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All Journal Jurnal Penelitian dan Pengembangan Pendidikan Journal of Education and Learning (EduLearn) Erudio: Journal of Educational Innovation JPsd ( Jurnal Pendidikan Sekolah Dasar ) Jurnal Pendidikan Usia Dini Journal of Research and Advances in Mathematics Education MODELING: Jurnal Program Studi PGMI Jurnal Administrasi Pendidikan Indonesia ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Pendas : Jurnah Ilmiah Pendidikan Dasar Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Cetta: Jurnal Ilmu Pendidikan Perspektif Ilmu Pendidikan Jurnal Basicedu Jurnal EDUTECH Undiksha BIA': Jurnal Teologi dan Pendidikan Kristen Kontekstual JTP - Jurnal Teknologi Pendidikan JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Jurnal Pengabdian kepada Masyarakat Nusantara ABSYARA: Jurnal Pengabdian Pada Masyarakat Cokroaminoto Journal of Primary Education Jurnal Impresi Indonesia Journal of General Education and Humanities Journal of Educational Sciences Jurnal Basicedu Jurnal Pendidikan Dasar Educational Technology Journal JURNAL MUARA PENDIDIKAN INCOME: Indonesian Journal of Community Service and Engagement Jurnal Pendidikan Indonesia (Japendi) JRAMathEdu (Journal of Research and Advances in Mathematics Education) Jurnal Papeda: Jurnal Publikasi Pendidikan Dasar JURNAL PENDIDIKAN DAN KEBUDAYAAN MISSIO Prosiding Seminar Nasional Keguruan dan Pendidikan (SNKP) Indonesian Journal of Community Service in Education
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Journal : Journal of Education and Learning (EduLearn)

Mobile games and learning interest: for fifth graders in mathematics Sarifah, Iva; Muhajir, Ahmad; Marini, Arita; Yarmi, Gusti; Safitri, Desy; Dewiyani, Leola
Journal of Education and Learning (EduLearn) Vol 19, No 1: February 2025
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v19i1.21118

Abstract

This study aims to develop a mobile game using the QuizWhizzer application to improve fifth graders’ learning interest in mathematics at Kalibata 04 Elementary School, South Jakarta, Indonesia. The contribution of this study is to enhance the interest in mathematics learning for students in all elementary schools in South Jakarta, Indonesia. This research used the analysis, design, development, implementation, and evaluation (ADDIE) model to develop the product as a systematic approach to instructional development. The experimental design, which helps collect data needed for better decision-making, was utilized for the effectiveness test for fifth graders at Kalibata 04 Elementary School, Jakarta, Indonesia. The results showed that sig (2-tailed) reached 0.000, less than 0.05, meaning there was a significant difference between schooling results in the pretest and posttest data. The N-Gain score obtained in this study was 0.49, so the media developed in this research is compelling enough to increase learning interest in mathematics for fifth-grade elementary school students.
Managing students’ learning interest in civics learning through a genially-based interactive multimedia Arum, Wahyu Sri Ambar; Khalilah, Hana Naurah; Marini, Arita; Yarmi, Gusti; Safitri, Desy; Dewiyani, Leola
Journal of Education and Learning (EduLearn) Vol 19, No 2: May 2025
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v19i2.21264

Abstract

This study aims to create a Genially based interactive multimedia product to increase interest in learning civics among fifth-grade students. This research and development type uses the analyze, design, develop, implement, and evaluate (ADDIE) model. This study used three samples in the one-to-one stage, six in the small group stage, and 26 in the field test stage. This media produces media quality with a total score percentage of 88%, categorized as very feasible through media expert validation. This product also makes material quality with a total score percentage of 94%, classified as very feasible through content expert validation. The product effectiveness test through the N-Gain test obtained a total score percentage of 1%, which was included in the high category. This study concludes that Genially-based interactive multimedia effectively increases students' interest in civics.