Enhancing Writing Skills in Persuasive Texts Through a Pancasila-Integrated Snakes and Ladders Game Framework
The integration of educational games in academic settings has consistently improved student engagement and retention of knowledge, particularly in writing education. However, the use of these games to embed national values such as Indonesia's Pancasila within persuasive writing curricula remains underexplored. This study aimed to develop and assess the effectiveness of an Android-based Snakes and Ladders game that integrates Pancasila values to enhance persuasive writing skills among junior high school students. Employing a structured framework, the research was conducted with 70 students. A comprehensive needs analysis was performed using a survey to evaluate students' experiences with existing educational tools and their receptiveness to the game-based learning model. Statistical analysis of survey responses confirmed the reliability of the assessment tools and helped in refining the game design. The results demonstrated significant improvements in students' persuasive writing skills and their engagement with the educational content, confirming the game's effectiveness in integrating academic and cultural education. This study introduces a novel approach by using an educational game to merge persuasive writing education with the inculcation of national values, providing a dual focus that enhances both academic abilities and cultural identity. The findings contribute to educational technology and curriculum development by offering a scalable model that can be adapted in diverse educational settings to merge cultural education with academic learning. This approach has significant implications for regions prioritizing the integration of cultural values into education, suggesting a path forward for educational reform that harmonizes tradition with technological advancements.
- Research Article
- 10.32939/jdime.v3i1.4287
- Apr 22, 2025
- JDIME: Journal of Development and Innovation in Mathematics Education
This study aims to develop and evaluate the effectiveness of an Augmented Reality (AR)-based educational game in enhancing junior high school students' understanding of geometric concepts. Employing the Successive Approximation Model (SAM) as its development framework, the study comprises three main phases: Preparation, Iterative Design, and Iterative Development. The Preparation phase involved needs assessment and problem analysis through surveys and interviews, which revealed that 60% of students experienced difficulties in visualizing geometric shapes. The Iterative Design phase included the development of an initial prototype, tested by ten students and validated by three experts. The validation results indicated high scores in terms of content quality, visual design, and curriculum alignment. While the prototype received positive feedback regarding 3D object visualization, suggestions were made to improve interactivity. In the Iterative Development phase, the final version of the game was refined based on feedback and tested on 60 students using a pre-test and post-test design. Data analysis using a paired sample t-test revealed a statistically significant improvement in students' understanding of geometry, with a notable difference between pre-test and post-test scores (p = 0.032 < 0.05). These findings suggest that AR technology can effectively enhance students’ conceptual understanding and engagement in geometry learning. The study's limitations include a relatively small sample size and a short media usage duration. Future research is recommended to involve a larger sample, extend the intervention period, and further explore aspects of interactivity and media adaptation to individual learner needs for increased effectiveness.
- Research Article
- 10.23887/jpbi.v12i3.89509
- Dec 25, 2024
- Jurnal Pendidikan Bahasa Inggris undiksha
Literacy has continuously become an issue in the education context especially in Merdeka Belajar. This research aims at developing a digital storytelling media “Tat Twam Asi” for VIII Grade Students of Junior High Schools. This research is Research and Development (R&D) using the ADDIE Model consisting analyze, design, develop, implement, and evaluate. The data were collected from observation, interview, and test. The instruments of data collection are field notes, an interview guide, a validation sheet, a questionnaire, and a literacy test. The finding shows that digital storytelling media “Tat Twam Asi” was conducted using ADDIE model. The average percentage of product practicality from teacher responses was 95.1%. Referring to the product practicality percentage criteria, it is known that the practicality level of digital storytelling learning media “Tat Twam Asi” is in the very practical category. Furthermore, the implementation of this media can be considered effective since there was a significant improvement in students’ literacy of VIII Grade students of Junior High School.
- Research Article
- 10.59431/ajad.v5i1.502
- Apr 10, 2025
- AJAD : Jurnal Pengabdian kepada Masyarakat
According to UNESCO, around 258 million children and adolescents worldwide lacked access to education in 2020, most of whom are in developing countries. In Indonesia, while cities like Bogor have good access to education, villages such as Benteng in Bogor Regency still face challenges in educational development, especially in subjects such as English, Mathematics, Social Studies (IPS), and Digitalization. This community service program aims to enhance education quality through interactive learning approaches, including four main programs: ELEVEN (English Learning and Vocabulary ENhancement), Back2Math (Back to Basic Math), Jelajah Duniaku, and DigiKidz. The program employs hands-on training methods, educational games, and game card method to enrich vocabulary, mathematical concepts, social insights, and digital skills. The results show significant improvement in students' academic abilities across all subjects taught. This program also produces learning modules that can be used sustainably by local teachers and communities.
