cover
Contact Name
Ence Surahman
Contact Email
ence.surahman.fip@um.ac.id
Phone
+6287821191948
Journal Mail Official
ence.surahman.fip@um.ac.id
Editorial Address
Universitas Negeri Malang, Indonesia
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran
ISSN : 24068780     EISSN : 26547953     DOI : 10.17977.um031
JINOTEP (Jurnal Inovasi dan Teknologi Pembelajaran): Kajian dan Riset Dalam Teknologi Pembelajaran is a journal in the field of educational technology that contains literature review, action research, case study research, and empirical findings in scientific disciplines of educational technology.
Articles 221 Documents
The influence of the learning cycle e-model and interest on learning outcomes in acid-base material Sitanggang, Silvia Azahra; Sudrajat, Ajat
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22024p084

Abstract

Abstrack: Penelitian ini dilaksanakan atas dasar adanya dominasi penggunaan metode ceramah dan kurangnya penggunaan media dalam pembelajaran terkhusus materi ajar asam basa di sekolah menengah atas di kota Kisaran. Tujuan dari penelitian ini adalah untuk mengetahui apakah ada perbedaan dalam hasil belajar antara Model Pembelajaran Cycle 5E dan Model Pembelajaran Cycle 7E, dan perbedaan minat belajar serta untuk mengetahui bagaimana model dan minat belajar berinteraksi satu sama lain.Hasil penelitian diuji dengan ANNAVA dua jalur. Hasil menunjukkan bahwa model Kelas Pembelajaran Cycle 5E dan Kelas Pembelajaran Cycle 7E memiliki perbedaan hasil belajar yang signifikan. Ini ditunjukkan oleh harga Fhitung 7,046 lebih besar Ftabel 4,06, yang menunjukkan bahwa Ha diterima dan H0 ditolak.Untuk minat belajar tinggi dan minat belajar rendah, Fhitung 4,58 lebih besar dari Ftabel 4,06, menunjukkan bahwa ada perbedaan hasil belajar yang signifikan antara minat belajar tinggi dan minat belajar rendah. Selain itu, untuk interaksi antara model pembelajaran dengan minat belajar, Fhitung 4,078 lebih besar dari 4,06, menunjukkan bahwa ada interaksi antara model pembelajaran dengan minat belajar dan hasil belajar. Abstract: This research was carried out on the basis of the dominance of the pervasiveness of the lecture method and the lack of use of media in learning, especially in acid and base teaching materials in high schools in the city of Kisaran. The aim of this research is to ascertain whether there are differences in learning outcomes between the Cycle 5E Learning Model and the Cycle 7E Learning Model, along with differences in learning interests. In addition, the study also seeks to find out how the models and learning interests interact with each other. The research results were tested using two-way ANOVA. The results show that the Cycle 5E Learning Class and Cycle 7E Learning Class models have significant differences in learning outcomes. This is shown by the value Fcount 7.046 more than Ftable 4.06, which shows that Ha is accepted and H0 is rejected. Meanwhile, for the learning interest, Fcount 4.58 more than Ftable 4.06 was attained, indicating a significant difference in learning outcomes between high learning interest and low learning interest. In addition, for the interaction between the learning model and learning interest, Fcount 4.078 is greater than 4.06, indicating that there is an interaction between the learning model, learning interest, and learning outcomes.
Bibliometric computational mapping analysis of Sekolah Indonesia Luar Negeri (SILN) and learning difficulties using VOSviewer Yustiana, Yusi Riksa; Ahlan, Riksma Nurahmi Rinalti; Zakariyya, Farhan
Jurnal Inovasi dan Teknologi Pembelajaran Vol 10, No 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p248

