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The Influence of Game Based Learning on Student Motivation in the Digital Era: Literature Review Putri, Mahdatul Aini; Herpratiwi, Herpratiwi; Firdaus, Rangga
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 10, No 1 (2025): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i1.13814

Abstract

This study aims to analyze the impact of Game-Based Learning (GBL) on students' learning motivation in the digital era. The research design applied is in the form of a literature review, which collects data from various relevant national and international journals. Game-Based Learning (GBL) is an innovative teaching method that integrates game elements to create interactive, enjoyable, and effective learning experiences. The results indicated that GBL enhances intrinsic motivation among students, promotes active engagement, and develops 21st-century skills such as critical thinking, collaboration, and problem-solving. Tools such as Kahoot, Educandy, and Minecraft: Education Edition have been found to create an interactive and fun learning environment. The implementation of GBL is still hampered by issues such as the lack of technological infrastructures in schools and the lack of teacher training to integrate technology and games into the learning process in Indonesia. This study argues that overcoming these challenges will, therefore, make GBL effective in enhancing the quality of Indonesian education and in preparing children to face challenges in this digital era.
The Diffusion of Digital EdApp-Based Learning Motivation Innovation for Students' Social Science Learning Outcomes (Literature Studies) Faunia, Nia; Firdaus, Rangga; Widodo, Sugeng; Fitriawan, Helmy
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 10, No 1 (2025): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i1.14166

Abstract

This study aims to explore the influence of diffusion of innovations in digital-based learning motivation on learners' learning outcomes, particularly in the context of Social Studies learning using the EdApp platform. By adapting the diffusion of innovation theory developed by Everett Rogers, this research identifies effective ways to encourage technology adoption by educators and learners. The method used is Systematic Literature Review (SLR), which involves collecting and analyzing relevant articles published between 2010 and 2024. The results of the review show that the application of educational technology can improve learners' learning motivation and learning outcomes, by considering the factors that influence the adoption of technology in the learning process. This research is expected to provide insights for educators in designing a more effective and engaging digital learning system.
Implementation of E-Module Flip Pdf Higher Order Thinking Skills to Improve Geography Learning Outcomes at Senior High School Level Novianti Sofyan, Diana; Herpratiwi, Herpratiwi; Firdaus, Rangga; Nurwahidin, Muhammad
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 10, No 1 (2025): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i1.14168

Abstract

This study aims to implement e-modules based on Higher Order Thinking Skills (HOTS) in geography learning at SMA 1 Terbanggi Besar, Central Lampung. The research method used was quantitative with a mixed method approach, involving 30 respondents from class X. The results showed that the implementation of e-modules can significantly improve students' learning outcomes. The results showed that the application of e-modules can significantly improve student learning outcomes, with 29 respondents obtaining high categories in N-gain. Although there are obstacles in implementing HOTS-based learning models, the results show that the use of digital media can encourage students' critical and creative thinking skills. This study recommends the integration of e-modules in the learning process to prepare students for the challenges of the 21st century.
Innovation in Mathematics Learning Through E-Learning Ethnomathematics: Creative Thinking Skills and Learning Outcomes Rosidin, Rosidin; Firdaus, Rangga; Anantanukulwong, Roseleena; Kinda, Johanis
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 15 No. 1 (2025): Tekno-Pedagogi
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/teknopedagogi.v15i1.42218

