E-ISSN 2621-0703 P-ISSN 2528-6250 MUARA PENDIDIKAN Journal of Universitas Muhammadiyah Muara Bungo is a journal of research and scientific works published by LPPM Universitas Muhammadiyah Muara Bungo which is published twice a year. MUARA PENDIDIKAN Journal accepts scientific manuscripts of research results, reviews, and reviews in the field of education to be published in this journal. Manuscripts received will be edited and evaluated. Editing is done for format uniformity without changing the intent. Muara Pendidikan Journal is published twice a year in June and December. Indeks Jurnal: SINTA 4, Dimensions, Garuda, <a href="https://scholar.google.co.id/citations?user=e_FCMBcAAAAJ&hl=en&gmla=AJsN-F58WtMRW7yBLXpfW4CD0sRhW1zCWreDxn1XQrA9Hzn2krirUxguHnOsRSNUsXfLrHNYsJk1FP_dWc4Hf5ZZLo5iIOwHCUsvHsVlMx1Iz1PwbwNpyhQ&sciund=12542021119158563455&gmla=AJsN-F4PHMiHa5Mo7saphzXAkiCt7I2mMS2YesKlAt_dspuhhWuE3jlEATmF_leYgLshWVJ8FsKu1dFiCKkn2t_GdzptmKnxfthwsQQAiEvUPOVYH8bovZU&sciund=12615105078959410493&gmla=AJsN-F79RccyA33JBlBpKfr2Rap9sJBmchB__76x1RD3gOXpokw3Po_oiDSH2I_QoC70N6CzwGZPgO1ZJWUcLfyiBJfU0pNh4ncAsG-dmtkv8kFl_cM8Ko0&sciund=9657223580600521116&gmla=AJsN-F7QAOgVYYWT510cOr2BFp8nOyhhVfymKndqPoHxKlfBdGsFfp32B_98knzRU0FW67tH9CU1UycGjLtJya3LJYc5adB4T4J-EmKXBejK0lnlaeUKjyU&sciund=9766121237308975877&gmla=AJsN-F4ecsTU-jJGgtCzc8ysfvgAJi7PDxS6ARZHqWkQHc38Imo5TTV1t1X3Z7f5xG6o7-lKaeDvIj-wKhg6LbdUHPj2PishgIwL1NAXXozF6w8Ir8IWb2w&sciund=1879540262512009142&gmla=AJsN-F5-UQ8IrJYddymbhP-pyrDm5Rysg9bS29Kpe79faAGXQc3mlwmpZbuVJXz6SXwMpsKVmw_W6VYYUHnwrNqkUw3b9hEw6qb6klAH0jLmQzsOnLXdop4&sciund=8035668758315075843&gmla=AJsN-F6l6gJzZ9nMp7g_aZxUpqNuhs24QlpDudx92Mwdg8CnVqRpfUPAQTIdq0QB-5amkAc_2-AfO-3EPvgxf-G0bXZxvOh5bUjoUUEKLfr1XIA6mdE8YxE&sciund=11457593995807999858&gmla=AJsN-F6dVNPfX7uNviAddBfVEdUJnSb4NlBgUUBN57eBevp2yin3rGxLQw9gjnPASLDgtvo2k3ckOZpAnvG8hiMo0rDE-9lQqGR4NzagwFDsk4ZZ2w_i0s0&sciund=9890698983169113693&gmla=AJsN-F6xAEylhuR5hhDBhtQLSxxk1KbrpBlekGQNu0229VDPOdFhIFJVdaANMEXb0C3kWD8xvGaHub_PmyJIEEM1CFhAo1Ed8n0qSr2QMaMpYVDCbryQGhg&gmla=AJsN-F4IEyZM4IPeR6d4FSGTizI7k3g-cOSt8J6lvCRX3fUbQFtlIypmnybPoI8KGbnI44ATA-lhh2Guvli7v2GI1-Mg4K1iI3Y9Chd5cVjNcgdIMxvF0CY&sciund=771520535824585183" target="_blank" rel="noopener">Googlescholar
LPPM Universitas Muhammadiyah Muara Bungo
The Effect of Teaching Two-Dimensional Shapes Using the Collaborative Learning Method on Students’ Spatial Ability
This study aims to analyze the effect of implementing collaborative learning methods on flat-sided three-dimensional shapes on the improvement of students’ spatial abilities. The study used a quantitative approach with a quasi-experimental design and a Non-Equivalent Posttest-Only Control Group Design, with a population of eighth-grade students at MTsN 2 Kerinci and an instrument in the form of a spatial ability essay test. The analysis results indicate that the data from both classes are normally distributed, with a P-value of 0.323 for the experimental class and 0.218 for the control class (both > 0.05), and exhibit homogeneous variance based on Levene’s test with a P-value of 0.665. A two-tailed t-test revealed a mean difference of 21.73 with a 95% confidence interval ranging from 17.19 to 39.73 and a P-value of 0.000, indicating a significant difference between the two groups. Thus, it can be concluded that collaborative learning on flat-sided three-dimensional shapes is more effective in improving students’ spatial abilities compared to direct instruction.
