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    481 research outputs found

    Development and Feasibility of an Android-Based Interactive Media for Learning Tahsin and Tajwid

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    The integration of digital media into the learning process has become an important alternative for improving teaching quality and student engagement, especially when traditional methods face limitations in time and interactivity. This study aims to develop an Android-based interactive learning medium for Tahsin and Tajwid using the Research and Development (R&D) method through the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The developed product was tested on tenth-grade students at SMK Muhammadiyah 1 Sukabumi and validated by experts in media, content, and language to ensure its quality and functionality. The results showed that the learning media achieved a feasibility score above 85%, placing it in the “highly feasible” category. The “Ngetahsin” application proved effective in improving students’ understanding, motivation, and engagement in learning Tahsin and Tajwid. Theoretically, this study contributes to the development of Islamic educational technology through multimedia-based mobile learning. Practically, it offers a relevant digital solution to strengthen Quranic literacy and support more effective, engaging religious education for students

    Enhancing Network Security Skills using a Problem-Based Learning Approach in Cisco Packet Tracer Simulation Practices

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    The lack of understanding among students with kinesthetic learning styles regarding computer network concepts, particularly in digital security skills, requires a more practical and contextual learning approach. This study evaluates the efficacy of the Problem-Based Learning (PBL) approach, supported by Cisco Packet Tracer simulation, in enhancing student competencies in informatics subjects. This study used a pre-experimental design with a one-group pretest-posttest design approach. One experimental class was given learning using simulation-based PBL, and measurements were taken before and after treatment. The findings indicated that the implementation of PBL via Cisco Packet Tracer simulation markedly enhanced students\u27 network security competencies and fostered critical thinking and problem-solving abilities. This study demonstrates that integrating PBL and digital simulation can be an effective strategy in informatics education. Recommendations for future research include the use of more robust experimental designs with comparison groups, as well as the exploration of immersive learning technologies such as augmented reality (AR) to create more interactive and industry-relevant learning experiences

    Development of Problem-Based E-Worksheet to Train Problem-Solving Skills in Reaction Rate Material

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    This research aims to develop a PBL-based E-Worksheet to train problem-solving skills in reaction rate materials. The research method employed is the ADDIE model R&D, excluding the implementation stage. Data were obtained from study sheets, validation, activity observations, response questionnaires, as well as pretest and post-test skills. Validity analysis uses a median based on the Likert Scale. The practicality analysis utilizes percentages based on the Guttman Scale, whereas activity observation employs percentages at each meeting. Effectiveness analysis used the interpretation criteria of skill completeness and the N-Gain test. The results of the study showed that the E-Worksheet met the valid criteria, with a median score of 4 in content and construct validation across four categories, practicality as indicated by questionnaire results and activity observation at 95.56%, and effectiveness in practicing problem-solving skills, with an average N-Gain value of 0.87 in the high category. The implications of this study suggest that PBL-based E-Worksheets can serve as an alternative teaching material that supports the development of 21st-century skills, particularly in problem-solving related to reaction rate materials

    The Power of Play! A Review of Gamification Design Trends and Their Impact on Learning Outcomes

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    Digital transformation in education has accelerated the integration of gamification as an interactive and motivational learning strategy. This study presents a systematic literature review following the SPAR 4 SLR protocol, based on the analysis of 25 empirical research articles published between 2020 and 2025. The objective is to explore the distribution and impact of various gamification elements on cognitive, affective, and psychomotor learning domains. Elements that provide rewards, such as points (88%), badges (80%), and leaderboards (72%), were the most commonly applied in learning environments. In contrast, reflective features such as storytelling (20%), learner autonomy (24%), and role-playing activities (16%) were especially effective in increasing emotional involvement, self-directed learning, and practical abilities. Through thematic analysis using NVivo 12, the study found that external rewards often encourage only temporary motivation, whereas reflective components support more lasting and meaningful learning processes. The study concludes by recommending a balanced and goal-oriented approach to gamification design, which can strengthen its role as a transformative educational strategy in the digital learning era

    Development of Javanese Dialogue Text Learning Media with Web s.id in Junior High School

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    Grade VII MTs N 2 Sragen students have difficulty learning Javanese dialogue texts, so they need s.id web-based learning media that can be used so that students can listen, read, write, and speak Javanese dialogue text material. This research aims to develop a learning medium for Javanese dialogue texts with the s.id web. This research and development is carried out in six stages: analyzing potential problems, collecting information, designing products, validating designs, improving products, and limiting trials. The data obtained in this study were through observation, interviews, questionnaires, and tests. The data analysis technique uses qualitative descriptive analysis techniques. The study results show that students and teachers need media to support learning Javanese dialogue text material. The media content needed includes materials, examples, exercises, evaluations, and online dictionaries. The results of the material validation test averaged 88%, while the media validation test averaged 73%, and both showed valid results. The results of the limited trial also received an average of 94.8 or an N-Gain Score of 0.83 ≥ 0.3 with compelling evidence. Therefore, web-based learning media s.id be able to be used and developed into a supporting medium for dialogue text material for class VII MTs N 2 Sragen

