Claim Missing Document
Check
Articles

Systematic literature review: Utilization of the ProProfs Brain Games Website to improve student learning outcomes Rusminah Rusminah; Hamsi Mansur; Agus Hadi Utama
Practice of The Science of Teaching Journal: Jurnal Praktisi Pendidikan Vol. 5 No. 1 (2026): May
Publisher : HAFECS PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58362/hafecspost.v5i1.128

Abstract

Advancements in educational technology have encouraged the utilization of interactive digital learning media, one of which is the ProProfs Brain Games platform. This study aims to analyze the utilization and effectiveness of ProProfs Brain Games in improving student learning outcomes through a Systematic Literature Review (SLR) approach. A total of 11 scholarly articles published between 2020 and 2025 were analyzed using the SLR method, drawing on data sources from Google Scholar and Publish or Perish, based on predefined inclusion and exclusion criteria. The synthesis results indicate that the use of ProProfs Brain Games consistently contributes positively to the improvement of learning outcomes, student motivation, active engagement, and conceptual understanding across various educational levels and subject areas. This platform effectively supports game-based learning through interactive features such as quizzes, crossword puzzles, and online assessments. Theoretically, these findings reinforce the concept of game-based learning and the integration of digital technology as a student-centered instructional strategy. Practically, the results imply the importance of integrating interactive digital media such as ProProfs Brain Games in the implementation of the Merdeka Curriculum to create more meaningful, adaptive, and learner-oriented learning experiences in the digital era. Abstrak. Kemajuan teknologi pendidikan mendorong pemanfaatan media pembelajaran digital yang interaktif, salah satunya melalui platform ProProfs Brain Games. Penelitian ini bertujuan untuk menganalisis pemanfaatan dan efektivitas ProProfs Brain Games dalam meningkatkan hasil belajar peserta didik melalui pendekatan Systematic Literature Review (SLR). Sebanyak 11 artikel ilmiah yang diterbitkan pada periode 2020–2025 dianalisis menggunakan metode SLR dengan basis data Google Scholar dan Publish or Perish, berdasarkan kriteria inklusi dan eksklusi yang telah ditetapkan. Hasil sintesis menunjukkan bahwa penggunaan ProProfs Brain Games secara konsisten berkontribusi positif terhadap peningkatan hasil belajar, motivasi, keterlibatan aktif, serta pemahaman konseptual peserta didik pada berbagai jenjang dan mata pelajaran. Media ini efektif mendukung pembelajaran berbasis permainan (game-based learning) melalui fitur interaktif seperti kuis, teka-teki silang, dan evaluasi daring. Secara teoretis, temuan penelitian ini memperkuat konsep game-based learning dan pemanfaatan teknologi digital sebagai strategi pembelajaran yang berpusat pada peserta didik. Secara praktis, hasil penelitian ini berimplikasi pada pentingnya integrasi media digital interaktif seperti ProProfs Brain Games dalam implementasi Kurikulum Merdeka untuk menciptakan pembelajaran yang lebih bermakna, adaptif, dan sesuai dengan karakteristik peserta didik di era digital.
Utilization Of The Millealab Application As A Virtual Reality Media To Support Self-Directed Learning Muhammad Indra Alkahfi; Mastur Mastur; Agus Hadi Utama
Eduvest - Journal of Universal Studies Vol. 4 No. 4 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i4.1152

Abstract

Self-directed learning is a process of organizing, finding, and even evaluating information or learning messages without help from others. MilleaLab is a VR-based application that can provide an immersive learning experience to support learners when doing independent learning. The purpose of writing this article is to conduct a literature study related to the utilization of MilleaLab application to support independent learning. The research method used is qualitative literature study. Data collection techniques through literature study of 25 relevant research articles within the last five years. Findings: (1) MilleaLab can be used anytime and anywhere according to one's own learning initiative. (2) MilleaLab can improve the understanding of abstract concepts, learning motivation, and learning outcomes of students, (3) MilleaLab is used as an immersive and interesting VR-based alternative learning media. The results of this study not only describe the MilleaLab application, but also the utilization of VR technology through the MilleaLab application to support immersive and interesting independent learning of students.
Development of Learning Video to Introduce Panting Musical Instrument in Bina Desa Program Anjir Pasar Kota II Ahmad Naufal Rizki; Monry Fraick Nicky Gillian Ratumbuysang; Agus Hadi Utama; Hamsi Mansur
Vidya Karya Vol 38, No 2 (2023): OCTOBER 2023
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jvk.v38i2.17320

Abstract

The development of a Panting Music learning video in the MBKM Bina Desa Independent Program of FKIP ULM 2022 in Anjir Pasar Kota II Village aims to produce a product in the form of a Panting Music instrument introduction video learning media and describe the feasibility of the developed learning video. The 4D development model includes the Define, Design, Develop, and Disseminate phases. The researcher employed data collection techniques for this development, including structured observations, unstructured interviews with the village chief, questionnaires systematically distributed to the experts and participants, and documentation in photos to complement the research data. Data analysis was conducted quantitatively and descriptively. The developed media went through stages of validation, with the language validated by a language expert with a "Very Feasible" assessment category at a 95% rating, media validation by a media expert with a "Feasible" assessment category at an 85% rating, and content validation by a subject matter expert with a "Feasible" assessment category at an 80% rating. The next phase involved testing the media with students, resulting in a "Very Feasible" student responses category at a 92% rating, indicating that students could recognize and learn to play the Panting Music instrument.