Copyright (c) 2026 Jurnal Muara Pendidikan https://creativecommons.org/licenses/by/4.0
Building Student Responsibility Through Classroom Cleanliness Routines
This study frames classroom cleanliness not as a minor technical issue but as an educational site for building student responsibility through routine-based classroom management in primary school. It examines how classroom cleanliness can be improved when Grade 6 students display low awareness and self-discipline, and how teachers respond through routines, guidance, and classroom management strategies. The study used a qualitative case study design in one Grade 6 classroom at Cendekia Harapan Primary School, Bali. The auditable data archive consisted of three structured observation sessions focused on the end-of-day cleaning routine, each lasting approximately ten minutes, supported by descriptive field notes. Thematic analysis generated four themes: low student awareness of cleanliness, dependence on teacher supervision, limited effectiveness of teacher strategies due to inconsistent reinforcement, and weak habit formation and student ownership. The findings indicate that the central problem was not a lack of tools or time, but the absence of durable collective responsibility. The study contributes by showing that classroom cleanliness routines can serve as a practical mechanism for responsibility formation when they are enacted consistently, participatively, and in ways that support student ownership rather than short-term compliance.
Adaptive Gamified Learning Environment: Innovation in Using Duolingo for Schools to Increase Learning Motivation of Madrasah Ibtidaiyah Students
This study analyzes the effect of implementing gamification using Duolingo for Schools on students' motivation to learn English at an Islamic elementary school. The method used is descriptive qualitative with a case study design, involving students, teachers, class guardians, and the head of Madrasah Ibtidaiyah Az-Zainiyah II. Data were collected through participant observation, in-depth interviews, and documentation, which were then analyzed using data triangulation techniques to ensure the validity of the findings. The results show that the use of Duolingo for Schools significantly increases students' learning motivation, reflected in heightened interest, focus, enthusiasm, and active participation in class. Teachers and the head of the school assessed that this method makes learning more interactive, enjoyable, and relevant to the characteristics of the digital generation. The study concludes that gamification strategies through Duolingo for Schools are effective in boosting learning motivation.
Peer Feedback in Writing: How Effective Is It for English Education Students?
This study investigates the influence of peer feedback on the writing performance of English-major students, focusing on grammatical accuracy, content development, and text coherence. It also examines the conditions that support effective peer feedback and the challenges that hinder its implementation in academic writing classes. Employing a narrative review method, this study analyzes 10 empirical research articles published between 2019 and 2024. The findings indicate that peer feedback positively enhances students’ grammatical accuracy, content organization, and overall coherence of writing. In addition, it promotes learner autonomy and helps reduce writing anxiety when supported by clear guidelines, adequate training, and teacher facilitation. The effectiveness of peer feedback is further strengthened by factors such as trust among learners and appropriate scaffolding. The review is grounded in Vygotsky’s socio-cultural theory and Swain’s output hypothesis, which emphasize the role of interaction and self-correction in language development. Despite limitations in the reviewed studies, including small sample sizes and short research durations, this review concludes that peer feedback can be as effective as teacher feedback when properly implemented. Therefore, integrating peer review systematically into writing curricula is recommended.
Constructing Automated Lesson Plan Generators from Visual Sketches Using a Multimodal Generative AI Approach
The high administrative burden in developing lesson plans poses a significant challenge to teacher efficiency. Although Generative Artificial Intelligence technology offers potential solutions, its adoption is often hampered by general system outputs that are not structured in accordance with curriculum regulations. This study aims to develop a precise and applicable AI-based learning plan generator using a Design-Based Research approach. The novelty of this study lies in its multimodal development method, which integrates visual-to-code interface conversion, the use of structured data templates, and the injection of a national curriculum knowledge base. The research procedure consists of five phases of the DBR cycle, from problem analysis to design reflection. The results show that the developed system is capable of automatically generating planning documents that include components of identification, learning design, learning experiences, and assessment in accordance with the Ministry of Education and Culture guidelines. The ecological validity of the product was proven through the implementation phase in a real context, where 141 independent access transactions were recorded through the digital distribution platform. The high level of user adoption, including through paid schemes, indicates that this product has high practical value and relevance as a solution for teacher administrative efficiency in the era of digital transformation.
