cover
Contact Name
Fathirma'ruf
Contact Email
fathir.ntb@gmail.com
Phone
+6285253190336
Journal Mail Official
ainarapress12@gmail.com
Editorial Address
Jln. Lintas Bima Sumbawa, Kab. Bima, Nusa Tenggara Barat
Location
Kab. dompu,
Nusa tenggara barat
INDONESIA
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
ISSN : 27467767     EISSN : 27467767     DOI : -
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan), covers research and study in the field of education and culture, such as, education management, education best practice, curriculum, education assessment, education policy, education technology, language, archeology, educatioan etc . Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan), is an informative media from the sphere of educational research which aims to communicate different kinds of literature in the sphere of education.
Articles 255 Documents
The Effectiveness of Alphabet Block Games on Language Development in Early Childhood Letter Recognition: Efektivitas Permainan Balok Huruf terhadap Perkembangan Bahasa dalam Pengenalan Huruf Anak Usia Dini Noviana, Noviana; Zuhrotul, Baiq Halimatuz; Zakaria, Muh.
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 3 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
Publisher : Lembaga Penelitian dan Pengembangan Sumberdaya Wilayah (elrispeswil)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/ainj.v6i3.976

Abstract

Language ability is a fundamental aspect of early childhood development, especially letter recognition, which serves as the foundation for literacy skills. Preliminary observations at KB Nune Pangeran indicated that most children in Group B struggled with recognizing letters due to conventional teaching methods that relied heavily on worksheets and lacked engaging media. This study aimed to examine the effectiveness of using letter block games to improve children’s language development, particularly in early literacy. The research employed a Classroom Action Research (CAR) design based on Kemmis and McTaggart’s model, conducted in two cycles involving 24 children aged 5–6 years during the 2024/2025 academic year. Data were collected through structured observation using validated instruments assessed by expert judgment. The findings revealed a clear improvement in children’s performance across the cycles, with the majority reaching the “Developing as Expected” and “Very Well Developed” categories by the second cycle. These results suggest that letter block games provide meaningful, concrete, and enjoyable learning experiences that significantly enhance early literacy development. The study contributes to the literature by emphasizing the pedagogical value of manipulative learning media and supports theoretical perspectives such as Vygotsky’s scaffolding and Bruner’s enactive representation. This research highlights the potential of simple educational games to enrich early childhood education and offers practical implications for teachers and institutions seeking innovative literacy strategies.
Strategy to Enhance Children’s Language Skills through Visual Flashcard Media: A Study on Early Childhood: Strategi Meningkatkan Kemampuan Berbahasa Anak melalui Media Visual Flashcard: Studi pada Anak Usia Dini Laili, Husnul; Ismayadi, Ismayadi
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 3 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
Publisher : Lembaga Penelitian dan Pengembangan Sumberdaya Wilayah (elrispeswil)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/ainj.v6i3.977

Abstract

This study aims to enhance children's language skills through the use of visual flashcard media among Group A students at TK PGRI 27 Orong Rante, located in Mamben Baru Village, Wanasaba District, East Lombok Regency, during the 2024/2025 academic year. The research was motivated by the low level of children's language proficiency, as evidenced by the limited number of students categorized as BSH (Developing as Expected) and BSB (Very Well Developed). This study employed a Classroom Action Research (CAR) design implemented over three cycles, involving 34 children as research subjects. Data were collected through observation techniques to assess the development of children's language skills in each cycle. The findings revealed a significant improvement in language proficiency. Initially, only 5 children (15%) reached the BSH and BSB categories. This number increased to 24% in the first cycle, 30% in the second cycle, and finally reached 80% in the third cycle, surpassing the targeted 75%. These results indicate that the use of visual flashcard media is effective in improving the language skills of early childhood learners. Accordingly, this strategy is recommended for broader implementation in early childhood education settings.
The Influence of Gimkit Game Implementation on Students’ Analytical Skills, Engagement, and Satisfaction Levels: Pengaruh Penerapan Game Gimkit terhadap Kemampuan Analitik, Keterlibatan dan Tingkat Kepuasan Mahasiswa Kurniasari, Dwiga; Puspitasari, Shinta; Ramadhan, Ridwan; Ayu, Siska Sukma; Sihombing , Yosepa Juliana; Susilowati, Nurdian
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 3 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
Publisher : Lembaga Penelitian dan Pengembangan Sumberdaya Wilayah (elrispeswil)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/ainj.v6i3.981

