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
Pengembangan Lembar Kerja Peserta Didik Berbasis Augmented Reality Berbantuan Assemblr Edu
This research was driven by the lack of student enthusiasm in Accounting lessons. It aims to outline both the validity of a student worksheet (LKPD) integrated with Augmented Reality (AR) technology and the reactions of students upon utilizing it. The study took place during the 2025/2026 academic term at SMK Negeri 7 Medan. A limited trial was conducted involving 10 eleventh-grade students from the AKL 3 class, focusing specifically on an AR-supported LKPD covering the worksheet (neraca lajur) material.The methodology applied was Research and Development (R&D) following the 4D framework (Define, Design, Develop, Disseminate). Information was gathered via interviews, observations, questionnaires, and documentation. The educational product underwent expert appraisal by content and media specialists, alongside a teaching practitioner, prior to student testing. Findings revealed that the designed LKPD achieved a highly valid status. Evaluation scores stood at 88% from content specialists, 90.66% from media experts, and 91.11% from the educator. Furthermore, student feedback during the limited trial recorded an 88.88% approval rate, falling into the very good category. Consequently, the AR-integrated LKPD is deemed highly appropriate and feasible for facilitating Accounting instruction, most notably for the worksheet topic.
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Pengembangan Aplikasi Pembelajaran Akuntansi Keuangan Berbantuan Flutterflow dengan Integrasi Artificial Intelligence
This study aims to develop an Android-based learning application called AiC: Accounting in Companion integrated with Gemini AI to assist vocational students in understanding Financial Accounting. The research method used was Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. Research instruments included expert validation sheets, student response questionnaires, and learning outcome tests (pre-test and post-test). The research subjects consisted of 30 students from class XI AKL SMKN 7 Medan. The results showed a material feasibility level of 93% (Very Feasible) and a media feasibility level of 75% (Feasible). The practicality test by students obtained an average score of 91% (Very Practical). The effectiveness test using N-Gain analysis resulted in a score of 0.41, which falls into the Medium improvement category. The primary feature, AI-driven smart recommendations, successfully provided personalized guidance and automatic material navigation for students experiencing difficulties in quizzes. The conclusion of this study is that the AiC application is very feasible, practical, and effective as an innovative adaptive learning medium in the digital era.
Eksplorasi Kreativitas Mahasiswa PGSD dalam Mengembangkan Bahan Ajar Seni Musik Tradisional Berbasis Budaya Lokal
This study aims to explore the creativity of Primary School Teacher Education (PGSD) students in developing local culture-based traditional music instructional materials. The background of this research is driven by the importance of preserving regional culture through music education in primary schools, alongside the necessity for pre-service teachers to possess the creative capacity to design contextual, engaging instructional materials that align with students' characteristics. This study employs a descriptive qualitative approach, involving fourth-semester PGSD students enrolled in the music education course as research subjects. Data collection techniques include observation, interviews, documentation, and product analysis of the instructional materials developed by the students. The findings of this study indicate that the PGSD students demonstrate innovation in creating instructional materials by utilizing elements of traditional music, including traditional musical instruments, regional songs, and local cultural aspects processed in an engaging and relevant manner. The students' creativity is evident in their ability to adapt traditional music content into various instructional forms, such as learning modules, visual media, student worksheets, instructional videos, and practical music activities. Furthermore, the students exhibit the capability to integrate knowledge aspects, appreciative attitudes toward local culture, and technology. Challenges encountered include limited references, a lack of proficiency in playing traditional musical instruments, and the scarcity of traditional instruments as practical media in learning.