ANALISIS KEBUTUHAN PENGEMBANGAN BUKU AJAR PENDIDIKAN KEWARGANEGARAAN BERBASIS ARTIFICIAL INTELLIGENCE UNTUK PENGUATAN SMART AND GOOD CITIZEN
The development of artificial intelligence has driven the need for innovative learning materials capable of addressing the demands of digital literacy, media ethics, and twenty-first-century citizenship competencies. This study aims to analyze the needs for developing an Artificial Intelligence–based Civic Education textbook as an effort to strengthen the concept of the Smart and Good Citizen in higher education. The research employed a Sequential Explanatory Mixed-Methods approach involving 107 students and 4 lecturers through questionnaires, interviews, and curriculum document analysis. Data were analyzed qualitatively and quantitatively to map essential content, digital features, and relevant citizenship competencies. The findings show that 87% of respondents require an AI-integrated textbook to enhance students’ understanding of digital ethics and responsible AI use, thereby fostering citizens with integrity in the technological era. The study also reveals the need for adaptive learning features, digital democracy case studies, and the integration of AI-use ethics. The results further highlight a significant gap between conventional Civic Education materials and the demands of technology-based learning. The study concludes that the development of an AI-based Civic Education textbook is highly necessary to support contextual, interactive, and technologically relevant learning, and to effectively shape students into Smart and Good Citizens.
Copyright (c) 2025 Jurnal Muara Pendidikan https://creativecommons.org/licenses/by/4.0
CHARACTER EDUCATION FOR MENTAL RESILIENCE: A SYSTEMATIC LITERATURE REVIEW ON CHILDREN'S WELL-BEING IN THE AI ERA
This study analyzes the relationship between character education and children's mental resilience in the era of artificial intelligence, focusing on protective factors and developing an integrative conceptual model. Using a Systematic Literature Review (SLR) approach with the PRISMA protocol, 144 articles from Scopus-indexed journals published between 2020 and 2025 were screened, and 15 relevant studies met the inclusion criteria. The study results indicate that character education plays a strategic role in strengthening children's resilience through the values of self-regulation, empathy, responsibility, solidarity, and the search for meaning in life. Identified protective factors include positive parent-child bonds, peer support, family resilience, and community involvement, while risk factors include device dependence, family conflict, poverty, and parental stress. The proposed conceptual model emphasizes a holistic, differentiated, and multilevel approach with simultaneous involvement of schools, families, and communities. The findings of the majority of studies confirm that character education not only shapes morality but also functions as an ecosystem strategy to strengthen children's mental resilience in facing digital and social challenges in the era of artificial intelligence. This study recommends the development of a multidimensional resilience theoretical framework, its integration into the curriculum
DEVELOPMENT OF A WEB-BASED INTERACTIVE LEARNING MEDIA ON MAP DIGITIZATION MATERIAL FOR THE GEOGRAPHIC INFORMATION SYSTEMS COURSE
The advancement of digital technology in education necessitates the development of innovative, interactive, and adaptive learning media. This study aims to develop an interactive web-based learning medium designed to enhance students’ technical skills in the Map Digitization topic of the Geographic Information Systems course through the integration of interactive features. The research employed a Research and Development (R&D) method using the Richey and Klein model, which includes the stages of Design, Production, and Evaluation. The participants consisted of 31 students from the Building Construction Education Study Program who were directly involved in learning activities on the Map Digitization material. The data were analyzed using a quantitative descriptive approach to interpret the improvement in students’ learning performance. Based on the research findings, the developed web-based interactive learning media was declared highly valid by expert validators, with a validity percentage of 89% from material experts, 90% from media experts, and 94% from user feasibility assessments. These results indicate that the developed media meets the criteria of content accuracy, visual design quality, and interactivity, demonstrating its feasibility and effectiveness for use in the learning process of Map Digitization within the Geographic Information Systems course.
PENGEMBANGAN GAME EDUKASI PETUALANGAN SI WUNDA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL (COMPUTATIONAL THINKING) SISWA KELAS IV SD
Computational thinking is an essential 21st-century skill that remains low among elementary school students, particularly in Science and Social Studies (IPAS) learning on the topic of changes in the state of matter. This study aims to develop and evaluate the feasibility, practicality, and effectiveness of an educational game entitled The Adventure of Wunda as an interactive learning medium. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The instruments included expert validation sheets, student response questionnaires, and pre-test and post-test assessments of computational thinking skills. The results showed that the game was valid according to experts, received “practical–very practical” responses from students, and effectively improved computational thinking skills, as indicated by a high N-Gain score and a significant difference based on the Wilcoxon test. Therefore, The Adventure of Wunda is feasible and effective for IPAS learning in elementary schools.
