Angelika Amanda Octaviana
Institut Agama Kristen Negeri Palangka Raya, Indonesia

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LONELINES: BETWEEN DILEMMA AND RENUNCIATION Angelika Amanda Octaviana; Santia Oktaviani, Paulina Gresia, Linta, Lien Meilan, Yumi, Yola Pradita, Yesyurun Munthe
Jurnal Ilmu Pendidikan dan Kearifan Lokal Vol. 2 No. 1 (2023): Jurnal Ilmu Pendidikan dan Kearifan Lokal (JIPKL)
Publisher : CV. ADIBA ASIHA AMIRA

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This paper examines the impact of lack of social support on the experience of solitude or loneliness in adolescents at the high school (SMA) level. This research involved surveys and interviews with a number of high school students to analyze the factors that influence their level of loneliness. Findings highlight the close relationship between insufficient social support and increased risk of loneliness in adolescents. The psychosocial implications of this phenomenon are also explored, providing in-depth insight into the important role of social support in supporting high school students' emotional well-being.
Analysis of Teachers' Efforts to Apply Gamification Methods in Learning Christian Religious Education for Grade V Angelika Amanda Octaviana; Prasetiawati Prasetiawati; Dwi Sartica
EDUJAVARE: International Journal of Educational Research Vol. 4 No. 02 (2026): EDUJAVARE: International Journal of Educational Research
Publisher : CV. Edujavare Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70610/edujavare.1591

Abstract

Education plays a crucial role in developing students’ knowledge, character, behavior, and skills in accordance with the demands of the modern era. This study aims to describe the implementation of gamification in Christian Religious Education learning and the teacher’s efforts to evaluate student learning outcomes in fifth-grade students at SD Negeri 1 Panarung. The research employed a qualitative descriptive method with data collected through observation, interviews, and documentation involving one Christian Religious Education teacher and fifth-grade students. The findings reveal that gamification was implemented through careful lesson planning and the integration of game elements such as points, rewards, quizzes, educational games, and Superbook videos to create a more interactive, enjoyable, and meaningful learning environment. The teacher used gamification not only to increase students’ motivation, participation, and understanding of the material, but also to maintain the spiritual and moral objectives of Christian Religious Education. In evaluating learning outcomes, the teacher applied continuous and process-oriented assessment through quizzes, oral questioning, classroom observation, group activities, and direct feedback in the form of points and rewards. The evaluation covered students’ cognitive understanding, memory of the lesson, classroom engagement, confidence, cooperation, and enthusiasm during the learning process.