Abstract

This study aims to develop ethnomathematics-based e-learning with a touch of Lampung cultural design and analyze its influence on students’ creative thinking skills and learning outcomes in a number of materials. E-learning based on ethnomathematics was developed using the Branch development model with stages of development, implementation, and evaluation. The research sample consisted of 80 students selected through purposive sampling techniques. The data collection instrument was an essay test to measure students’ creative thinking skills and learning outcomes. The data were analyzed using an independent sample t-test statistical test with the help of SPSS 25 software. The results of the analysis showed that the t-value for creative thinking skills (14.426) and learning outcomes (13.921) were higher than the t table (1.990) at a significance level of 0.05. This indicates a significant difference between the experimental and control groups. The average increase in creative thinking skills reached 67.5%, while student learning outcomes increased by 65.0%. This e-learning enhances the originality and elaboration aspects of creative thinking and provides a learning experience that enriches mathematical knowledge through the Lampung cultural context. E-learning based on ethnomathematics with Lampung design offers innovation in digital learning that is not only adaptive to the needs of the 21st century but also supports the preservation of local culture in the educational process. This study recommends ethnomathematics-based e-learning as an alternative learning medium that effectively improves creative thinking skills and student learning outcomes while introducing Lampung culture more broadly in an academic context
Pengembangan Multimedia Interaktif untuk Meningkatkan Kemampuan Pemecahan Masalah dan Self Confidence Siswa Azzahra, Luthfia; Nurhanurawati, Nurhanurawati; Firdaus, Rangga
Mandalika Mathematics and Educations Journal Vol 7 No 2 (2025): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v7i2.9364

Abstract

The lack of precise learning media causes students to have low problem-solving ability and Self Confidence. This research aims to produce interactive multimedia that is valid, practical, and effective in improving students’ problem-solving skills and Self Confidence. The development of this product uses ADDIE’s research procedure. The trial was conducted on linear regression material in class XI of SMA Negeri 4 Kotabumi for the 2024/2025 school year. The data collection techniques used were interviews in preliminary research, tests, and questionnaires. Data analysis techniques include validity tests, practicality tests, and effectiveness tests using t-tests and proportions tests. The development results show that interactive multimedia is categorized as valid and practical, with a material validation score of 85% and an average media score of 88%. The average response score of teachers was 94.21% and students 92.61%, so the product was declared very practical. Based on the t-test, there was a difference in post-test scores between students who used interactive multimedia and those who did not. The results of the proportion test showed that the problem-solving ability and Self Confidence of students who used interactive multimedia reached more than 60% completeness. In conclusion, interactive multimedia meets valid, practical, and effective criteria to improve students’ problem-solving skills and Self Confidence.
The Effect of Integrative Learning on Improving Understanding of Science Concepts of Grade V Elementary Students Public School 40 Negeri Katon Firdaus, Riyadh; Herpratiwi; Fitriawan, Helmy; Firdaus, Rangga
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 8 No. 5 (2024): September
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v8i5.10012

Abstract

The problem in this study is the low learning outcomes of fifth grade students of SD Negeri 40 Negeri Katon Pesaaran. The purpose of this study was to determine the effect of integrative learning on increasing the understanding of science concepts of Class V Students of Elementary School Negeri 40 Negeri Katon. The research method used in this research is Quasi Experiment can be interpreted as research that is close to experiments or pseudo experiments. This research design uses a "non-equivalent control-group design", then the two groups are both given a pre-test and post-test, but only the experimental group is given treatment in this study taken using Purposive Sampling technique. Data collection techniques using concept understanding tests, observation and documentation with data analysis using simple linear regression tests the results showed that r count 0 with N = 20 for α = 0.05 obtained r table 0.444; so that r count> r table (0>0.444). Then R square = the magnitude of the termination coefficient (carrying capacity) of the independent variable (Integrative Learning model) in predicting the magnitude of the dependent variable (understanding of the science concept of students) of 0. So it can be concluded that there is an effect of Integrative Learning on increasing the understanding of science concepts of Class V Students of State Elementary School 40 Negeri Katon in the 2023/2024 school year.
Educational Games in English Learning Class X Students Department of Electrical Engineering SMK Negeri Sukoharjo Fu’ad Hadiyastama, Muhammad; Yulianti, Tien; Firdaus, Rangga
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 8 No. 2 (2024): March
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v8i2.9849