e-LKPD, Problem Based Learning, Quizizz, National Income, ADDIE
PENGEMBANGAN MODEL PEMBELAJARAN MEMBACA BERBASIS STORYTELLING INTERAKTIF TERINTEGRASI AI DAN GAMIFIKASI UNTUK MENINGKATKAN LITERASI SISWA SD
This study aims to develop a reading learning model based on interactive storytelling integrated with AI and gamification to improve elementary school students’ reading literacy. The research background stems from the low reading literacy performance of Indonesian students as reported by PISA 2022 and the dominance of conventional teaching methods with limited innovation. The research method applied was R&D using the 4D model (Define, Design, Develop, Disseminate). The subjects consisted of 80 elementary school students in Kerinci Regency, comprising 40 lower-grade students and 40 upper-grade students. Research instruments included reading literacy tests, motivation questionnaires, and student engagement observation sheets. The results indicated that the developed model was valid, with expert validation scores averaging 92% (content), 90% (media), and 88% (language). In terms of practicality, teacher responses (86%) and student responses (89%) confirmed that the model was easy to implement. Effectiveness testing revealed a significant improvement in literacy scores from a pre-test average of 63 to a post-test average of 82, with a gain score of 0.61 (moderate to high category). The integration of AI provided adaptive feedback tailored to students’ abilities, while gamification enhanced students’ motivation and active engagement in reading activities. Therefore, this model offers an innovative alternative to strengthen elementary students’ reading literacy in the digital era and Society 5.0.
PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK BERMUATAN BUDAYA LOKAL DOMPU BERBASIS GAME
This study aims to develop an Integrated Science and Social Studies (IPAS) Student Worksheet (LKPD) based on an RPG (Role-Playing Game) integrated with Dompu local culture through the Discovery Learning model in order to enhance elementary school students’ critical thinking skills. The research employed the Research and Development (R&D) method using the 4D model (Define, Design, Develop, Disseminate). The research subjects were 25 sixth-grade students of SDN 5 Woja in the 2025/2026 academic year. The instruments used included expert validation sheets, student response questionnaires, and post-test questions. The findings indicate that the developed product was categorized as highly valid, with an average expert validation score of 4.55. Student responses to the LKPD obtained an average score of 4.65 in the very good category, indicating that the media was able to improve students’ motivation and engagement in learning. The post-test results showed an average score of 81, categorized as good, which indicates an improvement in students’ critical thinking skills, particularly in identifying problems, analyzing information, and drawing logical conclusions. Therefore, the IPAS LKPD based on RPG with Dompu local culture is proven to be valid, practical, and effective for use in learning and can serve as an innovative alternative for integrating local cultural values into 21st-century learning.
PENGEMBANGAN MEDIA PEMBELAJARAN LITERASI TOLERANSI BERAGAMA BERBASIS ANDROID
This study aims to develop an Android-based learning media for religious tolerance literacy among junior high school students. The researcher’s initial observation at SMP Negeri 1 Dompu revealed that students come from diverse backgrounds, including economic, social, and religious differences. Although the majority of students are Muslim, there are also non-Muslim students. Therefore, Islamic religious education at SMP Negeri 1 Dompu is required to consistently instill values of interreligious tolerance.The method used is Research and Development (R&D) with the 4-D model (Define, Design, Develop, Disseminate). The research subjects were 30 seventh-grade students of SMP Negeri 1 Dompu. Validation results from material experts and media experts indicated a “very valid” category, meaning the media is feasible for use. The practicality test involving teachers and students obtained a “very practical” category, showing that the media is easy to use and beneficial for learning. Effectiveness testing through pre-test and post-test showed an average improvement of 17 points, proving that the media is effective in improving students’ understanding of religious tolerance literacy. Teacher and student responses were also very positive, with teachers feeling assisted in delivering material and students becoming more motivated and active in learning. Thus, this Android-based learning media can serve as an innovative solution in instilling the values of religious tolerance in schools.
ENGLISH FOR BROADCASTING: TEACHING MATERIAL NEED ANALISYS AT SMK SWASTA ISLAM ANDALUSIA
English plays a significant role in the broadcasting industry, particularly in mastering software, technical terminology, and professional communication skills. However, at SMKS Islam Andalusia, the English teaching materials currently used remain general and are not fully aligned with the specific needs of the Broadcasting concentration. This study aims to analyze the English teaching material needs that match broadcasting competencies in order to support the learning process while also preparing students for the workplace. This research employed a qualitative approach with a case study design. Data were collected through semi-structured interviews with the English teacher, broadcasting teachers, and the school principal. Thematic analysis was applied to identify themes emerging from the data. The findings indicate that English materials should emphasize technical vocabulary related to broadcasting equipment and software, as well as skills in scriptwriting and news reporting, accompanied by speaking practice in professional contexts. In conclusion, the existing materials are still too general and do not adequately meet students’ specific needs. Therefore, the development of teaching materials based on English for Specific Purposes (ESP) is essential to ensure learning becomes more contextual, vocationally oriented, and supportive of students’ readiness to face the challenges of the broadcasting industry.