Pengaruh Model Latihan untuk Meningkatkan Smash pada Permainan Bola Voli
This study originated from the monotonous training methods used in practicing various smash attacks in volleyball. Players relied solely on attacks from the front position, while the setter had limitations in organizing the team’s smash attack patterns, causing the smashes to be easily blocked by opposing players. In addition, there was a lack of strategic training models provided by the coach during practice sessions. As a result, the team frequently experienced defeats in competitions and had difficulty facing opponents whose attacking patterns were highly accurate and effective. This study aimed to improve smash ability in volleyball at the RVS Kuamang Club. The research employed a quasi-experimental method with a “one-group pre-test–post-test design.” The population of this study consisted of 24 members of the RVS Kuamang Club. The sampling technique used was purposive sampling, resulting in a sample of 10 members who met the criteria determined by the researcher. The research instrument used was a smash ability test. Data analysis techniques included a normality test and hypothesis testing using the t-test. Based on the results of the study, the pre-test showed an average score of 7.9, while the post-test showed an average score of 16.9. The hypothesis testing results indicated that the calculated t-value (3.13) was greater than the t-table value (1.83). Therefore, it can be concluded that there was a difference between the pre-test and post-test mean scores, which means that the training model had a significant effect on improving smash ability in volleyball.
Literasi Membaca Kritis Mahasiswa PGSD dalam Menganalisis Teks Bahasa Indonesia: Studi Mixed Method
This study aims to describe the critical reading literacy profile of Elementary School Teacher Education (PGSD) students at Universitas Muhammadiyah Muara Bungo in analyzing Indonesian language texts, to identify influencing factors, and to explore the strategies and challenges they face. A mixed method research design with a sequential explanatory model was employed, integrating quantitative and qualitative approaches sequentially. Quantitative data were collected through a critical reading ability test and a literacy perception questionnaire administered to PGSD students. Qualitative data were obtained through in-depth interviews, classroom observations, and focus group discussions (FGDs) with selected students and Indonesian Language Skills course lecturers. The results indicate that the critical reading literacy of PGSD UMMUBA students falls in the moderate category (mean score 62.4%). Students demonstrate adequate competence in literal and inferential comprehension dimensions but remain weak in critical evaluation and ideological reflection of texts. Internal factors (motivation and reading habits) and external factors (teaching methods and availability of reading materials) significantly influence literacy achievement. The findings underscore the urgency of developing an integrated and systematic critical reading literacy curriculum in the PGSD program as a foundation for prospective elementary school teacher competence.
The Effectiveness of Using Mind Mapping Techniques to Improve Students' Speaking Skills
This study concentrated on assessing the effects of the mind mapping technique on enhancing students' speaking skills, tackling the frequent difficulty of articulating thoughts in English. The research was driven by students' difficulties in communication stemming from a lack of motivation, fear of making errors, and limited vocabulary. Conducted as a pre-experimental quantitative study at SMP Negeri 4 Muara Bungo, the research involved 30 eighth-grade students from class VIII 6, selected through cluster random sampling. Data gathering involved a preliminary test, an intervention phase, and a final assessment.. The results revealed a significant improvement in speaking performance, with mean scores increasing from 55. 00 in the initial assessment to 67. 83 in the final assessment.The t-test value of 7.409 exceeded the critical t-value of 2.034 at the significance level, confirming the intervention's effectiveness. Furthermore, the normality test values improved from 2.87 to 7.22, reflecting a total gain of 4.35 in speaking ability. In conclusion, The method of mind mapping was found to be extremely useful in improving the oral communication abilities of eighth graders at SMPN 4 Muara Bungo by providing a structured visual framework that enables students to organize and articulate their ideas with greater confidence.
Meningkatkan Kualitas Ibadah melalui Laboratorium Pendidikan Agama Islam untuk Siswa Sekolah Dasar
This study was motivated by the low quality of students' prayer practices, particularly in terms of prayer recitations and movements. The purpose of this research was to improve the quality of students' prayer performance through the utilization of the Islamic Education (PAI) Laboratory. The study employed a Classroom Action Research (CAR) design using a descriptive qualitative approach. The findings indicated that the implementation of learning activities through the PAI Laboratory effectively enhanced the quality of students' prayer practices. The research was conducted in two cycles. The first cycle consisted of two meetings, focusing on prayer recitations in the first meeting and prayer movements in the second. Assessment of students' prayer quality was then carried out during the second cycle. The results showed a significant improvement in students' prayer recitation skills, increasing from 33.3% in the preliminary stage to 75% in the second cycle, representing an improvement of 41.7%. Similarly, the quality of prayer movements improved from 50% in the pre-cycle stage to 92% in the second cycle, reflecting an increase of 42%. These findings suggest that the use of the PAI Laboratory as a practical learning medium can effectively improve students' prayer quality. Therefore, the wider application of hands-on learning methods through the PAI Laboratory is recommended in Islamic Religious Education instruction.
