Research Article
Indexed
Khasinatul Adila • Kamal Firdaus • Sepriadi Sepriadi • Liza Liza
This study aims to examine the direct, indirect, and simultaneous effects of physical fitness, breakfast habits, and self-confidence on physical education learning outcomes. A quantitative associative design with a path analysis approach was...
Journal of Educational and Learning Studies
March 30, 2026
10.32698/02332
Physical FitnessBreakfast HabitsSelf-Confidence
Research Article
Indexed
Nefrima Sartika Putri • Rudyanto Rudyanto
Explainable artificial intelligence (XAI) is increasingly used to support prediction, assessment, feedback, and instructional decisions in mathematics education, yet evidence about how explanation affects transparency, trust, and learning remains...
SCHOULID: Indonesian Journal of School Counseling
December 30, 2025
10.23916/086846011
Explainable artificial intelligence (XAI)Artificial intelligence in education (AIED)Mathematics education
Research Article
Indexed
Gemi Candra • Jeki Haryanto
Problem-Based Learning (PBL) is a student-centred strategy with the potential to foster higher-order thinking and active engagement, yet its use in physical education (PE) and sport remains limited and fragmented across contexts. This systematic...
Journal of Educational and Learning Studies
October 30, 2025
10.32698/02472
Problem-based learningPhysical education and sportLearning outcomes
Research Article
Indexed
Merry Krysty • Muzzazinah Muzzazinah • Sri Mulyani Sri Mulyani
Learning outcomes are key indicators of success in the learning process. This study focuses on the digestive system material and aims to analyze the feasibility and effectiveness of Android-based comic media in improving specific student learning...
Jurnal Penelitian Pendidikan Indonesia
September 04, 2025
10.29210/020254766
learning mediadigital comicslearning outcomes
Research Article
Indexed
Dinda Asri Sudianto • Indra Maipita • Muhammad Bukhori Dalimunthe
Penelitian ini bertujuan untuk mengevaluasi kelayakan, efektivitas, dan kepraktisan instrumen asesmen High Order Thinking Skills (HOTS) berbasis Computerized Assisted Test (CAT) pada mata pelajaran Ekonomi untuk meningkatkan hasil belajar peserta...
SCHOULID: Indonesian Journal of School Counseling
June 25, 2025
10.23916/085766011
Interactive E-ModuleLearning InterestLearning Outcomes
Research Article
Indexed
Verayunita Siregar • Siti Halimah • Sakti Ritonga
Globalization and the development of information and communication technology (ICT) have brought significant changes in the world of education. However, in learning certain subjects such as Fiqh, there are still challenges in increasing student...
SCHOULID: Indonesian Journal of School Counseling
February 05, 2025
10.23916/085433011
Learning media developmentFiqhUMO game
Research Article
Indexed
Novina Fitri Astuti • Susilo Tri Widodo
Learning Pancasila and Citizenship Education which is less varied and innovative causes students to be less enthusiastic and bored quickly. Therefore, it is necessary to combine learning with IT-based media with conventional media to improve...
Jurnal Penelitian Pendidikan Indonesia
October 30, 2024
10.29210/020244298
InteractiveLectora inspireLearning Outcomes
Research Article
Indexed
Rika Sepriani • Yovhandra Ockta • Eldawaty Eldawaty • Padli Padli
This study explores how physical fitness, nutritional status, and self-concept influence Physical Education (PE) learning outcomes at State Junior High School 13 Padang. Using a quantitative correlational approach, the research involved 58...
Jurnal Konseling dan Pendidikan
September 15, 2024
10.29210/1118100
Physical FitnessNutritional statusSelf-Concept
Research Article
Indexed
Muhammad Iqbal Faza • Ranu Iskandar • Rizqi Fitri Naryanto
The purpose of this research is to develop gamification-based learning media operated through the Android platform and test its effectiveness on student learning outcomes. The research method used is the ADDIE model, which involves five stages:...
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
September 07, 2024
10.29210/1202424639
GamificationLearning outcomesLearning media