Abstract

This study aimed to analyze the effect of using Gimkit, an interactive game-based learning platform, on students’ analytical skills, engagement, and learning satisfaction in the Introduction to Accounting course. A quasi-experimental design with a Nonequivalent Control Group was employed, involving 80 undergraduate students divided into an experimental class (using Gimkit) and a control class (conventional methods). Research instruments consisted of a 15-item multiple-choice test to measure analytical skills and Likert-scale questionnaires to assess engagement and satisfaction. The instruments were validated using Pearson’s correlation (r > 0.30) and achieved acceptable reliability (Cronbach’s α > 0.70). The results of independent sample t-tests showed no significant differences in analytical skills (t = 0.26, p > .05, d = 0.06) and engagement (t = 0.02, p > .05, d = 0.01) between groups. However, a significant difference was found in learning satisfaction (t = 4.21, p < .001, d = 0.75), with higher satisfaction reported by students in the Gimkit group. These findings suggest that Gimkit is more effective in enhancing affective aspects, particularly satisfaction, rather than cognitive outcomes in the short term. This study provides one of the first empirical insights into Gimkit implementation in accounting education in Indonesia and highlights the need for further longitudinal research to examine its long-term cognitive effects.
A Strategy to Improve Social Studies Learning Outcomes of Fifth-Grade Elementary Students through the STAD Model Assisted by TikTok Videos: Strategi Meningkatkan Hasil Belajar IPS Kelas V SD melalui Model STAD Berbantuan Video TikTok Ahda, Tsaqila Ziyan; Hanifah, Nurdinah; Aeni, Ani Nur
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 3 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
Publisher : Lembaga Penelitian dan Pengembangan Sumberdaya Wilayah (elrispeswil)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/ainj.v6i3.996

Abstract

This study aimed to improve the learning outcomes of fifth-grade students in Social Studies (IPS), specifically on Indonesian culture, by applying the cooperative learning model Student Teams Achievement Division (STAD) combined with short educational TikTok videos. A Classroom Action Research (CAR) design was conducted in two cycles with 29 students at SDN Rancakasumba 6. Each cycle consisted of planning, implementation, observation, and reflection. Data were collected through observations of teacher and student activities, interviews, learning outcome tests, and documentation. The findings revealed consistent improvements: lesson planning increased from 93.75% in Cycle I to 100% in Cycle II; teacher performance improved from 87.5% to 96%; student activity rose from 48% (14 of 29 students) to 83% (24 of 29 students); and learning mastery increased from 31% at baseline (9 of 29 students) to 52% in Cycle I (15 of 29 students) and 83% in Cycle II (24 of 29 students), exceeding the Minimum Mastery Criterion (80%). These results indicate that integrating the STAD model with short TikTok videos effectively enhances student engagement and academic achievement in Social Studies. However, the study was limited to one class, a two-week duration, and one topic (Indonesian culture), suggesting the need for further replication across different subjects and contexts.
Escape in the Scroll: Academic Stress and Cyberloafing Behavior among University Students: Stres Akademik dan Perilaku Cyberloafing pada Mahasiswa Rohmah, Syifa Nur; Barokah, Ummi; Ziyan, Muhammad Azka; Syabania, Mayla Zahwa; Apriandi, Ridho Maulana
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 3 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
Publisher : Lembaga Penelitian dan Pengembangan Sumberdaya Wilayah (elrispeswil)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/ainj.v6i3.1004