Abstract

Abstrak: Penelitian ini mengkaji perkembangan penelitian mengenai sekolah Indonesia luar negeri (SILN) dan kesulitan belajar melalui pendekatan bibliometrik dengan analisis pemetaan komputasional menggunakan VOSviewer. Penelitian ini bertujuan untuk dapat mengetahui pengembangan penelitian dan juga menjadi penelitian dasar. Data artikel diperoleh dari database Google Scholar menggunakan aplikasi publish or perish reference manager. Judul dan abstrak artikel digunakan untuk memandu proses pencarian dengan mengacu pada kata kunci “Sekolah Indonesia Luar Negeri” dan “Kesulitan Belajar” menggunakan VOSviewer. Masa studi yang digunakan sebagai bahan kajian adalah artikel terindeks Google Scholar selama 10 tahun terakhir (2013 s/d 2023). Hasil penelitian menunjukkan bahwa penelitian memiliki 7 cluster. Dari hasil pencarian, sebanyak 983 artikel relevan diterbitkan pada rentang tahun 2013 hingga 2023. Hasil penelitian menunjukkan bahwa peluang untuk penelitian pada sekolah Indonesia luar negeri dan kesulitan belajar masih memiliki peluang yang sangat tinggi karena belum ada penelitian langsung yang meneliti dan kemungkinan dikaitkan dengan istilah lain. Abstract: This research examines the development of research Sekolah Indonesia Luar Negeri (SILN) and learning difficulties through a bibliometric approach with computational mapping analysis using VOSviewer. This research aims to find out research development and also become basic research. Article data was obtained from the Google Scholar database using the publish or perish reference manager application. The title and abstract of the article are used to guide the search process by referring to the keywords " Sekolah Indonesia Luar Negeri " and "Learning Difficulties" using VOSviewer. The study period used as study material is articles indexed by Google Scholar during the last 10 years (2013 to 2023). The research results show that the research has 7 clusters. From the search results, a total of 983 relevant articles were published between 2013 and 2023. The research results show that the opportunity for research on Indonesian schools abroad and learning difficulties still has a very high chance because there has been no direct research that examines it and the possibility of being associated with other terms. 
Web-based teaching media innovation to improve understanding of science learning Yulianto, Muhamad Fahmi; Degeng, I Nyoman Sudana; Degeng, Made Duananda Kartika
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i12024p033

Abstract

Abstrak: Penelitian ini berfokus pada rendahnya minat siswa di salah satu sekolah menengah pertama di Kota Malang dalam mempelajari sains, terutama kesulitan dalam memahami istilah-istilah ilmiah dalam materi sains yang diberikan. Keterbatasan sumber belajar dan kurangnya perubahan dalam strategi pengajaran diidentifikasi sebagai penyebab rendahnya minat tersebut. Minimnya penggunaan media pembelajaran oleh guru yang hanya monoton menggunakan ppt dan buku teks membuat pembelajaran menjadi kurang variatif dan membuat siswa kurang tertarik untuk mengikuti pembelajaran. Penelitian ini mengevaluasi dampak penggunaan media pembelajaran berbasis web pada materi perkembangan hewan dan tumbuhan terhadap hasil belajar siswa kelas IX. Dengan menggunakan metode kuantitatif dan uji ANOVA, media web yang menyajikan konten melalui video, teks, dan gambar dibandingkan dengan PPT dan buku pelajaran konvensional di dua kelas. Hasil analisis data menunjukkan adanya perbedaan yang signifikan antara kedua kelompok (F hitung = 7,691, signifikansi = 0,008). Respons positif siswa terhadap media web menegaskan keefektifannya dalam meningkatkan minat dan pemahaman sainsAbstract: This research focuses on the low interest of students in one of the junior high schools in Malang City in learning science, especially the difficulty in understanding scientific terms in the given science material. Limited learning resources and lack of change in teaching strategies were identified as the causes of low interest. The lack of use of teaching media by teachers, who only monotonously use PPTs and textbooks, makes learning less varied and makes students less interested in participating in learning. This study evaluates the impact of web-based learning media on animal and plant development material on the learning outcomes of Grade IX students. Using quantitative methods and the ANOVA test, web media presenting content through video, text, and images were compared with PPT and conventional textbooks in two classes. The results of the data analysis showed a significant difference between the two groups (F count = 7.691, significance = 0.008). The students' positive response to the web media confirmed its effectiveness in increasing interest and understanding of science. 
Application of the problem based learning model and guided inquiry on learning outcomes and student interest Juniar, Anna; Siahaan, Debora Renita Paulina
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22024p095

