaire, and the data was evaluated using the validity test, reliability test, linear regression, T-test, F-test, and coefficient of determination (R²) in SPSS 26. This study suggests that digital media based on artificial intelligence (AI) has a favorable effect on students' interest in learning, with a regression coefficient of 0.920. Because the t-test yields a calculated t value of 57.031, which is greater than the t-table value of 1.666, H₀ is rejected and Ha is accepted. This suggests that students' interest in studying in the digital age at AMAYO Yogyakarta is significantly impacted by the use of digital media based on artificial intelligence (AI). The computed F value of 3252.522, which is higher than the F table of 3.97, indicates that the F-test also reveals results that need serious consideration. Additionally, the 97.8% coefficient of determination (R2) suggests that digital media based on artificial intelligence (AI) can affect students' motivation in learning, whereas 2.2% is influenced by other elements that are not within the purview of this study. According to the study's findings, AMAYO Yogyakarta students can boost their interest in learning in the digital age by utilizing digital media powered by artificial intelligence (AI).

Cindi Amalia Hapsari; Mohammad Djamil M Nur; Arda Arda

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

This study aims to analyze the influence of the use of gadgets on the reading interest of students at SMAN 1 Tolitoli. The background of this research departs from the phenomenon of declining students' interest in reading in the digital era, where students spend more time using gadgets for entertainment such as social media, online games, and watching videos than reading books or lesson literature. The low number of visits to school libraries, which only increased before the exam, is a major indicator of the weakening of the literacy culture among students. This study uses a quantitative approach with data collection techniques through observation, questionnaires, and documentation. Data analysis was carried out by normality test, t-test, and determination coefficient (R²) to determine the magnitude of the influence of gadgets on reading interest. The results of the study show that there is a significant influence between the use of gadgets on students' reading interest. The tcalculated value of 4,028 > ttable 1,655 indicates that H₀ is rejected and Hₐ is accepted. The use of gadgets contributed 9.8% to the reading interest of students at SMAN 1 Tolitoli, while the rest was influenced by other factors such as family environment, learning motivation, and support for literacy facilities at school.

Rahmah Tika Syurya; Hadi Purwanto; Defrizal Hamka; Widodo Widodo

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The effect of the integrated interactive Education for Sustainable Development (ESD) module on learning interest and creative thinking skills of class VII students at SMPN 23 Pekanbaru was the focus of this study. One of the learning resources that is particularly suitable for the 21st century is interactive modules. These modules serve as detailed learning packages designed to help students achieve their learning objectives. The Education for Sustainable Development (ESD) approach used in this study aims to not only increase students' interest and readiness to learn but also enhance their creative thinking skills. The purpose of this research was to examine and analyze the effect of the integrated interactive ESD module on learning interest and creative thinking skills, and to describe the correlation between learning interest and creative thinking skills in students. The study employed a quasi-experimental design combined with correlation analysis, using instruments such as a learning interest questionnaire and a creative thinking skills test. The findings of the study indicated that the integrated interactive ESD module had a significant effect on both the learning interest and the creative thinking skills of students. Furthermore, there was a positive correlation between learning interest and creative thinking skills, suggesting that enhancing students' engagement in the learning process through interactive modules can foster the development of their creative thinking abilities. These results highlight the importance of interactive learning resources in supporting student achievement in the 21st century

Ummy Kalsum; Meilinda Meilinda; Mega Wahyuni; Alfino Fathin Z

Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

The use of technology in early childhood and elementary education is becoming increasingly important in the digital era. This study aims to evaluate the effectiveness of educational games as an interactive learning medium to increase the interest and motivation of elementary school students. This activity was carried out by the KKM group 95 team from Bina Bangsa University on 43 fourth-grade students at Bayak Public Elementary School. The research method used a descriptive quantitative approach through a pre-test and post-test using a Google Form questionnaire. The educational games were developed through the Educaplay platform, which provides various features such as interactive quizzes, crosswords, and picture-matching games. Prior to the intervention, observations were conducted on student learning behavior in the classroom. The results of the initial observations indicated that most students showed little interest in conventional, monotonous learning methods. Therefore, a more engaging approach involving active student participation was needed to rekindle their enthusiasm for learning. During the activity, students were very enthusiastic in participating in the educational games presented. The classroom atmosphere became more lively, and students were seen working together and showing a high curiosity about the material presented through the games. After using the educational games for several sessions, a post-test was conducted to measure changes in students' interest and motivation to learn. Preliminary data analysis results indicate an increase in student interest and motivation scores after participating in educational game-based learning. This indicates that interactive, technology-based approaches have strong potential to improve learning effectiveness at the elementary school level. This study recommends that teachers actively integrate interactive technology into the teaching and learning process. In addition to increasing student engagement, the use of media such as Educaplay can also adapt learning to the digital-native characteristics of today's generation of students.