THE IMPACT OF CHATGPT-BASED ARTIFICIAL INTELLIGENCE ON THE DEVELOPMENT OF ENTREPRENEURSHIP SKILLS
The rapid advancement of artificial intelligence (AI) has brought transformative opportunities for higher education, particularly in strengthening entrepreneurship education. This study examines the impact of ChatGPT-based AI integration on the development of entrepreneurship skills among undergraduate students. Employing a quantitative research design with a sample of 32 students, data were collected through a structured questionnaire assessing four core dimensions of entrepreneurial competence: opportunity recognition, creativity and innovation, business planning, and problem-solving. Descriptive statistics and paired sample t-tests were applied to measure differences between pre-test and post-test scores. The results demonstrate that ChatGPT integration significantly improved students’ entrepreneurship skills, with the greatest gains observed in creativity and innovation, followed by business planning. The overall mean score increased substantially, and all improvements were statistically significant (p < 0.001), indicating a strong positive effect of AI-enhanced learning. These findings highlight ChatGPT’s potential as an effective pedagogical tool for fostering entrepreneurial competencies and preparing students for the challenges of the digital economy. The study recommends further exploration of generative AI applications in entrepreneurship education to optimize skill development and innovation capacity.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA DAN QUIZIZZ UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS XI SMKN
Lack of student motivation in learning Islamic Religious Education (PAI) is one of the challenges faced by teachers in the classroom. This study aims to develop learning media based on Canva and Quizizz to increase student motivation in learning the subject of Islamic Religious Education (PAI) for grade XI TKJ at SMKN 8 Palangka Raya. The research method used is Research and Development (R&D) with the ADDIE approach (Analysis, Design, Development, Implementation, Evaluation The Analysis stage identifies the needs of students and teachers for interactive media. In the Design stage, a media prototype is designed using Canva for attractive visual presentations and Quizizz for game-based evaluation. The Development stage involved expert validators for media, content, questions, and learning motivation questionnaires before testing. Expert validator results showed an average percentage of 91.47%, and evaluation results indicated that this media effectively increased student participation and enthusiasm, with learning motivation percentages rising from 49.8% (pre-intervention) to 84.6% post-intervention. These findings prove that the integration of Canva and Quizizz can be an innovative solution in PAI learning, while also offering an adaptive media development model for educators. This study recommends the use of gamification-based digital technology for other subjects to create more interactive and enjoyable learning experiences.
PENGEMBANGAN MEDIA PEMBELAJARAN ANIMASI PADA MATERI PENCIPTAAN MANUSIA DALAM AL-QUR’AN UNTUK MENINGKATKAN PEMAHAMAN MAHASISWA
This study aims to develop animated learning media on the topic of human creation in the Qur’an to enhance students’ understanding. The study is grounded in the need for interactive and contextual learning media in the digital era, particularly in Islamic Religious Education at the university level. This research employed a research and development method involving need analysis, design, development, expert validation, product revision, and limited trials. The results indicated that the developed animated learning media demonstrated excellent feasibility based on evaluation by content and media experts. Limited trials revealed improved student understanding and positive responses regarding visual presentation, clarity of narration, and ease of comprehension. In conclusion, the animated learning media is considered feasible and effective as an innovative technology-based tool for teaching Islamic Religious Education in higher education.
FAKTOR – FAKTOR YANG MEMPENGARUHI KESIAPAN KERJA SISWA SMK JURUSAN KOMPETENSI KEAHLIAN AKUNTANSI KEUANGAN LEMBAGA
The open unemployment rate among vocational high school graduates remains a serious problem, even though vocational schools are designed to produce work-ready graduates. This phenomenon indicates a gap between the needs of the workforce and the competencies of graduates.This study aims to identify and analyze factors that influence the work readiness of Grade XI students majoring in Financial Accounting at SMKN 1 Gemarang. This study used a quantitative approach with an ex post facto type, involving 49 students as respondents, and data were collected through a Likert-scale questionnaire. The analysis was carried out through instrument testing (validity and reliability), classical assumption tests (normality, linearity, multicollinearity, and heteroscedasticity), and inferential statistical tests (partial t-test and coefficient of determination). The results showed that work readiness was significantly influenced by Field Work Practice. Meanwhile, family environment, accounting competency, self-efficacy, and motivation did not significantly influence work readiness. This finding emphasizes the importance of optimizing the Field Work Practice program as a means of improving students' readiness to enter the workforce..
PENGEMBANGAN BUKU TEKS PERADABAN JEMBATAN BERBASIS PROJECT BASED LEARNING UNTUK PENGUATAN KARAKTER KONTROL DIRI
The low level of self-control among elementary school students poses a fundamental challenge in character education, requiring innovative pedagogical interventions. This study aims to develop the Bridge Civilization textbook based on Project-Based Learning (PjBL) as a strategic medium to strengthen students’ self-control character. Employing a Research and Development (R&D) approach, the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) was applied. The study involved two groups: an experimental group (n = 24) applying the PjBL model and a control group (n = 25) using the lecture method. Research instruments included summative tests (pretest–posttest) for both groups and formative tests for the experimental group only. Expert validation indicated the textbook achieved a “very good” rating (M = 3.78) with no revisions required. The Mann–Whitney U test showed a significant difference in self-control between the control (15,20%) and experimental groups (45.00%), with a large effect size (r = 0.772). N-gain scores indicated low effectiveness for the control (23.85%) and moderate for the experimental group (66.56%). Interrater reliability testing yielded an average α = 0.760 (high category). These findings confirm that the PjBL-based textbook is effective in enhancing elementary school students’ self-control character.