Effectiveness of Flipbook-Based E-Jobsheets on Students’ Practical Competence in Zigzag Hair Perming Design
The integration of digital learning media in vocational education is essential to enhance students’ practical competence, particularly in cosmetology. This study examines the effectiveness of flipbook-based e-jobsheets in improving students’ competence in zigzag hair perming design. A quantitative quasi-experimental design with a pretest–posttest control group was applied to 56 undergraduate students, divided into an experimental group (n = 28) and a control group (n = 28). The experimental group used flipbook-based e-jobsheets, while the control group used conventional job sheets. Data was collected through performance-based assessments and analyzed using descriptive statistics, normalized gain, and independent samples t-test. The results show that the experimental group achieved significantly higher posttest scores than the control group, with a high normalized gain (g = 0.72) compared to a moderate gain in the control group (g = 0.33). The difference was statistically significant (p < 0.05) with a large effect size (d = 1.83). These findings indicate that flipbook-based e-jobsheets effectively enhance students’ practical competence and support more engaging, student-centered vocational learning.
Pengintegrasian Al-Islam Kemuhammadiyahan dalam Pembelajaran Membaca untuk Mahasiswa PGSD
Reading instruction is not only aimed at improving students’ text comprehension, but can also be used to instill Islamic values. This study aimed to describe the implementation, strategies, methods, and obstacles in integrating Al-Islam and Kemuhammadiyahan (AIK) into reading instruction. The study employed a descriptive qualitative approach. The informants consisted of 10 participants: 1 lecturer and 9 students of the Primary School Teacher Education Program at Muhammadiyah University of Muara Bungo. Data were collected through observation, interviews, and documentation, then analyzed using the Miles and Huberman model: data reduction, data display, and verification. The findings revealed that reading instruction was conducted in three stages: preliminary, core, and closing activities. AIK integration strategies included selecting reading materials containing Islamic values, relating text content to Islamic teachings, and reflecting on moral messages in the texts. The lecturer applied various methods, such as discussion, reading comprehension, question-and-answer, assignments, role modeling, and connecting the text content to students’ daily lives. The main obstacles were limited reading materials, limited instructional time, and differences in students’ understanding of Islamic values. It can be concluded that integrating AIK into reading instruction improves text comprehension while simultaneously serving as a medium for instilling Islamic values in students.
Analisis Pembelajaran Reflektif Ilmu Pengetahuan Sosial untuk Penguatan Kompetensi Pedagogik Mahasiswa Rekognisi Pembelajaran Lampau
This research seeks to examine the implementation of reflective learning in the Elementary Social Studies (IPS SD) course within the context of Recognition of Prior Learning (RPL) and its contribution to enhancing students’ pedagogical competence. The study applied a qualitative method using an intrinsic case study design. The participants were RPL students with prior teaching experience in elementary schools. Data were collected through structured reflective journals, in-depth interviews, participant observation, and document analysis. The data were analyzed using thematic coding involving data reduction, categorization, and meaning construction. The findings reveal that initially, students perceived pedagogical competence in procedural terms, primarily oriented toward content completion. Through structured reflective cycles, a transformation of pedagogical awareness occurred, characterized by the deconstruction of routine practices, reconstruction of contextual learning strategies, integration of professional experience with academic theory, and a shift toward authentic assessment practices. Theoretically, the study confirms that professional experience does not automatically evolve into mature pedagogical competence without systematic critical reflection. Reflective learning in the RPL context functions as a transformative mechanism that bridges empirical experience with formal academic standards of teacher competence.