Dyahsih Alin Sholihah; Ahmad Anis Abdulla; Muhammad Najib Mubarok; Rino Richardo; Esti Nawangsasi

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Indonesia is a country rich in culture, one of which is batik, recognized by UNESCO as an intangible cultural heritage of Indonesia. Batik is not only a visual art form but also holds significant potential as a context for teaching mathematics. Unfortunately, the integration of local culture into mathematics education has not been widely implemented. Therefore, this community service activity aims to train teachers and assist students in applying Realistic Mathematics Education (RME) based on batik culture at MTs Nurul Ummah Kotagede, Yogyakarta. The activity was carried out in three stages: preparation, implementation, and evaluation. In the preparation stage, teachers were provided with training on the theory and practice of RME, which was then applied in the classroom. The lesson focused on geometric transformations, using batik patterns as a real-world context. By linking mathematical concepts to the familiar cultural context of batik, it was hoped that students would more easily understand abstract mathematical ideas and find them more meaningful. The results of the activity showed high enthusiasm from the students and positive appreciation from the teachers toward the RME model based on culture. Students demonstrated a better understanding of mathematical concepts, as the learning process connected theoretical knowledge to real-world contexts they recognized. Additionally, teachers acknowledged that using batik culture in mathematics education made the learning experience more enjoyable and meaningful. This activity proves that integrating local culture, such as batik, into RME can increase students' interest in mathematics and help them understand abstract concepts by relating them to real-life experiences.

Bayu Pangestu; Iif Firmana

Mutiara Pendidikan dan Olahraga 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve the learning outcomes of underhand passing skills through the application of play-based methods to fifth and sixth grade students at SDN 1 Bumijawa. This study used a quantitative approach with a One Group Pretest and Posttest experimental design. The sample in this study was 15 students. Data were collected through underhand passing skills tests conducted before and after treatment. The results showed a significant increase in underhand passing skills after students participated in learning using the play-based method. This method has been proven to be able to increase students' interest, active participation, and understanding of basic volleyball techniques. In addition, the application of the play-based method also creates a more enjoyable learning atmosphere and reduces student boredom. This method directly involves students in practical activities, so that students not only understand the theory but also can apply it in real games. Play activities carried out in small groups allow students to learn from each other and increase self-confidence. Improvement in underhand passing skills also shows that the play-based method is effective in developing fine motor skills needed in volleyball. Therefore, the play-based method can be used as an alternative strategy in learning Physical Education, especially volleyball material in elementary schools. This study suggests that Physical Education teachers implement play-based methods more widely to maximize student learning and learning outcomes, as well as increase their motivation and enthusiasm for sports. Furthermore, implementing play-based methods can also improve teamwork among students, a crucial aspect of volleyball. With a more fun and interactive approach, students are more motivated to practice and master the skills taught.

Muhamad Saifudin; Zhaima Saputri; Sharla Martiza; Ayu Novirianti; Ika Putra Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to understand how learning about rainbows can improve elementary school students' understanding of basic science concepts, particularly regarding the refraction of light and the color spectrum. The concept of rainbows is an important part of Natural Science (IPA) lessons because it involves optical phenomena that can be directly observed and related to students' daily experiences. In this study, the method used is a literature study, namely by collecting, reviewing, and analyzing various relevant library sources, such as scientific articles, textbooks, and educational journals that discuss the topic of science learning and the rainbow phenomenon. The results of this study indicate that learning about rainbows can be done through various interactive and fun approaches, such as through practical experiments using prisms, water droplets, or other simple media that can demonstrate the process of refraction of white light into a color spectrum. In addition, the use of visual media such as images, animated videos, and digital simulations has also proven effective in helping students understand the process of rainbow formation more concretely. Creative activities such as drawing rainbows, making color models, or role-playing as light and water droplets can also increase active student participation and make learning more enjoyable. This study also emphasizes the importance of integrating rainbow learning into the elementary school science curriculum systematically and contextually. Rainbow materials not only introduce scientific concepts in a fun way, but also develop critical thinking, observation, and experimental skills in children. With the right approach, this learning can foster students' interest in science from an early age. Therefore, the results of this study are expected to contribute positively to the development of more effective, creative, and developmentally appropriate science learning methods for elementary school students.