Abstract

Abstrak: Penelitian ini bertujuan untuk mengetahui apakah terdapat perbedaan dengan penerapan model pembelajaran berbasis masalah dan inkuiri terbimbing terhadap hasil belajar dan minat siswa. Sifat penelitian adalah eksperimen semu dengan desain kelompok kontrol pre-test dan post-test. Sampel penelitiannya adalah Kelas XI IPA 2 sebagai kelas eksperimen I dengan menggunakan model pembelajaran berbasis masalah dan Kelas XI IPA 4 sebagai kelas eksperimen II dengan menggunakan model inkuiri terbimbing. Hasil penelitian menunjukkan bahwa terdapat perbedaan hasil belajar dan minat siswa pada materi asam dan basa, dengan rata-rata nilai post-test Kelas Eksperimen I sebesar 88,90 dan rata-rata minat akhir sebesar 83,12; kelas adalah 83,12.Kelas II sebesar 88,90, 86,62 dan hasil akhir sebesar 82,46.Hasil temuan menunjukkan bahwa terdapat perbedaan hasil dan minat belajar siswa, serta terdapat korelasi positif antara minat dan hasil belajar pada kedua model. Kami berharap hasil penelitian ini dapat membantu para pendidik memahami dan menerapkan model pembelajaran yang inovatif dan efektif kepada siswa. Abstract: This study explores the differences between the application of problem-based learning models and guided inquiry on students’ learning outcomes and interest. This research is a pseudo-experiment with a pre-test and post-test control group design. The research sample consisted of students in the eleventh grade 2 science class who served as the experimental class I using a problem-based learning model and students in the eleventh grade 4 science class as the experimental class II using the guided inquiry model. The results showed differences in learning outcomes and student interest in acid and base materials, with an average post-test score of 88.90 and an average final interest of 83.12 from Experimental Class I. Meanwhile, the experimental class II attained an average post-test score of  88.90, 86.62 and the final result was 82.46. The findings indicated differences in student learning outcomes and interest, with a positive correlation between interest and learning outcomes in both models. It is hoped that the results of this study will assist educators in understanding and applying innovative and effective learning models to students.
The development of website games as learning media for 4th-grade elementary students Dewi, Kadek Kristin Karina; Budiarta, Luh Gd. Rahayu; Nitiasih, Putu Kerti
Jurnal Inovasi dan Teknologi Pembelajaran Vol 10, No 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p259

