Indriani Maria
Program Studi Pendidikan Agama Kristen, INSTITUT AGAMA KRISTEN NEGERI KUPANG, Indonesia

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TANTANGAN YANG DIHADAPI MAHASISWA DALAM MENERAPKAN SELF-REGULATED LEARNING SELAMA PEMBELAJARAN DARING Presly Emilya Ninu Tnunay; Kesya Yuliana Pandie; Olimpia Mau Weni; Defyta Demaris E. Kelen; Ventriani Taosu; Indriani Maria
JIP: Jurnal Ilmu Pendidikan Vol. 3 No. 1 (2025): JUNI
Publisher : CV. Adiba Aisha Amira

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Online learning offers flexibility, but presents challenges in implementing Self-Regulated Learning (SRL). This study aims to identify and analyze these challenges through a comprehensive literature review of 4 relevant journals (2023-2025), using thematic analysis. The results showed four main themes: cognitive challenges (difficulty managing information), metacognitive (difficulty monitoring understanding), affective (motivational and stress issues), and environmental (access to technology and platform quality). These findings are consistent with Zimmerman’s (2000) SRL theory, which emphasizes the integration of cognition, metacognition, and motivation. These challenges are interrelated, forming a negative cycle that hinders learning success. This study highlights the need for online learning strategies that are more supportive and responsive to students’ needs in managing information, monitoring understanding, regulating motivation, and accessing adequate technology and support.
PENGGUNAAN MEDIA GAMIFIKASI UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA SEKOLAH DASAR Ridwan Rudiyanto Kajah Kore; Imelda Voni Mone; Indriani Maria; Nanra Rosalina Nabu; Cindy Tamelab; Via Roliana Sodakain
TARBIYATUL ILMU: JURNAL KAJIAN PENDIDIKAN Vol. 3 No. 6 (2025): JUNI
Publisher : CV. ADIBA AISHA AMIRA (ADISAM PUBLISHER)

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The decline in learning motivation among elementary school students is a significant concern in education. Many students feel bored and disengaged with conventional teaching methods. This study aims to examine the effect of gamification media on students' learning motivation. The research used a classroom action research method with two cycles, involving observation and motivation questionnaires. The results showed a significant increase in learning motivation scores after the application of gamification-based media such as interactive quizzes and point systems. The use of gamification effectively increased students' active participation, enthusiasm, and focus during learning activities. Gamified learning environments also promote a more dynamic and interactive atmosphere, encouraging curiosity and sustained attention, wcich are crucial in early education. These findings indicate that gamification media can serve as an effective learning strategy to enhance student motivation. Moreover, gamification tools are capable of accommodating various learning styles-visual, auditory, and kinesthetic-making the classroom experience more inclusive. The results are expected to be a reference for teachers in developing more engaging and enjoyable learning experiences in elementary classrooms. In this way, the integration of game-based elements has the potential to transform traditional instruction into a more student-centered and motivating process.