    Development of Natural Sciences Learning Media Based on Science Literacy on the Topic of Solar System in Elementary School

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    The lack of learning media that enables students to learn makes it challenging to understand the learning material. This research aims to describe the design process of solar system multimedia products and determine the validation results of solar system multimedia products according to the results of expert reviews and individual trials. This development research uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) method. Data collection uses a questionnaire method. The research results show that the learning media developed has a very feasible category, with the results of student responses being very feasible with an overall average percentage of 95% and the results of teacher responses getting a percentage of 89.3% with a very feasible category. This demonstrates how well-suited the learning resources created for the solar system are for use as classroom instruction. According to the research, learning materials could be a solution for creating science learning materials that improve and ease students\u27 comprehension, particularly regarding solar system content

    Kahoot Game-Based Learning Design in Teaching English for Vocational School Using Genre-Based Approach Model

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    Vocational high schools aim to prepare students with the skills necessary to enter the world of work directly, including mastery of the English language. However, challenges remain, such as teachers\u27 limited understanding of innovative teaching methods and a lack of interactive and contextual learning resources tailored to students\u27 professional needs. This Research is a collaborative research type of Research and Development (R&D) that aims to design English teaching modules using Kahoot game-based learning for vocational schools, utilizing ESP (English for Specific Purposes) and the Genre-based Approach model. This research procedure is the ADDIE model. The module design follows the GBA stages: Building Knowledge of the Field (BKOF), Modeling of the Text (MOT), Joint Construction of Text (JCOT), and Independent Construction of Text (ICOT), with Kahoot integrated to foster student involvement and participation. Expert validation resulted in high scores for media (98.33%) and material (93.84%), which shows the feasibility of the module. Application to 33 hospitality students at SMKN 4 Mataram showed increased enthusiasm and active learning. Student responses rated this module as very effective (89.32%). These findings highlight Kahoot\u27s potential to improve learning outcomes and engagement in English vocational education to meet specific industry needs

    Development of Islamic Religious Education Based on Independent Curriculum in Madrasah Aliyah

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    This study analyzes the implementation of the independent curriculum in Islamic religious education and the challenges in its implementation. This study was conducted at Madrasah Aliyah Walisongo 2 Banyuanyar Probolinggo; the researcher chose this research location because it has relevance to the research topic, supports the availability of the data needed, and provides easy access and support from related parties. The approach used in this study is qualitative. The data collection technique used is interviews with one of the sources, namely the Islamic religious education teacher and the deputy head of the curriculum, using the data analysis method (descriptive), then presenting the data and drawing conclusions. The results of the study indicate that the implementation of the independent curriculum has several strategies for implementing Islamic religious education at Madrasah Aliyah Walisongo 2 Banyuanyar, including student evaluation, teacher training such as seminars, technical guidance, workshops, and MGMP activities (subject teacher deliberations), Implementing an Inclusive Learning Approach, Increasing Parental Involvement. Then, the strategic steps to solve the challenges of modern education while maintaining religious values in students\u27 lives; the implications of this study are changes to the curriculum for Islamic religious education so that it becomes a foundation in the learning process to use contemporary methods

    Development of Islamic Cultural History Learning Media Based on Google Sites for Junior High School Students

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    This study aims to develop and present Islamic Cultural History learning media based on Google Sites that can be used in class VII of Madrasah Tsanawiyah Negeri 2 Deli Serdang. This study uses a Research and Development (R&D) approach with the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model developed by Dick and Carey. This study involves several stages of needs: needs analysis, media design, product development, media implementation, and evaluation of results. The data collection instruments include media expert validation sheet questionnaires, Islamic Cultural History teacher response questionnaires, and student response questionnaires. The validation results show that the developed media obtained a score of 95,38% from the media expert validator (very feasible category) and 100,00% from the material expert validator (very feasible category). The teacher\u27s response to the media obtained a score of 88,00% (very feasible category), while the student\u27s response obtained a score of 93,79% (very feasible category). Based on the evaluation results, it can be concluded that the Islamic Cultural History learning media based on Google Sites that has been developed meets the eligibility criteria and is ready to be used in the learning process in class VII of State Islamic Junior High School 2 Deli Serdang

    Innovation in Islamic Education Curriculum Development - An Interdisciplinary Approach

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    The need for an educational curriculum that is adaptive to the development of the times is increasingly urgent. Responding to the ever-changing demands of modernization while still upholding strong and relevant Islamic ideals is difficult for Islamic education. An interdisciplinary approach in curriculum development is one of the tactical improvements that can be used; He balances the integration of general science and religious science. This method seeks to harmonize the two to give students a thorough understanding. In addition, this method is expected to produce up-to-date and flexible education to the times and prepare students to face various global problems. Using a literature review, this study investigates how interdisciplinary ideas such as curricular integration, the creation of creative teaching strategies, and the use of technology in the classroom are applied in Islamic education. The study\u27s findings show that an interdisciplinary approach can improve the application of Islamic education by equipping students to become competitive, critical, and creative human beings in the global era. In addition, this research significantly advances the creation of an inclusive and progressive Islamic education curriculum and can serve as a valuable resource for education officials

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