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Menampilkan 1–4 dari 4 artikel
The Effect of Gamification on Learning Motivation and Positive Perceptions of Economics in the Tenth Grade of High School
Mustaman Mustaman
; Elpisah Elpisah
; Saripuddin Saripuddin
; Suarlin Suarlin
International Journal of Islamic and Economic Education
Vol 3
, No 1
(2026)
This study aims to (1) analyze the effect of gamification on students’ learning motivation and (2) analyze the effect of gamification on students’ positive perceptions in economics learning among Grade X students at SMAN 1 Pangkep. This research employed a quantitative approach with an ex post facto design and involved 198 students selected through proportional random sampling. A Likert-scale questionnaire was used as the main research instrument to measure the variables of gamification, learnin...
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The Influence of Teacher Guidance, Creativity, and Innovation on Students’ Social Studies Project Performance
Supardi Hamid
; Elpisah Elpisah
; Muhammad Fahreza W
; Suarlin Suarlin
International Journal of Education and Social Sciences
Vol 2
, No 2
(2025)
This study aims to analyze the effect of teacher guidance, teacher creativity, and teacher innovation on students' ability to work on projects (Project Based Learning) in social studies subjects in class VII SMP Negeri 6 Bulukumba. This study used a quantitative approach with total sampling technique, involving 49 students from two classes. Data were collected through questionnaires and analyzed using multiple regression, t-test, and F-test through SPSS 26. The results showed that teacher guidan...
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Influence of Learning Attitudes, Ethics, and Peer Interaction on Students’ Entrepreneurial Behavior
Ayu Trisnawati
; Elpisah Elpisah
; Saripuddin Saripuddin
; Erni Rismawanti
; Suarlin Suarlin
International Journal of Education and Social Sciences
Vol 2
, No 2
(2025)
This study aims to examine the influence of learning attitudes, student ethics, and peer interaction on entrepreneurial attitudes among Grade VII students at SMP Negeri 6 Bulukumba. A quantitative research method was applied with a saturated sampling technique involving 49 students. Data were collected through questionnaires and analyzed using multiple regression, t-test, and F-test in SPSS 26. The results show that each independent variable—learning attitude, ethics, and peer interaction—has a...
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Investigating the Impact of Gamified Learning Platforms on Critical Thinking and Problem-Solving Skills in Middle School Students
Nurfadila MY
; Suarlin Suarlin
; Ali Refaat Ahmed Elsayed
International Journal of Education and Social Sciences
Vol 1
, No 2
(2024)
This study investigates the impact of gamified learning platforms on the development of critical thinking and problem-solving skills among middle school students. With the increasing reliance on digital tools, fostering these essential skills has become a critical educational goal. Traditional teaching methods often fail to engage students effectively, which has led educators to explore innovative approaches such as gamified learning. The experimental design of this study involved two groups: an...
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