PENGEMBANGAN MEDIA E-BOOKLET BERBASIS FLIPBOOK MAKER UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI SEL
Learning biology, particularly on the topic of cells, often poses challenges for students due to its abstract nature. In addition, the instructional media commonly used in the classroom remain simple and less interactive, which reduces students’ interest and limits their understanding. This condition affects learning outcomes that tend to be unsatisfactory. This study aims to develop an e-booklet learning media based on flipbook maker and to evaluate its feasibility, students’ responses, and its effect on improving learning outcomes. The research employed the Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The subjects were eighth-grade students of MTs Muhammadiyah 25 Marubun Jaya. Data were collected through expert validation sheets, student response questionnaires, and learning achievement tests. The results indicate that the developed e-booklet achieved an average feasibility score of 90% (categorized as “very feasible”) and received student responses of 88% (categorized as “very good”). Moreover, students’ learning outcomes improved after using the developed media. Therefore, the flipbook maker-based e-booklet is considered effective and feasible to be implemented as an alternative learning medium in biology, particularly in the topic of cells.
Influence, Mind Mapping, Learning Outcomes
TRANSFORMATIVE SYNERGY BETWEEN ISLAMIC VALUES AND EDUCATION LAWS IN ADDRESSING BULLYING IN MADRASAH
Bullying in educational settings, including madrasah, is a global issue that has a significant impact on student development. Data shows that around 35% of madrasah students in Indonesia have experienced various forms of bullying, including physical, verbal, psychological, and cyberbullying. Despite the existence of national regulations, such as Law No. 20 of 2003 on the National Education System and Ministry of Education and Culture Regulation No. 82 of 2015 on the Prevention and Handling of Acts of Violence in Educational Institutions, the implementation of bullying prevention measures in madrasah has not been fully effective. On the other hand, the strengthening of Islamic values such as rahmah, ‘adl, and ihsan often remains at the normative level without being practically integrated into educational policies. This study aims to analyse the transformative synergy between Islamic values and national education regulations in efforts to prevent and address bullying in madrasah. The method used is a literature review with a descriptive-qualitative approach, through an analysis of primary sources (the Qur'an, Hadith, and national education regulations), secondary sources (scientific articles, books, and official reports), and tertiary sources (supporting documents and popular articles). The results of the study indicate that the integration of Islamic values with education regulations can produce comprehensive strategies that include: (1) moral development based on the Qur'an and Hadith, (2) anti-bullying policies based on national regulations, (3) teacher and counsellor training using an islah approach and digital literacy, and (4) strengthening the character curriculum through learning and extracurricular activities. This strategy is reinforced by a preventive approach in the form of anti-bullying campaigns based on Islamic values and collaborative student activities, as well as a curative approach through reconciliation mechanisms, educational sanctions, and psychological support for victims. This research emphasises that the transformative synergy between Islamic values and educational regulations is not only reactive but also preventive and curative in creating a safe, friendly, and Islamic-character-based madrasah ecosystem.
Bullying, Islamic Values, Education Law, Madrasah, Transformative Synergy
PENGARUH DISPOSISI BERPIKIR KRITIS TERHADAP KETERAMPILAN BERPIKIR KRITIS DAN KETERAMPILAN PEMECAHAN MASALAH SISWA
This study aims to analyze the influence of critical thinking disposition on critical thinking skills and problem-solving skills. The background of this study is the low level of students' problem-solving skills caused by several factors including Critical Thinking Skill (CTS) and Critical Thinking Disposition (CTD). This study uses a quantitative approach with an associative method. The sample consisted of 100 students of grade XI of SMAN 2 Sungai Penuh using a sampling technique, namely proportional random sampling. Data collection was carried out through 2 types of instruments, namely written tests in the form of questions (objective, essay) and a Likert scale, then analyzed using SPSS version 27. The results of the study indicate that critical thinking disposition has a direct effect on problem-solving skills. This influence is not mediated by students' critical thinking skills. These findings indicate that students' internal attitudes and tendencies in critical thinking can influence students' ability to solve problems independently.