Pengaruh Game Based Learning Berbasis Deep Learning Terhadap Penalaran Matematis Peserta Didik
Penelitian ini dilatarbelakangi oleh rendahnya kemampuan penalaran matematis peserta didik yang disebabkan oleh dominannya penggunaan model pembelajaran konvensional. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Game Based Learning dengan pendekatan Deep Learning terhadap kemampuan penalaran matematis peserta didik sekolah dasar. Penelitian ini menggunakan pendekatan kuantitatif dengan desain pre-experimental tipe one-group pretest-posttest. Subjek penelitian berjumlah 22 peserta didik kelas V yang dipilih menggunakan teknik sampling jenuh. Teknik pengumpulan data dilakukan melalui tes pretest dan posttest. Analisis data menggunakan uji normalitas, uji paired sample t-test, uji n-gain, dan uji one-sample t-test. Hasil penelitian menunjukkan bahwa terdapat peningkatan kemampuan penalaran matematis peserta didik setelah diterapkan model pembelajaran Game Based Learning dengan pendekatan Deep Learning. Hal ini dibuktikan dengan nilai signifikansi sebesar 0,000 (<0,05) sehingga hipotesis alternatif diterima. Selain itu, hasil uji menunjukkan bahwa kemampuan penalaran matematis peserta didik telah mencapai kriteria ketercapaian tujuan pembelajaran (KKTP). Dengan demikian, dapat disimpulkan bahwa model Game Based Learning dengan pendekatan Deep Learning berpengaruh positif terhadap kemampuan penalaran matematis peserta didik sekolah dasar.
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.
Pengaruh Supervisi Akademik Terhadap Kinerja Guru Madrasah Aliyah
This research is based on the suboptimal implementation of academic supervision in improving teacher performance, especially in tahfidz-based madrasas that have unique religious learning characteristics and are still limited to empirical studies. This study aims to analyze the effect of academic supervision on teacher performance at MA Plus Tahfidz Raudhatul Qur'an Parung. This study uses a quantitative approach with a correlational design, where data are collected through questionnaires that are tested for validity and reliability using SPSS. The results of the descriptive analysis indicate that academic supervision and teacher performance are at a good level. Academic supervision shows a high average value, which indicates that teachers at the madrasa receive effective supervision. Likewise, teacher performance shows positive results with moderate variations. The normality test conducted using Shapiro-Wilk shows that the data for both variables are normally distributed, meeting the basic assumptions for regression analysis. The linearity test also shows that the relationship between academic supervision and teacher performance is linear, which ensures that the regression model used is valid. The results of the simple linear regression test indicate that academic supervision has a significant effect on teacher performance. Overall, this study concludes that academic supervision has a positive influence on improving teacher performance, and therefore, it is important to continue optimizing the implementation of academic supervision in supporting the development of learning quality in madrasas.
Penerapan Model Pembelajaran Group Investigation (GI) berbantuan Media Kahoot untuk Meningkatkan Aktivitas dan Hasil Belajar Akuntansi
This study was motivated by the low level of students’ learning activities and accounting learning outcomes, which were influenced by the dominance of teacher-centered learning, resulting in limited student engagement during the learning process. This study aimed to improve students’ learning activities and accounting learning outcomes through the implementation of the Group Investigation (GI) learning model assisted by Kahoot. The research was conducted at SMKS PAB 2 Helvetia in the second semester of the 2025/2026 academic year, involving 17 students of class XI AKL. This study employed Classroom Action Research carried out in two cycles, each consisting of planning, action, observation, and reflection stages. Data were collected through observation of learning activities and learning outcome tests. The results showed that the percentage of active students increased from 41.17% in the first cycle to 82.35% in the second cycle. In addition, students’ learning outcomes also improved, as indicated by the increase in learning mastery from 29.41% in the pre-test to 76.47% in the first post-test, and reaching 100% in the second post-test. Therefore, the implementation of the Group Investigation learning model assisted by Kahoot was proven to be effective in improving students’ learning activities and accounting learning outcomes.