Abstract

Abstrak: Penelitian ini bertujuan untuk mengembangkan game website sebagai media pembelajaran untuk siswa kelas 4 sekolah dasar pada semester dua. Metode penelitian yang digunakan dalam penelitian ini adalah desain dan pengembangan (D&D) oleh Richey & Klein (2007) dengan model ADDIE (analisis, desain, pengembangan, implementasi, dan evaluasi). Terdapat beberapa instrumen penelitian yang digunakan dalam proses pengambilan data, yang bernama panduan wawancara kepada guru bahasa Inggris, lembar observasi untuk mengobservasi proses pembelajaran di kelas, analisis dokumen dalam bentuk modul pembelajaran dan alur tujuan pembelajaran, lembar penilaian ahli untuk ahli pendidikan, dan lembar kuesioner pengguna untuk guru dan lima siswa sekolah dasar kelas 4. Hasil penelitian ini adalah prototype game website. Hasil dari analisis data menunjukkan bahwa prototype game website dikualifikasi sebagai media yang sangat valid. Oleh karena itu, game website ini layak untuk digunakan sebagai media pembelajaran untuk siswa kelas 4 sekolah dasar.Abstract: This study aims to develop a website game as learning media for 4th-grade elementary students in the second semester. The subjects of this study were 4th-grade elementary students and an English teacher. The research method used is design and development (D&D) by Richey & Klein (2007) using ADDIE (analysis, design, development, implementation, and evaluation) mode. Several research instruments were used in the data collection process, namely interview guides for English teachers, observation sheets to observe the learning process in the classroom, documents analysis in the form of teaching modules and objective learning flow, expert judgment sheet for the educational experts, user questionnaire sheet for the teacher and five 4th-grade elementary students. The outcome of this research is a website game prototype. The results of the data analysis show that the website game prototype qualified as a very valid product. Therefore, this website game is feasible to use as a learning media for 4th-grade elementary students.
Designing a laboratory assistant attendance system using Radio Frequency Identification (RFID) technology based on IOT Pratama, Maulana Krisna Bayu; Dewi, Yulia Puspita; Kusumawati, Tri Ika Jaya; Pebrianti, Dwi
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i12024p044

Abstract

Abstrak: Tujuan penelitian ini untuk menghasilkan  perangkat presensi RFID (Radio Frequency Identification) sebagai sistem presensi asisten lab di Lab Information and Communication of Technology  (ICT) Terpadu Budi Luhur untuk mengatasi permasalahan yang sedang terjadi seperti antrean, kerumitan saat menginput, dan manipulasi waktu kehadiran sampai kepulangan. Pengembangan sistem ini menggunakan metode agile yang bisa menangani risiko ketidakberhasilan dalam tahap pengembangan sistem skala kecil maupun besar. Tahapan merancang sistem memanfaatkan Unified Modeling Language (UML). Pengumpulan data dilakukan dengan teknik observasi, wawancara, dan kuesioner terhadap lingkungan LAB ICT Terpadu Budi Luhur. Hasil penilaian ahli kelayakan pengujian mencapai persentase 90 (sangat pantas),  pengujian praktis mencapai persentase 92 (sangat pantas), uji keamanan mencapai persentase 90 (layak), dan uji coba kelompok besar mencapai persentase 90 (sangat pantas). Dapat disimpulkan perancangan sistem dengan menggunakan UML dengan teknologi RFID dapat meningkatkan efektivitas presensi serta menyelesaikan permasalahan dalam presensi. Abstract: The current study attempted to generate an RFID (Radio Frequency Identification) attendance device as a bridge of attendance for the Computer Lab Assistant of Budi Luhur to overcome ongoing problems such as queues, complexity when inputting, and manipulation of attendance time to return. The development of this system uses agile methods that can handle the risk of failure in the small and large-scale system development stages. The system design stage uses UML. The data was collected using observation, interviews, and questionnaires in the Budi Luhur Integrated ICT LAB environment. The outcomes of the viability examination expert assessment attained a rate of 90 percent (highly achievable), the practicality test achieved a level of 92 (highly achievable), the security test attained a level of 90 (practicable), the large-group trial achieved a level of 90 (highly achievable). It can be concluded that designing a system using UML with RFID technology can increase the effectiveness of attendance and solve problems in it.
Why should e-mentoring be preferred over traditional mentoring in teacher professional development: a systematic review Setiani, Nala Saka Ocean; Chaeruman, Uwes Anis; Iriani, Tuti
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p149