PENGARUH PENGGUNAAN MOOCs TERHADAP HASIL BELAJAR PPKn SISWA SMP
The primary focus of this study is on the challenges faced by some students in understanding the material through online learning systems. These difficulties arise because the material presented is considered unengaging, thus hindering the achievement of the expected learning objectives. This research aims to describe the implementation of MOOCs (Massive Open Online Courses) in Civics Education (PPKn) and assess the impact of using MOOCs on the learning outcomes of eighth-grade students at SMPN 6 Makassar. The approach used in this study is a quantitative method with a pre-experimental design. The sample selection was carried out using Purposive Sampling, involving 40 students chosen based on the results of observations and interviews with teachers, which indicated that the characteristics of the students in the class varied significantly, particularly in terms of their abilities and access to learning materials. The findings from the implementation of MOOCs show that both students and teachers feel that MOOCs support the achievement of learning goals and provide a more engaging learning experience. Data analysis using the Wilcoxon Signed Rank Test revealed a significant improvement in student learning outcomes after the implementation of MOOCs, with a significance value of 0.000 (p < 0.05). These findings suggest that the implementation of MOOCs has a significant positive impact on the improvement of student learning outcomes in Civics Education (PPKn) at SMPN 6 Makassar for eighth-grade students.
VALIDITAS MEDIA PEMBELAJARAN E-MODUL ACCURATE PADA MATA PELAJARAN KOMPUTER AKUNTANSI
This study focuses on the development of an interactive E-Module based on the Accurate application as a learning medium for Accounting Computer subjects in vocational high schools. The research was motivated by the need of eleventh-grade Accounting students at SMKN 7 Medan for practical and efficient self-learning resources to better understand the preparation of digital financial statements using Accurate 5, considering the limitations of conventional learning media available at the school. The research employed the Research and Development (R&D) method by adopting the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The final product, an E-Module, is equipped with various interactive features such as material presentations with illustrations, instructional videos, real case examples, and practice exercises. The validation results indicated a very high level of feasibility, with a score of 90% from media experts and 92% from material experts, thus categorized as highly valid. The findings highlight that the Accurate E-Module is feasible to be used as an independent learning medium aligned with the student-centered learning approach in the Merdeka Curriculum. Therefore, this product offers an innovative solution for both teachers and students in addressing the challenges of accounting learning in the digital era.
STUDENTS' PERCEPTIONS OF ASSESSMENT FOR LEARNING AND ITS EFFECT ON STUDENTS' INTRINSIC MOTIVATION: AUTONOMY, COMPETENCE, AND RELATEDNESS AS MEDIATING VARIABLES
This study aims to analyze students’ perceptions of assessment for learning and its effect on intrinsic motivation, with relatedness, competence, and autonomy as mediating variables. The background of this research is the low level of student learning motivation, which is suspected to be caused by the suboptimal fulfillment of basic psychological needs and the incomplete implementation of assessment for learning in the learning process. This study uses a quantitative approach with an associative method. The sample consisted of 183 eleventh-grade students from SMAN 2 Bungo, selected using proportional random sampling. Data were collected using a Likert-scale questionnaire and analyzed using the Structural Equation Modeling (SEM) model based on Partial Least Square (PLS). The results show that students’ perceptions of assessment for learning significantly influence their intrinsic motivation. This effect is significantly mediated by relatedness, competence, and autonomy. These findings emphasize that properly implemented formative assessment can help meet students’ basic psychological needs, thereby enhancing their internal motivation to learn. Therefore, teachers are encouraged to consistently apply assessment for learning in a way that fosters social connectedness, a sense of competence, and learner autonomy.
PENGARUH PERMAINAN TRADISIONAL LOMPAT KARUNG TERHADAP PENINGAKATAN DAYA LEDAK OTOT TUNGKAI
This research is motivated by the low level of explosive power of the leg muscles of students, This is because many students who practice jumping often play around and are not serious in following the learning, especially in traditional game materials. This study aims to see the effect of the traditional game of sack jumping on increasing the explosive power of the leg muscles of students. This research is a quasi-experimental method study continued by looking at the contribution of variable X to variable Y. The population in this study were students of SMP Islam Kepenuhan totaling 75 students using the Total Sampling sampling technique with a sample size of 25 students. This research was conducted using the traditional game method of sack jumping and taking the Standing Broad Jump test. Data analysis used is the normality test analysis with the lilliefors method, homogeneity and hypothesis testing using the t test. The results of the hypothesis testing analysis from measurements carried out on the pre-test and post-test with the same test, namely Standing Broad Jump, obtained t count 3.381> t table 1.711 which means Ho is rejected and Ha is accepted. The traditional sack jumping game has a significant effect on the explosive power of the leg muscles of students at Kepenuhan Islamic Middle School.