Julistin Prilianis Dakhi; Adelia Febrianti; Risking Waruwu

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

In today's digital era, technology plays a crucial role in supporting innovative, interactive, and engaging learning processes. Education is no longer limited to the use of conventional textbooks and whiteboards, but has been transformed through the integration of various digital media. In this context, digital literacy has become a key competency that students must possess. Digital literacy encompasses not only the ability to access and understand information from various digital sources but also involves critical thinking and collaborative skills, as well as the wise, ethical, and responsible use of technology. Studies show that the appropriate and targeted use of digital media can increase students' interest in reading materials and other learning activities. Interactive and visually appealing digital media can stimulate students' curiosity, enrich the learning experience, and increase their motivation. Furthermore, the use of digital technology also provides opportunities to develop creativity, communication skills, and problem-solving skills. Technology-based learning enables more effective learning differentiation, allowing students to learn at their own pace and learning style. This is highly relevant in the context of 21st-century education, which demands information literacy, technology literacy, and media literacy. As learning facilitators, teachers are required not only to be proficient in using technology but also to design learning that integrates curriculum content with available digital potential. Therefore, optimal use of digital technology can be a strategic solution in creating a generation that is digitally literate, creative, innovative, and able to adapt to increasingly dynamic and complex developments. To achieve this goal, collaboration between schools, the government, and parents is essential in providing adequate access to and training in sustainable educational technology.

Tasya’ah Tasya’ah; Lailatul Azizah; Syailin Nichla Choirin Attalina

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve the understanding of macapat songs by applying the Jigsaw cooperative learning approach. Although macapat songs have high moral and intellectual values, students often dislike them because they are considered complex and irrelevant. This study used the McTaggart model consisting of two cycles, combined with the Classroom Action Research (CAR) method. Data were collected through various techniques, including observation, tests, interviews, and note-taking, and then analyzed qualitatively and quantitatively. The results showed that students' understanding of the meaning of macapat songs increased significantly when the Jigsaw model was applied. The learning completion rate increased from 56% to 100%, while the average student score also increased from 72.33 in the pre-cycle to 86.6 in the first cycle. These findings demonstrate the effectiveness of the Jigsaw approach in improving student understanding. In addition, this method also succeeded in encouraging active student participation, increasing their confidence in class discussions, and fostering respect for the rich local culture. Thus, teaching local Javanese language through the Jigsaw cooperative learning paradigm can be considered an interesting and effective alternative approach. This approach not only helps students understand the material better but also strengthens their social and cultural skills. This research provides an important contribution to the development of more innovative and relevant teaching methods in the context of regional language learning, and encourages teachers to implement strategies that can increase students' interest and understanding of the valuable and diverse local culture. Through the application of this method, it is hoped that students will gain a greater appreciation for their cultural heritage.

Rizaldi Khairun Nuzul; Anita Khumairoh; Faridah Hamidah Iswahyudi; Diva Putri Vania; Tri Fajar Yuliarti +1 more

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

Mathematics is often perceived as a subject that is difficult for students to master, a notion that has been confirmed by numerous previous studies. One of the contributing factors is the limited variety of instructional media used in classrooms, which affects students' interest and comprehension. Many teachers still lack appropriate learning media to support blended learning approaches. This study aims to develop and implement multimedia-based Educational Instructional Media (EIM) that are valid, practical, and effective. The project utilizes video-based learning to deliver algebra concepts material for Grade VII students at SMPN 252 Jakarta and SMPIT Al-Qudwah. The development process follows the ADDIE model, which includes five stages: analysis, design, development, implementation, and evaluation. During the analysis phase, both learning needs and content requirements were mapped according to SAP (System Analysis and Product). The material was then divided into seven core sections. In the design stage, the curriculum structure, system flow, and user interface were developed. The development stage involved creating instructional content based on the analysis results. The content was then uploaded to the Moodle platform and presented using the Project-Based Learning (PjBL) model.