Efektivitas Fitur Match dan Blast Quizlet Terhadap Hasil Belajar Perkalian Siswa Sekolah Dasar
The learning process in elementary school mathematics plays a role in honing students’ logical thinking skills; however, in reality, learning outcomes in multiplication remain relatively low. This situation highlights the need for innovative teaching methods that are interactive and engaging. The purpose of this study is to determine the effectiveness of using the Match and Blast features on Quizlet in improving the multiplication learning outcomes of fourth-grade students at SD Negeri Candi 01. The approach used in this study is a quantitative approach employing a quasi-experimental method with a non-equivalent control group design. The sample consists of two classes: an experimental class and a control class, with data collected through pretests and posttests. Since the results of the normality test did not follow a normal distribution, hypothesis testing proceeded using the Mann-Whitney test. Based on the analysis results, there was a significant difference between the control and experimental classes, with a significance value of 0.018 < 0.05. Meanwhile, the N-Gain test result of 0.4730 fell into the moderate category, indicating an improvement in student learning outcomes. Thus, the use of the Match and Blast features on Quizlet proved effective in supporting improvements in students’ multiplication learning outcomes.
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.
Digital Storytelling for Integrated IPAS Learning: Systematic Review Of Primary Teacher Curriculum Implementation
This study aims to synthesize empirical evidence on digital storytelling (DST) implementation in integrated IPAS learning at primary schools. This systematic review followed PRISMA 2020 guidelines, searching six databases (Scopus, Web of Science, ERIC, Google Scholar, Sinta, Garuda) for literature published between 2015–2025. From 1,847 initial records, 28 studies met inclusion criteria. Results revealed three DST implementation models: teacher-led narrative (39.3%), student-centered production (50%), and collaborative co-creation (28.6%). DST effectively improved academic achievement (83%), critical thinking (83%), and student engagement (85%). However, major challenges included limited device access (50%), unstable internet connectivity (42.9%), and time constraints (60.7%). School leadership support and teacher professional development emerged as key enabling factors. It is concluded that DST is a viable pedagogical strategy for IPAS implementation under Kurikulum Merdeka, but requires adequate infrastructure and targeted teacher training.
Persepsi Mahasiswa Calon Guru Biologi Terhadap Pendekatan Pembelajaran Mendalam
Kurikulum merdeka menekankan pada penerapan pendekatan pembelajaran mendalam sebagai bentuk upaya transformasi pendidikan. Dalam konteks pendidikan tinggi, persepsi mahasiswa calon guru terhadap pembelajaran sangat penting karena dapat mempengaruhi implementasinya di masa depan. Penelitian ini bertujuan untuk mengungkap persepsi mahasiswa calon guru terhadap pembelajaran mendalam pada penerapan kurikulum merdeka. Sebanyak 243 mahasiswa program studi pendidikan biologi terlibat pada penelitian survei deskriptif ini. Instrumen penelitian yang digunakan adalah angket yang dibagikan melalui google form. Angket mencakup lima aspek yakni, latar belakang dan definisi pembelajaran mendalam, profil lulusan, prinsip pembelajaran, pengalaman belajar, serta implementasi pembelajaran. Data persepsi mahasiswa dikumpulkan dan dianalisis secara deskriptif. Hasil penelitian menunjukkan bahwa persepsi mahasiswa calon guru berada pada tingkatan positif hingga sangat positif. Profil lulusan merupakan aspek dengan skor tertinggi. Sementara aspek pengalaman belajar dan aspek kerangka pembelajaran merupakan aspek dengan skor terendah. Dengan demikian dapat disimpulkan bahwa mahasiswa calon guru secara umum telah memiliki pemahaman konseptual yang baik terkait pembelajaran mendalam, namun masih membutuhkan penguatan dan dukungan pada tataran praktis. Penelitian ini diharapkan dapat menjadi dasar pengambil kebijakan terkait pratek pedagogis di program pendidikan keguruan.