- Research Article
- 10.58421/gehu.v4i3.472
- Jul 3, 2025
- Journal of General Education and Humanities
This study aims to develop an e-module based on Inquiry-Based Learning (IBL) to enhance junior high school students' creative thinking skills, particularly on flat-sided geometric shapes. The research was motivated by the low level of student creativity in mathematics, often attributed to conventional, teacher-centred learning methods. The research employed a Research and Development (R&D) approach, utilising the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The participants were eighth-grade students from SMP Negeri 16 Kota Jambi. The developed e-module was validated for practicality and effectiveness. The effectiveness was assessed through a pretest-posttest design, demonstrating a significant improvement in students’ creative thinking abilities across four key indicators: fluency, flexibility, originality, and elaboration. The average N-gain score of 0.79 indicates a high category of effectiveness. These findings suggest that integrating IBL with digital learning media provides an effective instructional tool for fostering students’ mathematical creativity. Therefore, the IBL-based e-module is recommended as an innovative alternative to support student-centred learning and the development of higher-order thinking skills in mathematics.
- Research Article
- 10.22219/jcse.v5i3.33380
- Dec 5, 2024
- Journal of Community Service and Empowerment
In the wake of the ongoing global pandemic, maintaining hand hygiene has become paramount to prevent disease transmission. Hand sanitizer serves as a practical solution in situations where access to water and soap is limited, especially in school environments. This article outlines a training program designed for junior high school students participating in the Adiwiyata program, aimed at enhancing their understanding of hand hygiene and empowering them to independently produce hand sanitizer using readily available ingredients. The training program incorporates various steps, including a pre-test to gauge students' initial knowledge, educational sessions highlighting the importance of cleanliness and proper hand hygiene practices, hands-on practice sessions for students to craft hand sanitizer, and post-training evaluation to assess knowledge retention and practical skills. Results indicate a significant improvement in students' knowledge and practical abilities in hand sanitizer production, as well as a heightened awareness of the importance of hand hygiene in disease prevention. By equipping students with the skills to create their own hand sanitizer, the training not only promotes individual health but also aligns with the objectives of the Adiwiyata program by reducing reliance on commercial products containing potentially harmful chemicals and fostering a cleaner, healthier school environment.
- Research Article
- 10.18421/tem141-54
- Feb 27, 2025
- TEM Journal
Recent studies have highlighted the need for innovative teaching methods in legal education, particularly in criminal law. This research examines the impact of gamification on teaching General Criminal Law to university students. Building on previous literature demonstrating gamification's effectiveness in higher education, this study hypothesized that implementing educational games would significantly improve students' learning outcomes and engagement. Using a quasi-experimental design, the study involved 47 university students who participated in educational games including Legal-Historical Domino and Conceptual Cards over one academic semester. The research aimed to evaluate both cognitive improvements and student perceptions of the gamified approach. Results showed significant improvement in students' knowledge (d = 1.68, p < .001), with the "principles of law" dimension exhibiting the largest gain. Students reported highly positive perceptions of the ludic method, particularly its aid to learning (M = 4.57, SD = 0.58). Knowledge improvement correlated positively with perceived learning assistance (r = .45, p = .002). These findings suggest gamification can effectively enhance both academic performance and motivation in legal education, addressing key challenges in 21st-century law teaching.
- Research Article
- 10.35445/alishlah.v16i4.5949
- Dec 31, 2024
- AL-ISHLAH: Jurnal Pendidikan
This study evaluates the impact of the Quizizz application on junior high school students' comprehension, highlighting its potential to enhance classroom instruction through innovative and engaging learning strategies. A Classroom Action Research (CAR) approach was employed, encompassing planning, implementing, observing, and reflecting stages. The study involved 36 eighth-grade students at SMPN 3 Batang Gangsal. Data were gathered through observations, tests, and documentation. Qualitative analysis of observational data was conducted using tables and diagrams to track progress, while quantitative analysis compared student performance across two cycles. In Cycle I, the average student score was 62.4, with 38.89% (14 students) achieving scores ≥70. By Cycle II, the average score increased to 74.1, with 88.89% (32 students) meeting or exceeding the benchmark. These results demonstrate significant improvement in students' comprehension of social studies. The findings highlight the effectiveness of Quizizz as a tool for engaging students and enhancing learning outcomes. Its interactive features contributed to increased student motivation and better comprehension of social studies concepts. The Quizizz application proved to be an effective and innovative learning tool, significantly improving student comprehension. Future research should explore its application across diverse subjects and educational levels to assess its broader impact on learning outcomes.