IMPLEMENTASI PROGRAM PELAJAR TANGERANG MENGAJI (PTM) DALAM PEMBENTUKAN KARAKTER RELIGIUS PESERTA DIDIK DI SEKOLAH DASAR
Religious character is essential in shaping students’ personalities through values such as obedience in worship, honesty, discipline, and mutual respect. This study aims to examine the planning, implementation, and impact of the Pelajar Tangerang Mengaji (PTM) program in fostering students’ religious character at SDN Cibodas 8 Kota Tangerang. The problem underlying this research is that some students still show a lack of discipline, have not been consistent in applying religious values outside PTM activities, and show limited respect for peers during Qur’an recitation and dhuha prayer. PTM is a daily routine before lessons begin, consisting of Qur’an recitation and congregational dhuha prayer. This study employed a descriptive qualitative approach using observation, interviews, and documentation. The findings indicate that PTM was designed through collaboration between the principal, islamic education teachers, and other school staff. Its implementation ran orderly and received positive responses from students. The program had a positive impact on increasing students’ obedience to worship, sincerity, self-confidence, creativity, responsibility, honesty, and discipline, although respect for others still requires further development. Overall, PTM serves as an effective means to instill religious values and shape students’ character from an early age.
ANALYSIS OF STUDENTS' GRAMMATICAL ERRORS IN WRITING FOLKLORE
The ability to write narrative texts in English is still a challenge for many high school students. Folklore is chosen as a learning medium because it contains cultural elements and a distinctive narrative structure. This study aims to analyze grammatical errors in writing folklore texts by class 10E students of SMA Negeri 1 Sukodadi and identify the factors that cause difficulties. This study uses a qualitative approach with a descriptive method. Data were obtained through written tests and structured interviews. Of the 30 students, 20 writings that met the criteria were analyzed, consisting of 10 long writings (more than two sentences) and 10 short writings (less than two sentences). Data analysis was carried out by identifying, grouping, and interpreting errors based on the surface strategy taxonomy of Dulay, Burt, and Krashen (1982), which includes omission, addition, misformation, and misordering. The results showed that the most dominant error was misformation (57,43%), followed by omission (25,68%), addition ( 8,78% and misordering each at (8,11%). Difficulties faced students include limitations in grammar and vocabulary, the influence of the mother tongue, lack of understanding of narrative structure, and low self-confidence and revision skills.
PENGGUNAAN RASCH MODEL UNTUK MENGANALISIS AITEM INSTRUMEN STRES PENGASUHAN ORANG TUA ANAK USIA DINI
This study aims to analyze the items on the parenting stress instrument for parents of early childhood. The items analysis process was carried out with the Rasch Model approach using the Winstep application. This instrument consists of three main dimensions, namely: Parental Factors, Family Environment, and Available Resources, which consists of 50 items. Based on the results of the analysis, 25 items were obtained that met the criteria for item analysis. The results of this analysis show that the reliability item value is (0.98), this means that the items are very good for use in parenting stress instruments. This parenting stress instrument has the potential to assist in measuring parenting stress levels in the context of early childhood parenting. In addition, the use of this instrument can support the implementation of scientific research, intervention development, and policy formulation oriented towards improving family wellbeing and optimal early childhood development.
PEMBELAJARAN BERBASIS TEKNOLOGI UNTUK MENINGKATKAN KETERLIBATAN MATEMATIKA SISWA PENYANDANG DISABILITAS DALAM PENDIDIKAN DASAR INKLUSIF: A SCOPING REVIEW
Teaching mathematics in elementary school is crucial to provide basic foundation for understanding more complex math concepts.Teachers in inclusive schools frequently feel unqualified to teach mathematical concepts and operations to students with impairments or disability. In order to accommodate the various needs of pupils, Universal Design for Learning (UDL) places a strong emphasis on teaching mathematics using a technology-based approach. This study aims to map the many forms of technology and how they affect the learning of mathematics in inclusive elementary schools for students with disabilities.This study used the PRISMA-ScR protocol. A comprehensive search was conducted using the Scopus and Google Scholar databases. The review of four articles that met the inclusive criteria found that the use of multimedia gamification, interactive games (smart apps creator), visual scratch, and SPECOMATSO supported students with disabilities’ understanding of mathematical concepts, encouraged active participation and learning motivation, also strengthened communication, social, and digital literacy skills of students with disabilities. This study offers insight into the development of mathematics learning media in inclusive elementary schools.
PENGEMBANGAN KOMIK DIGITAL DENGAN MODEL PROBLEM BASED LEARNING PADA MATA PELAJARAN PENDIDIKAN PANCASILA
A problem-based digital comic with a learning model is being developed to help students grasp Pancasila's ideals as a unity that is mutually animated and inspired by each principle. This research follows the 4D model (define, design, develop, and disseminate). A questionnaire was used to collect data from SDIT Al-Farabi teachers and fifth-graders. This research and development developed a digital comic on the relationship between Pancasila principles using Procreate version 5.3.14. At 90% and 93.8%, the material expert validator and media expert validated the digital comic as "Very feasible". Teachers scored 95% and students 92% on the product practicality exam, certifying it as "Very Practical". The conclusion of these results shows that digital comics with the PBL model meet the standards that are worthy of being a medium in helping the learning process, by making students problem solvers through habituation of attitudes based on Pancasila values.