Agus Susanti

Jurnal Pengembangan IPTeks Seni Kuliner, Tata Rias, dan Desain Mode 2025 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

This study aims to determine the effect of creativity, innovation, and income expectations on the entrepreneurial interest of students at the Ibu Kartini Social Welfare Academy (AKS). The approach used is quantitative, with data collection techniques through questionnaires distributed to all students in semesters IV, VI, and VIII who have taken entrepreneurship courses, with a total number of respondents of 94 people (using census techniques). The data were analyzed using multiple linear regression analysis with the help of SPSS version 20. The results showed that the three independent variables (creativity, innovation, and income expectations) simultaneously had a significant effect on students' interest in entrepreneurship. However, partially, the income expectation variable had the most dominant effect on interest in entrepreneurship. The conclusion of this study shows that the expectation of higher income is the main motivation for students to enter the world of entrepreneurship. Therefore, strategies to increase entrepreneurial interest need to be focused on increasing students' understanding of the potential income in entrepreneurial activities as well as providing real facilities and support from the campus and external parties.

Martha Mardiana Olo; Marsela Luruk Bere; Damian Puling; Yohana Febriana Tabun

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Analysis of the Role of Teachers in Increasing the Learning Interest of Class IV Students of SDI Betun Kota. Guided by Marsela Luruk Bere and Damian Puling, the formulation of the problem in this study is the Analysis of the Role of Teachers in Increasing the Learning Interest of Class IV Students. Teachers have an important role in conveying knowledge to existing students. Not only playing a role in teaching knowledge, there are many roles of teachers in the learning process. The role of teachers in the learning process is: teachers as educators, teachers as instructors, teachers as guides, teachers as influences, teachers as trainers, teachers as assessors. The purpose of this study is to determine the role of teachers in increasing the learning interest of students at SDI Betun Kota. This research was conducted using qualitative methods. The subjects of this study were the Principal, homeroom teacher IV and Class IV Students of SDI Betun Kota. A person's interest is developed to achieve educational goals, this is because interest is a potential that still requires serious and systematic development and training in order to be realized. However, in reality, many students are less interested in a particular subject because of the minimal role of teachers in developing students' talents and interests. How great is the service of a teacher in developing students' talents and interests, the results of this study show that teachers who are effective in increasing students' interest in learning use innovative learning methods, provide motivation, create a conducive learning environment, and have good relationships with students. This study also found that the use of technology in learning can increase students' interest in learning, thus this study contributes to the understanding of the role of teachers in increasing students' interest in learning and can be a reference for teachers and schools in improving the quality of learning.

Showatul Dini; Irvan Iswandi; Dewi Utami

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The use of various instructional media plays a significant role in the teaching process, as it can stimulate students' interest and encourage active participation in learning activities. By utilizing a variety of educational tools, children can enhance the efficiency of their learning in relation to the material delivered by the teacher. Teachers are expected to select the most effective teaching models, instructional media, and strategies to improve students' understanding. The use of instructional aids such as fraction clocks can serve as an innovative resource for teachers in presenting learning materials. Through the implementation of such media, teachers can expand the scope of media utilization in the educational process. The use of fraction clocks aims to inspire and improve students’ learning outcomes in the field of mathematics. The study employs a quantitative approach. This quasi-experimental study applies a Pretest-Posttest Control Group design. 50 students participated in the study. The collected data are analyzed using descriptive statistical techniques to describe the students’ pretest and posttest results. Furthermore, inferential statistics, including normality tests and hypothesis testing, are used to support further interpretation. The findings revealed that for the pretest, students had an average score of 51.92, indicating a moderate level of achievement, with a percentage of 62%. And the students’ postest scores increased to 66.92, indicating a higher level of achievement, with a percentage of 69% based on a sample of 26 students. The Paired Sample T-test showed a Sig. (2-tailed) value of 0.000, which is lower than the predetermined significance level of 5% or 0.05. This indicates the rejection of null hypothesis and acceptance of alternative hypothesis. It can be concluded that the use of fraction clock as an instructional medium has positive effect on students’ learning outcomes and enhances their understanding of fraction concepts.

Simson Mambraku; Muhammad Ali Kasri; Saharudin Saharudin

Router : Jurnal Teknik Informatika dan Terapan 2025 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

This research aims to analyze the problem or impact of using gadgets on the achievement of student X at YPK Imanuel Vocational School, Sorong City. The research method uses a qualitative approach using case studies. Data was collected by observation, interviews and documentation. The sample was determined using the "Purposive Sampling" technique. The subjects of this research were 11 students of class X multimedia 1 and 10 multimedia students. The results of this research show that the use of gadgets does not have a completely negative impact on student achievement, but rather provides positive things that students can do, such as making it easier for students to do assignments, being interactive and making it easier for students to find information. This can be seen from the results of research conducted by researchers on class , images and animations that can increase students' interest and understanding of the subject.