- Research Article
- 10.29407/jmen.v11i1.25109
- May 31, 2025
- Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika
Based on PISA, Indonesian students' mathematical literacy skills are very low. This study investigates the effectiveness of Mathos AI-assisted deep learning design in improving PISA-like mathematical literacy among junior high school students. Using design research methodology with validation studies approach. Data were collected through pre-test and post-test, classroom observation, interviews, and analysis of student work. The findings revealed significant improvements in students' mathematical literacy, with positive impacts on their motivation and engagement. The integration of Mathos AI facilitates personalized learning and provides valuable insights into students' learning processes. This study contributes to the growing literature on AI-driven educational interventions, which offer practical implications for improving mathematical literacy in real-world classroom settings. The conclusion of this study is that Mathos AI-assisted deep learning is able to improve PISA-like mathematical literacy skills among junior high school students. The integration of AI-based tools in mathematics education can result in improved learning outcomes and student engagement. Further research is needed to explore the long-term effects of AI-based interventions and develop best practices for their implementation.
- Research Article
1
- 10.21009/1.10211
- Dec 2, 2024
- Jurnal Penelitian & Pengembangan Pendidikan Fisika
Scientific literacy is the ability to actively participate in discussions and understanding issues related to science and scientific ideas, serving as a form of participation as an informed citizen. The objective of this research is to examine the validity, practicality, and effectiveness of a student worksheets based on the engineering design process (EDP). The research type and design fall under research and development (R&D) and have been developed using the ADDIE research design through the steps of Analyze, Design, Develop, Implement, and Evaluate. Data collection included validation and student response questionnaires, implementation sheets, and scientific literacy tests to assess validity, practicality, and effectiveness. The validation questionnaire is used to measure validity, the student response questionnaire is used to determine student responses, the implementation sheet is used to assess the feasibility of the learning process, and the science literacy test is used to assess the improvement in students' scientific literacy. The validity analysis yielded a result of 90%, categorizing the EDP-based student worksheets as very valid. The practicality score of 86% demonstrates that the worksheets are highly practical for use in learning environments. Additionally, the effectiveness, measured through an N-gain value of 0.76, indicates a significant improvement in students’ scientific literacy. The student response questionnaire results, with an 84% score, reflect a very positive reception from students. These findings collectively confirm that the EDP-based student worksheets are valid, practical, and effective tools for enhancing scientific literacy among junior high school students. These results suggest that EDP-based worksheets can be a valuable tool for fostering scientific literacy among junior high school students, equipping them with the skills to engage in scientific discussions and make informed decisions as active citizens.
- Research Article
- 10.26714/lensa.14.1.2024.126-144
- Jun 30, 2024
- Lensa: Kajian Kebahasaan, Kesusastraan, dan Budaya
This study aims to examine the impact of the Busuu application on students' listening skills. This research uses a pre-experimental quantitative approach with a pre-test and post-test design in one group. This research specifically used eighth grade students at MTs Anwarul Maliki and was conducted in three stages: pretest, treatment, and posttest. Research findings show a significant improvement in students' listening skills in class VIII B before and after treatment with the Busuu application. This application has proven to be more effective than traditional methods, improving the practice and effectiveness of listening learning. The results of data analysis show an increase in students' average pre-test score from 34.44 to 64.44 from the average post-test score with the use of the Busuu application, making the process of learning listening skills easier and more practical. The results of this research can provide evidence to readers regarding the use of busuu which can affect junior high students' English listening abilities. This research implies that the Busuu application is more effective than traditional methods in improving listening skills. This provides empirical support for the use of technology in language learning, showing that technology-based methods can provide better results.
- Research Article
- 10.62567/jpi.v1i2.760
- Jul 30, 2025
- Jurnal Pengabdian Indonesia (JPI)
The development of digital technology has transformed communication patterns among young people, particularly through social media. However, the use of the Indonesian language by junior high school students in digital spaces often neglects linguistic norms and lacks politeness. This community service project aimed to educate students of SMPIT Al-Hijrah 2 Deli Serdang on how to use Indonesian properly, accurately, and politely in digital communication. The method involved initial observation, development of a contextual learning module based on social media content, implementation of interactive training, and follow-up evaluation and mentoring. The results indicate a significant improvement in students’ understanding of language norms and online communication ethics. Students became more aware in choosing appropriate diction, composing grammatically correct sentences, and maintaining polite interactions in social media posts and comments. Post-training mentoring also showed consistency in the students’ application of polite language in their digital interactions. This program demonstrates that language education integrated with digital literacy and character-building can shape ethical and productive communication behaviors among junior high school students. Such education is recommended to be continuously implemented as part of school literacy programs.
- Research Article
- 10.30762/jeels.v11i2.3803
- Dec 26, 2024
- JEELS (Journal of English Education and Linguistics Studies)
This study aims to design gamification-based- instructions using articulate storyline in a flipped classroom setting to improve vocabulary mastery of junior high school students and to examine how students’ perspective on this approach compared to traditional methods. The study employs a Research and Development (R&D) methodology, guided by the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results show that there is a significant improvement in students’ vocabulary mastery, with an average gain of 30%, and over 85% of students found the gamified activities significantly more engaging and motivating. The study concludes that using the Articulate Storyline in conjunction with gamification in a flipped classroom environment significantly improves both student engagement and vocabulary mastery. These findings provide not only insightful information that positions gamified learning as a strong substitute for conventional pedagogy but also further advancements in instructional design.