Abstract

Abstrak: Peningkatan kompetensi profesional guru menjadi salah satu komponen yang harus terus dicapai untuk meningkatkan kualitas pendidikan. E-mentoring muncul sebagai alternatif yang lebih baik dibanding mentoring secara tradisional dengan menawarkan kemudahan akses dan fleksibilitas. Penelitian ini bertujuan untuk menganalisis dan mengevualuasi e-mentoring dan mentoring tradisional secara bersama-sama untuk pengembangan profesional guru tentang mengapa e-mentoring mungkin lebih disukai daripada mentoring tradisional untuk mendukung kompetensi profesional guru. Metode penelitian ini menggunakan systematic literature dengan 15 artikel yang diakses dari tahun 2020-2024. Hasil penelitian menunjukkan bahwa di antara keduanya, e-mentoring menawarkan lebih banyak kemudahan aksesibilitas dan fleksibilitas, sementara mentoring tradisional unggul dalam membangun hubungan interpersonal yang kuat. Faktor-faktor yang mempengaruhi efektivitas meliputi kualitas hubungan mentor-mentee, penggunaan teknologi, dan desain program. Meskipun e-mentoring menunjukkan potensi besar, terutama dalam mengatasi hambatan geografis, efektivitasnya bergantung pada implementasi yang cermat dan dukungan teknologi yang memadai. Abstract: The improvement in teachers' professional competence is one of the key components to be continuously pursued to enhance the quality of education. E-mentoring has surfaced as a superior option, in contrast to conventional mentoring, by providing accessibility and adaptability. This research aims to analyse and evaluate e-mentoring and traditional mentoring for teachers' professional development, focusing on why e-mentoring might be preferred over traditional mentoring to support teachers' professional competence. The research method employs a systematic literature review of 15 articles accessed from 2020-2024. The results indicate that e-mentoring offers more accessibility and flexibility, while traditional mentoring excels in building strong interpersonal relationships. Factors influencing effectiveness include the quality of the mentor-mentee relationship, the use of technology, and the program design. Although e-mentoring shows great potential, particularly in overcoming geographical barriers, its effectiveness depends on careful implementation and adequate technological support
Development of team-based project learning media for 3D body mechanics animation course Sutrisno, Arif; Mustikasari, Bunga Fefiana; Wardani, Nuril Kusuma
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p169

Abstract

Abstrak: Penelitian ini bertujuan mengidentifikasi kendala dan mengembangkan solusi untuk meningkatkan efektivitas pembelajaran mata kuliah Animasi 3D: Body Mechanic di program studi D4 Animasi Universitas Negeri Malang. Metode penelitian menggunakan model ADDIE (Analysis, Design, Develop, Implement, Evaluate) dengan pendekatan Team-Based Project dan blended learning. Hasil penelitian menunjukkan bahwa mahasiswa mengalami kendala berupa keterbatasan perangkat keras, ketidaksesuaian versi perangkat lunak, serta kesulitan memahami tutorial asing. Untuk mengatasinya, dikembangkan media pembelajaran interaktif dalam LMS SIPEJAR yang menyediakan tutorial berbahasa Indonesia, infografis, dan model karakter sederhana. Hasil evaluasi menunjukkan bahwa media pembelajaran yang telah dikembangkan dan terorganisir dalam LMS SIPEJAR dengan didukung model pembelajaran team-based project, telah secara merata dan signifikan meningkatkan hasil belajar mahasiswa di bidang animasi tiga dimensi. Penelitian kedepan perlu melihat diferensiasi hasil belajar masing-masing individu untuk melihat lebih mendalam perkembangan kompetensinya serta perlu adanya mekanisme umpan balik antar mahasiswa (peer feedback) agar mereka lebih mandiri dalam menyelesaikan proyek kelompok. Abstract: This study aims to identify challenges and develop solutions to enhance the effectiveness of the 3D Animation: Body Mechanic course in the Animation program at Universitas Negeri Malang. The research applied the ADDIE model (Analysis, Design, Develop, Implement, Evaluate) combined with a Team-Based Project and blended learning approach. The results indicate that students face challenges such as hardware limitations, software version mismatches, and difficulties understanding foreign-language tutorials. To address these issues, learning media was developed within the LMS SIPEJAR, providing tutorials in Indonesian, infographics, and simplified character models. The evaluation results indicate that the learning media that supported by the team-based project learning model, have significantly and evenly enhanced students' learning outcomes in the field of three-dimensional animation. Future research should explore the differentiation of individual learning outcomes to gain deeper insights into their competency development and establish a peer feedback mechanism to encourage greater independence in completing group projects.
Reviewing the challenges and opportunities of digital technology integration in virtual education: Insights from MBA programmes in Iran Karimi, Laleh
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p116