Abstract

The aim of this research is to utilize educational game learning media to help students have competence in English. Understanding English allows individuals to communicate with people from various backgrounds and cultures. 21st century skills are an integration of knowledge skills and attitudes as well as mastery of ICT development through; critical thinking skills and problem solving skills, communication skills, creativity and innovation skills, and collaboration skills. Through this method students are invited to actively participate in the learning process and train their ability to think critically. The results of the implementation of the use of educational game learning media are expected to be able to develop students' competence in English so that students are able to compete in the world of work. This research stage refers to the six steps in developing the ASSURE model. Analyze learners, State Objectives, Select Methods, Media, and Materials, Utilize Media and Materials, Learner Participation, Evaluate and Revise. Grades are divided into three categories A (Very Good), B (Good), and C (Poor). Educational games are an alternative learning media that can help students have competence in learning English.
Cooperative Learning Models and the Improvement of Mathematical Problem Solving Skills: Key Findings from a Meta-Analysis Study Pratikta, Maulana Eka; Caswita, Caswita; Firdaus, Rangga
JURNAL PENDIDIKAN MATEMATIKA Vol. 9, No. 1: May 2025
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/kontinu.9.1.57-75

Abstract

Abstract. This study aims to evaluate the extent to which cooperative learning models influence the improvement of students' mathematical problem-solving skills. This research employed a meta-analysis method by analyzing 22 primary studies published in nationally accredited journals between 2018 and 2024. The selected studies, obtained through Google Scholar, involved subjects from junior high schools, senior high schools, vocational schools, and higher education. Data were analyzed using the Comprehensive Meta-Analysis (CMA) software, following procedures such as calculating effect sizes, testing for heterogeneity, selecting an appropriate estimation model, and detecting publication bias. The analysis revealed an overall effect size of 1.242, which is categorized as strong. These findings indicate that implementing cooperative learning models significantly positively impacts students' mathematical problem-solving abilities.Keywords: Cooperative Learning, Mathematical Problem-solving, Meta-analysis
Technology Integration in Counseling Services: Development of E-Counseling as a Strategy for Handling Psychological Problems of Junior High School Students Puri, Cempaka; Yulianti, Dwi; Herpratiwi, Herpratiwi; Firdaus, Rangga
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 15 No. 1 (2025): Tekno-Pedagogi
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/teknopedagogi.v15i1.43703

Abstract

The use of technology-based e-counselling systems has been shown to have a significant impact on improving students' psychological well-being, especially in overcoming problems of academic stress, emotional anxiety, and depression. This study aims to develop and test the effectiveness of an e-counselling system in supporting students' mental health management using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. With a two-group experimental design involving 50 seventh grade students at SMPN 1 Terbanggi Besar, the experimental group was given access to the e-counselling system, while the control group followed conventional counselling services. The results showed that the use of the e-counselling system resulted in a significant decrease in students' psychological symptoms, with the average anxiety score dropping from 6.5 to 2.9, and depression from 5.6 to 2.1. In contrast, the control group showed smaller changes. An independent t-test (t = 57.11; p < 0.05) confirmed that e-counselling was more effective in reducing anxiety and depression, and improving students' emotion regulation skills. In addition, the e-counselling system was shown to provide more flexible, responsive, and safe access to counselling services, with 80% of students feeling more comfortable in disclosing their personal problems through this platform. These findings suggest that technology integration in counselling services can be an innovative solution in improving students' psychological well-being and supporting the creation of an emotionally healthy learning environment.
Integrating problem-based learning in e-lkpd: Enhancing problem-solving ability and adversity quotients Rani, Thitra Padma; Sutiarso, Sugeng; Firdaus, Rangga
Al-Jabar: Jurnal Pendidikan Matematika Vol 15 No 2 (2024): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v15i2.23302