- Research Article
- 10.47940/cajas.v10i2.969
- Jun 20, 2025
- Central Asian Journal of Art Studies
Art education has long been a vital domain for expressing, preserving, and transmitting cultural memory and national values. In an era marked by globalization and rapid digitalization, these values face challenges, with younger generations often exposed to transnational and multicultural narratives that may overshadow local traditions. This study proposes a transdisciplinary framework in art education to bridge cultural heritage with modern educational content, ensuring a balanced approach to teaching both artistic techniques and cultural identity. Through mixed methods—including qualitative interviews, case studies, and a quantitative experimental study—this research assesses the effectiveness of integrating cultural memory and national values in art education. Our findings underscore the value of a curriculum focused on national identity, showing significant improvements in students’ awareness and appreciation of their cultural roots. Additionally, we explore challenges faced by educators and institutions in implementing transdisciplinary approaches. This study contributes to a growing field of educational research emphasizing cultural heritage in contemporary learning, offering insights for policymakers, educators, and curriculum developers. Results suggest that a transdisciplinary approach in art education fosters a culturally aware and globally informed student body, equipped to navigate and appreciate both local and global perspectives. This article explores the intersection of transdisciplinary research and art education, focusing on the role of cultural memory and national values in modern artistic content. As societies undergo rapid globalization and modernization, art education plays a crucial role in preserving and reshaping cultural identities, fostering national values, and transmitting collective memory through art. By adopting a transdisciplinary research approach, which integrates knowledge from multiple disciplines such as art history, sociology, anthropology, and cultural studies, art education systems can provide more holistic and contextually relevant frameworks for understanding national identity in the modern world. This article examines how cultural memory is encoded in visual arts, the reinterpretation of national values in contemporary artistic practices, and the transformative potential of art education in shaping national consciousness. Through the lens of transdisciplinary research, the paper highlights the evolving nature of national values in art education and their relevance in the digital age, where global and local influences converge.
- Research Article
10
- 10.1016/j.wem.2017.11.005
- Feb 1, 2018
- Wilderness & Environmental Medicine
Wilderness First Responder: Are Skills Soon Forgotten?
- Research Article
- 10.23960/ujet.v11.i3.202211
- Jan 1, 2022
- U-Jet: Unila Journal of English Language Teaching
The objective of this research is to find out whether there is any significant improvement in students’ descriptive writing ability after the implementation of pictures as media. This research is a quantitative research, which use a one-group pre-test and post-test design. The population of this research is the seventh grade students of Junior High School 1 Pringsewu. The sample for this research is class 7.1 which consisted of 30 students. The writing test is administered as the instrument of the research. The data is analyzed by using the Paired Sample T-test. It is used to prove the hypothesis in this research. The result of the T-test in this research shows that the value of the significant level is lower than the alpha level (0.00<0.05). It means that H1 is accepted that there is a difference in students’ writing ability after the implementation of pictures as media. The difference indicates that there is an improvement after the implementation of pictures. Thus, it can be concluded that pictures can be applied to improve students’ descriptive writing ability. Based on the result of the research, it is suggested to the teachers to practice the use of pictures as teaching media in writing descriptive text since it would develop students’ writing skills. Keywords: pictures, writing ability,descriptive text
- Journal Issue
- 10.15294/jed.v12i2
- Dec 31, 2024
- The Journal of Educational Development
- Research Article
- 10.15294/jed.v12i2.2009
- Jul 11, 2024
- The Journal of Educational Development
- Journal Issue
- 10.15294/jed.v12i1
- Jun 30, 2024
- The Journal of Educational Development
- Research Article
- 10.15294/jed.v12i1.3597
- May 4, 2024
- The Journal of Educational Development
- Research Article
- 10.15294/jed.v12i1.2126
- Apr 1, 2024
- The Journal of Educational Development
- Research Article
- 10.15294/jed.v12i1.3645
- Mar 26, 2024
- The Journal of Educational Development
- Research Article
- 10.15294/jed.v12i1.1981
- Jan 5, 2024
- The Journal of Educational Development
- Research Article
- 10.15294/jed.v6i3.25078
- Aug 20, 2018
- The Journal of Educational Development
- Research Article
- 10.15294/jed.v6i3.25082
- Aug 20, 2018
- The Journal of Educational Development
- Research Article
- 10.15294/jed.v6i3.24906
- Aug 13, 2018
- The Journal of Educational Development
- Ask R Discovery
- Chat PDF
AI summaries and top papers from 250M+ research sources.