Reading achievement is influenced by a variety of cognitive and affective elements, with reading motivation and metacognitive awareness identified as two of the most important. This study examined (1) the relationship of students' reading motivation and reading achievement, (2) the relationship between metacognitive awareness and reading achievement, and (3) the combined contribution of reading motivation and metacognitive awareness to reading achievement among eleventh-grade students at SMAN 1 Sungai Lilin. Employing a quantitative correlational research design, The population for this research comprised 344 students enrolled in the eleventh grade from ten classes. Cluster random sampling was then applied to obtain a sample of 106 students. Data were gathered through the Motivation for Reading Questionnaire (MRQ), the Survey of Reading Strategies (SORS), and a reading achievement test. The obtained data were processed and analyzed using IBM SPSS Statistics version 25, which included descriptive statistics, Pearson product-moment correlation, partial correlation, and multiple regression. The findings showed that a positive relationship of moderate strength was associated with reading achievement (r = .600, p < .001), whereas metacognitive awareness demonstrated a strong positive relationship with reading achievement (r = .791, p < .001). In addition, the partial correlation analysis revealed a significant but weak positive association between reading motivation and metacognitive awareness after controlling for reading achievement (r = .304, p = .002). Reading motivation and metacognitive awareness explained 64.5% of the variation associated with reading achievement (R² =.645), according to the multiple regression analysis. These findings underscore the important roles of both reading motivation and metacognitive awareness in supporting students' reading achievement and suggest that both factors should be explicitly integrated into reading instruction to enhance students' reading performance
The integration of technology into elementary education has enabled teachers to design more engaging and interactive learning media. This study developed Canva-assisted interactive animated video media for teaching the water cycle in elementary integrated science and evaluated its validity and practicality. A Research and Development (R&D) approach was employed, utilizing the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Data collection involved expert validation questionnaires, student response questionnaires, and teacher response questionnaires. The media was assessed by two media experts and three subject-matter experts. Results showed that the interactive animated video media achieved validity scores of 95% from media experts and 94% from subject-matter experts, both categorized as very valid. During implementation, 30 fifth-grade students and one classroom teacher participated. Practicality evaluation indicated positive responses, with student and teacher response scores of 87% and 97%, respectively, both classified as very practical. These findings indicate that the developed media is user-friendly for both teachers and students, enhances students’ attention, enthusiasm, and active participation in classroom learning, and supports visualization of the abstract concept of the water cycle. Thus, Canva-assisted interactive animated video media constitutes a valid and practical learning resource for elementary integrated science instruction.
implement the Problem-Based Learning (PBL) model in an IPAS (Natural and Social Sciences) lesson on ecosystem harmony, aiming to enhance students' critical thinking skills. The study employed a Classroom Action Research (CAR) approach consisting of two cycles, with each cycle comprising the stages of "look," "think," and "act." Twenty-six fifth-grade students from SDN Tingkir Lor 02 Salatiga participated in the study. Students' critical thinking skills were assessed using a rubric based on the FRISCO indicators: Focus, Reason, Inference, Situation, Clarity, and Overview. The results indicate that students' critical thinking skills improved through the implementation of the PBL approach supported by the Science Escape Room medium. From an initial baseline score of 52.65%, the average critical thinking score rose to 70.94% in Cycle I and subsequently to 84.42% in Cycle II. This improvement reflects student progress in areas such as problem comprehension, reasoning, drawing conclusions, considering context, effectively communicating ideas, and reviewing their own thought processes. Thus, fifth-grade students at SDN Tingkir Lor 02 Salatiga were able to enhance their critical thinking skills while studying the IPAS topic of Ecosystem Harmony through the use of the Science Escape Room medium combined with the Problem-Based Learning model. Keywords: Problem Based Learning, Escape Room Sains, critical thinking skills, IPAS, FRISCO.
This study aims to analyze the effect of using gamification-based Quizizz as a digital assessment on the learning motivation and engagement of grade X Building Construction and Housing Engineering students in the Basic Building Construction and Housing Engineering course at SMKN 3 Surabaya. This research examines how Quizizz assessments integrated with gamification influence motivation and learning engagement among 10th-grade students majoring in Building and Housing Construction Engineering in the Basic of Building and Housing Construction Engineering course at SMKN 3 Surabaya. A quantitative experiment was conducted using a single-group pretest–posttest design, and all 33 students in the population participated through total sampling. Data were collected via a Likert scale questionnaire and observation sheets, then analyzed using the paired t-test, the Wilcoxon signed-rank test, effect size calculations, and N-Gain. The research findings indicate that Quizizz combined with gamification did not result in a significant change in students’ learning motivation (Sig. = 0.769 > 0.05; effect size = 0.05), but it significantly increased learning engagement (Sig. = 0.027 < 0.05; effect size = 0.384). Observational data support this, showing an engagement rate of 86.67% (classified as very high). Therefore, Quizizz-based gamification appears to be more suitable for enhancing engagement than motivation in technical vocational subjects. Gamification-based Quizizz has proven to be more effective in enhancing learning engagement than learning motivation in technical vocational subjects. Teachers are advised to combine Quizizz with additional strategies, such as linking the material to real-world construction work contexts, in order to foster students’ learning motivation more comprehensively.