Abstract

Background: Students' mathematical problem-solving ability and adversity quotient remain low, particularly in learning environments that lack contextual approaches. Problem-based learning (PBL) has proven effective in improving these skills, especially when supported by interactive technology such as E-LKPD.Aim: This study aims to develop a PBL-based E-LKPD that is valid, practical, and effective in enhancing students' problem-solving abilities and AQ.Method: The research employed the ADDIE development model with eighth-grade students from SMP Negeri in Banjar Baru as the subjects. The practicality sample consisted of 6 students selected through purposive sampling, while the effectiveness sample included 60 students selected through random sampling. Data were collected through observations, interviews, questionnaires, and problem-solving tests, then analyzed using descriptive statistics and t-tests.Result: PBL-based E-LKPD was deemed valid, with an average score of 87% from content experts and 85% from media experts. Its practicality was rated as excellent, with scores of 91% from both students and educators. An Independent Sample t-test on N-gain data indicated that the E-LKPD effectively improved students' mathematical problem-solving abilities and AQ (??? = 0.00 < ? = 0.05).Conclusion: The PBL-based E-LKPD has been proven valid, practical, and effective in enhancing students' mathematical problem-solving abilities and adversity quotient, making it a viable and innovative alternative in the learning process.
Co-Authors A.L.D, M Ferdiansyah Abdul Rozak Adiputra, Pungkas Arroyan Alfiansah, Saeful Anantanukulwong, Roseleena author Ari Suningsih Azzahra, Luthfia Bayu Saputra Caswita Caswita Della, Anggia Irma Dewi, I Gusti Agung Ayu Ananda Dewiyanti, Intan Dina Martha Fitri Dina Maulina DWI YULIANTI Een Yayah Haenilah Eimirilleikbeiraney, Eimirilleikbeiraney Eni Purwanti, Eni Erimson Siregar Fatkhur Rohman Faunia, Nia Febrianto, Muhammad Dika Feriansyah Sesunan Firdaus, Riyadh Fitiriawan, Helmy Fitriawan, Hely Fizzaria Khasbullah Fu’ad Hadiyastama, Muhammad Gede Arna Jude Saskara Gede Surya Mahendra Habeahan, Coky Hadiyastama, Muhammad Fu'ad Handoko Hasan Hariri Hazar, Siti Helmy Fitriawan Hendra, Putra You Herlina, Kartini Herlinawati Herlinawati herpratiwi Herpratiwi Herpratiw Hery Dian Septama Hidayah, Lutfiah Agustin I Komang Winatha I Made Edy Listartha Ianatut Thoifah Ihsan, Iqbal Muhammad Jati, Ketut Gede Tegar Maranom Jayanti, Kadek Sukma Jepisa, Tomi Kesuma, Arief Puja Khasbullah, Firada Kinda, Johanis Kurnia Muludi Kurniawan, Raifan Ahmad Lengkana, Dewi Madani, Lussy Mahadiv Wikrama, Kadek Sudewo Mahfuddin, Trio Mardasela, Siti Maulana, Sadam Maysitha, Putri Pratiwi Medes Mendrofa, Linda Zal Merina, Donata Risa Minadja, Adji W. S. Muhammad Fuad Muhammad Mona Adha Muhammad Sukirlan Muhammad Yusuf Muhammad, Meizano Ardhi Muhammad, Ulul Azmi Murni, Cahya Intan Nifrani, Nila Novianti Sofyan, Diana NUR KHOLIFAH Nur, Akmal Nurain Suryadinata Nurhanurawati Nurhanurawati Nurlaksana Eko Rusminto Nurwahidin, Muhammad Paramitha, Adelia Ayu Pargito Pargito Permatasary, Nayla Alviani Pradini, Susanthi Pramudiyanti Pratikta, Maulana Eka Pratiwi, Wulan Octi Puri, Cempaka Purwitaning Rahayu, Dezy Putri, Mahdatul Aini Putu Candra, Ariani Rabiyatul Adawiyah Siregar Rahmanto, Andi Adam Rahmi, Vianazir Juwita Rani, Thitra Padma Rinaldi, Daniel Riswandi Riswandi Riswandi Rosidin Rosidin Sabari Sabari Safitri, Rosdiyanna Sagala, Margaretha Karolina Saputri, Bela Novia Sari, Melian Saur Pangihutan Sinurat, Saur Pangihutan Sugeng Sutiarso Sugeng Widodo Sugihati, Yuni SUGIYANTO Sunyono - - Suprapto, Irawan Surohmat, Dedi Slamet Suroto Suroto Tien Yulianti Tina Yunarti Udini, Syariffah Alvitara Umi Masruroh, Umi Undang Rosidin Uswatun Hasanah Wartariyus, Wartariyus Wijaya, Selly Vania Christina Wildan Wildan Wulandari, Dewi Sri Rizki Yasinta Mahendra, Yasinta Yuliza, Nova Yusnitarini, Fera Zuliyanti, Luthfi