Abstract

The current study provides a comprehensive review of the integration of digital technologies in virtual education in Iran with a specific focus on MBA programmes. Drawing on research published from 2003 to 2022, the investigation seeks to identify major challenges, evaluate current practices, and offer recommendations for improving online MBA education within the Iranian context. An extensive search was conducted across databases such as Semantic Scholar, Google Scholar, Scopus, and Noormags, using keywords to select relevant studies focused on digital technology integration. The findings revealed that although digital technologies present opportunities for increased flexibility and educational innovation, their implementation in Iranian MBA programmes is hindered by inadequate technological infrastructure, limited lecturer training, and challenges in maintaining interactive and experiential learning environments. This review contributes to the existing literature by highlighting the unique institutional and geographic barriers faced by Iranian universities, providing a detailed analysis of these challenges, and proposing targeted strategies for overcoming them. Future research should prioritize the development of innovative solutions and the evaluation of their effects on the overall effectiveness of virtual MBA education in Iran.
Development of the edu-game media Lom's Ethnic Journey to enhance interest in learning Mathematics and Physics among students Sari, Elisa Mayang; Novitasari, Novitasari; Fujiyanti, Linda; Afriansyah, Riki; Ramadhani, Arya
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p126

Abstract

Abstrak: Secara umum pembelajaran Matematika dan Fisika masih dirasakan sulit bagi mahasiswa. Hal ini karena minat belajar mahasiswa pada kedua mata kuliah tersebut masih rendah. Hal ini dikarenakan metode pembelajaran yang monoton, dan penggunaan media yang terbatas. Penelitian ini bertujuan untuk meningkatkan minat belajar mahasiswa pada mata kuliah matematika dan fisika dengan mengembangkan media pembelajaran berbasis game edukasi yang bertemakan kearifan lokal "orang Lom," yaitu "Lom’s Ethnic Journey". Metode penelitian yang digunakan adalah design research meliputi expert review, one-to-one, small group, dan field test. Hasil penelitian menunjukkan bahwa game edukasi ini telah terbukti valid, praktis, dan memiliki efek potensial. Dari hasil efek potensial diperoleh user acceptance sebesar 86 persen dapat diterima dengan baik tanpa kendala saat digunakan di banyak jenis smartphone dan applicability organizational acceptance dalam peningkatan minat belajar mahasiswa sebesar 44 persen. Urutan minat belajar yang peningkatannya dari tertinggi ke terendah antara lain, adanya kemauan belajar, adanya pemusatan perhatian dan pikiran terhadap pembelajaran, adanya upaya yang dilakukan untuk merealisasikan keinginan untuk belajar, dan adanya perasaan senang mahasiswa dalam belajar. Abstract: Learning Mathematics and Physics is generally perceived as difficult for students, primarily due to low interest in these subjects. This is due to monotonous learning methods and limited use of media. This research aims to increase students' interest in mathematics and physics courses by developing educational game-based learning media with the theme of local wisdom "Lom people," namely "Lom's Ethnic Journey." The research method used was design research, which includes expert review, one-to-one, small group, and field tests. The study results show that this educational game has been proven valid and practical and has potential effects. The result of the potential effect is 86 percent of user acceptance, meaning it can be well received without problems when used in many types of smartphones. The implementation of organizational acceptance increased student interest in learning by 44 percent. The order of learning interest that increased from the highest to the lowest included the willingness to learn, the concentration of attention and mind on learning, the efforts made to realize the desire to learn, and the feeling of student happiness in learning.