Abstract

Cyberloafing, defined as using the internet for non-academic activities during learning, has become a pressing issue in higher education. Guided by the Transactional Model of Stress and Coping (Lazarus & Folkman, 1984), this study examines whether academic stress is positively associated with cyberloafing among students of the Faculty of Da'wah and Communication, Syarif Hidayatullah State Islamic University Jakarta. Using a quantitative causal-associative design, data were collected via an online questionnaire from 91 active undergraduates (cohorts 2021–2024). Academic stress was measured with a modified Student-Life Stress Inventory (Puteri, 2024; α=0.824), and cyberloafing with the Indonesian Academic Cyberloafing Scale (Fuadi et al., 2025; α=0.915). Simple linear regression analysis (SPSS v27) revealed that academic stress significantly predicted cyberloafing (β = .25, SE = .10, t = 2.43, p = .017, 95% CI [.04, .45]), but with a small effect size (R² = 0.062). These results suggest that while academic stress contributes to cyberloafing, the majority of variance is explained by other factors such as self-regulation, motivation, and digital habits. Practical implications include structured tech breaks, phased learning tasks, and self-regulation training to mitigate cyberloafing in academic settings. Future research should employ multivariate models and cross-program replication to better capture the multidimensional drivers of cyberloafing.
Learning Innovation through Game-Based Learning Assisted by Wordwall Media on Elementary School Students’ Numeracy Skills: Inovasi Pembelajaran melalui Game Based Learning berbantuan Media Wordwall terhadap Kemampuan Numerasi Siswa Sekolah Dasar Sulaiman, Sulaiman; Sumiyati, Sumiyati; Arifin, Arifin; Nurjannah, Nurjannah
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 3 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
Publisher : Lembaga Penelitian dan Pengembangan Sumberdaya Wilayah (elrispeswil)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/ainj.v6i3.1017

Abstract

This study investigates the effectiveness of the Game Based Learning model assisted by Wordwall in improving elementary school students’ numeracy skills. The research was motivated by the low achievement of numeracy competencies in mathematics, which hinders students’ ability to apply concepts functionally. A quantitative approach with a pre-experimental one-group pretest–posttest design was employed involving 14 fifth-grade students. Data were analyzed using validity and reliability testing, normality and linearity tests, paired-sample t-test, and N-Gain analysis. Results indicated an increase in the average numeracy score from 62.42 (pretest) to 72.14 (posttest), with a significance value of 0.000 (<0.05). The N-Gain score of 0.53 categorized the improvement as moderate. These findings confirm that Game Based Learning assisted by Wordwall is effective in enhancing students’ numeracy performance and can be considered as an innovative instructional strategy in mathematics learning at the elementary level.
Strategies to Improve Overhead Passing Skills in Volleyball through the Demonstration Teaching Method: Strategi Meningkatkan Keterampilan Passing Atas dalam Permainan Bola Voli melalui Metode Pembelajaran Demonstrasi Nurhasanah, Nurhasanah; Gunawan, Gunawan; Baan, Addriana Bulu; Mursalim, Mursalim
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 4 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
Publisher : Lembaga Penelitian dan Pengembangan Sumberdaya Wilayah (elrispeswil)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/ainj.v6i4.919

Abstract

Basic motor skills in volleyball, such as overhead passing, play an important role in supporting overall game success. However, in reality, many students have difficulty mastering this technique correctly. This study aims to improve learning outcomes in the overhead passing skill in volleyball through the application of the demonstration learning method among Grade XI students at SMANOR Palu. The research employed a Classroom Action Research (CAR) approach conducted in two cycles, each consisting of planning, implementation, observation, and reflection stages. In the pre-cycle stage, only 8 students (40%) achieved the minimum learning mastery, while 12 students (60%) had not. After implementing the demonstration method in Cycle I, there was an improvement in learning outcomes, with 12 students (60%) achieving mastery and 8 students (40%) still not meeting the standard. Despite this improvement, Cycle II was carried out to optimize the results further. The results of Cycle II showed a significant increase, with 18 students (90%) achieving learning mastery and only 2 students (10%) remaining below the standard. The demonstration method proved effective as it provided a clear visualization of movements, making it easier for students to understand and accurately imitate the basic technique of overhead passing. In addition, immediate feedback after the demonstration helped students quickly correct technical errors. Therefore, the demonstration method is effective in enhancing students' overhead passing skills.
Efforts to Improve Long Serve Skills in Badminton through the Demonstration Method: Upaya Meningkatkan Keterampilan Servis Panjang dalam Permainan Bulu Tangkis melalui Metode Demonstrasi Ramlah, Ramlah; Baan, Adriana Bulu; Gunawan, Gunawan; Rahmayati, Rahmayati
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 4 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
Publisher : Lembaga Penelitian dan Pengembangan Sumberdaya Wilayah (elrispeswil)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/ainj.v6i4.929

Abstract

This Classroom Action Research (CAR) study aims to improve students' long serve skills in badminton for Grade VIII students at SMPN 2 Palu. The problem identified was the low mastery of long serve skills, with only 27% of students meeting the minimum competency criteria in the pre-cycle assessment. The research was conducted in two cycles, each consisting of four stages: planning, action implementation, observation, and reflection. In Cycle I, 70% of students achieved mastery, though 30% did not meet the required standards. After improvements were made in Cycle II, including enhanced visual demonstrations and immediate feedback, significant progress was observed, with 94% of the 33 students achieving mastery. These findings suggest that the demonstration method effectively improves students' long serve skills in badminton by offering clear visual understanding and structured practice opportunities.
The Effectiveness of Play-Based Learning Methods in Improving Basic Badminton Serve Skills among Senior High School Students: Efektivitas Metode Pembelajaran Berbasis Bermain dalam Meningkatkan Keterampilan Servis Dasar Bulu Tangkis Siswa SMA Veralia, Komang Sukma; Purwanto, Didik; Gunawan, Gunawan
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 4 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
Publisher : Lembaga Penelitian dan Pengembangan Sumberdaya Wilayah (elrispeswil)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/ainj.v6i4.939

Abstract

This classroom action research aimed to improve students’ basic badminton service skills through a play-based learning approach in Class X E of SMA Negeri 4 Palu. The study was conducted in two cycles following Kemmis and McTaggart’s CAR stages: planning, action, observation, and reflection. Service skills were assessed using an analytic rubric covering stance/preparation, swing/contact, shuttle direction accuracy, and follow-through; supporting qualitative data were collected from structured observation notes. Individual mastery was set at a minimum score of 70, while classical mastery was achieved when ≥85% of students reached this threshold. Pre-cycle results showed 10 of 30 students (33.3%) met mastery. After Cycle I implementation (target-serve games and relay-serve games), mastery rose to 19 of 30 (63.3%). Revisions in Cycle II (greater target variability, paired consistency drills, additional guided practice, and self-modeling homework) increased mastery to 25 of 30 (85.0%), meeting the success indicator. The findings indicate that play-based learning improves service performance by increasing meaningful repetitions, immediate feedback, and competitive engagement in physical education classes.
Development of a Mathematics Multiplication Pocket as an Instructional Teaching Aid for Multiplication Concepts in Elementary School: Pengembangan Kantong Perkalian Matematika sebagai Alat peraga pada Materi Perkalian di Sekolah Dasar Windiani, Dea Windiani; Maulana, Maulana; Isrok’atun, Isrok’atun
Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 4 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan)
Publisher : Lembaga Penelitian dan Pengembangan Sumberdaya Wilayah (elrispeswil)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/ainj.v6i4.1047

Abstract

Persistent difficulties in learning multiplication at the elementary level indicate a gap between recommended use of concrete manipulatives and prevailing textbook-centered practices. This research and development (R&D) study developed Kalimatika, a low-cost concrete manipulative, and examined its feasibility and learning effectiveness for third-grade multiplication. Using the ADDIE model, six experts (three media, three content) validated the product with feasibility ratings of 94.7% and 98.6% (highly feasible). A one-group pretest–posttest implementation with 26 students yielded a mean increase from 77.15 to 92.50 and an N-Gain of 0.59 (medium). Teacher and student questionnaires indicated very good acceptance. The findings extend evidence that locally fabricated manipulatives can strengthen conceptual understanding of whole-number multiplication in elementary mathematics. Limitations include the small sample and single-group design; future work should employ controlled trials and durability improvements.

Filter by Year

2020 2025


Filter By Issues
All Issue Vol. 6 No. 4 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 3 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 2 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 6 No. 1 (2025): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 5 No. 4 (2024): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 5 No. 3 (2024): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 5 No. 2 (2024): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 5 No. 1 (2024): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 4 No. 3 (2023): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 4 No. 2 (2023): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 4 No. 1 (2023): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 3 No. 3 (2022): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 3 No. 2 (2022): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 3 No. 1 (2022): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 2 No. 3 (2021): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 2 No. 2 (2021): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 2 No. 1 (2021): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 1 No. 2 (2020): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) Vol. 1 No. 1 (2020): Ainara Journal (Jurnal Penelitian dan PKM Bidang Ilmu Pendidikan) More Issue