Studi Fenomenologi: Perspektif Siswa Daerah Rawan Bencana Longsor Cibeber Lebak Terhadap Relevansi Pembelajaran Fisika
Penelitian ini bertujuan untuk mengeksplorasi perspektif siswa yang tinggal di daerah rawan bencana longsor terhadap relevansi pembelajaran fisika. Dengan menggunakan pendekatan kualitatif serta desain penelitian fenomenologis, hal ini memungkinkan untuk memahami pengalaman hidup (lived experiences) secara mendalam. Informan penelitian ini berjumlah sepuluh orang yang terdiri atas satu guru fisika laki-laki dan sembilan siswa kelas XII, dengan rincian dua siswa laki-laki dan tujuh siswa perempuan, yang merupakan guru serta siswa SMAN 1 Cibeber, Kabupaten Lebak, Banten, dengan ditentukan melalui teknik purposive sampling. Proses pengumpulan data menggunakan wawancara semi-terstruktur yang didukung oleh rekaman audio dan dokumentasi selama wawancara berlangsung. Keabsahan dari data dijaga melalui triangulasi sumber dengan membandingkan hasil wawancara siswa serta guru. Analisis data mengacu pada pendekatan fenomenologi Moustakas yang meliputi tahap epoche, identifikasi pernyataan signifikan, serta pembentukan tema melalui proses transkripsi, coding, kategorisasi, dan interpretasi. Hasil penelitian menunjukan, pengalaman hidup siswa di daerah rawan bencana longsor dapat membentuk pemahaman kontekstual terhadap fenomena alam, termasuk kemampuan untuk menghubungkan konsep fisika seperti gaya, gravitasi, tekanan gerak dan konsep lainnya dengan bencana longsor. Meskipun demikian, pembelajarn fisika di sekolah cenderung tidak terlepas dari budaya hafalan rumus serta kurang kontekstual, akibatnya sebagian dari siswa berpandangan bahwa pembelajaran fisika kurang relevan dengan kehidupan sehari-hari.
Pengembangan Media Pembelajaran IPAS Augmented Reality Scrapbook Berbasis Inkuiri Terbimbing untuk Meningkatkan Hasil Belajar Siswa
Berdasarkan hasil obervasi yang dilakukan peneliti di SD Negeri Sambeng 1 Kabupaten Bojonegoro ditemukan permasalahan berupa keterbatasan media pembelajaran konkret dan hasil belajar siswa yang masih berada pada ketergori rendah pada mata pelajaran Ilmu Pengetahuan Alam dan Sosial. Berdasarkan permasalahan tersebut, peneliti bermaksud untuk mengembangkan, menguji kelayakan dan menguji keefektifan media pembelajaran IPAS augmented reality scrapbook berbasis inkuiri terbimbing untuk meningkatkan hasil belajar siswa kelas IV SD Negeri Sambeng 1 Kabupaten Bojonegoro khususnya pada mata pelajaran Ilmu Pengetahuan Alam dan Sosial. Jenis penelitian yang digunakan adalah research and development (R&D) dengan menggunakan model Borg and Gall dengan menggunakan 10 tahap. Pengumpulan data melalui obeservasi, wawancara, angket dan dokumentasi. Hasil penilaian produk berupad validasi media pembelajaran yang dilakukan oleh ahli di bidang materi dan ahli bidang media dengan persentase 90% dan 97,5% dengan kategori sangat layak. Hasil perhitungan N-Gain didapatkan nilai sebesar 0,71 dengan kriteria tinggi. Maka media pembelajaran IPAS augmented reality scrapbook berbasis inkuiri terbimbing untuk meningkatkan hasil belajar siswa kelas IV SD Negeri Sambeng 1 Kabupaten Bojonegoro dapat dikatakan sangat layak dan efektif untuk diterapkan dalam meningkatkan hasil belajar siswa
Pengembangan E-LKPD Berbasis Socio-Scientific Issues (SSI) untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa SMP
Junior high school students' problem-solving skills in science learning are relatively low due to a lack of innovation and variety in learning media. The purpose of this study was to develop SSI-based E-LKPD as an innovative learning media that is valid, practical, and effective in honing and improving junior high school students' problem-solving skills. This study used a Research & Development (R&D) research design with reference to the ADDIE model. The location of this study was SMPN 4 Tanggul with 32 eighth-grade students as research subjects. Data collection was conducted using validation sheets, learning implementation observation sheets, pretest and posttest, and student response questionnaires. The results showed that SSI-based E-LKPD is valid for use with an average validity score of 92.77% in the highly valid category. The practicality of using SSI-based E-LKPD showed an average score of 93.75% in the highly practical category. The effectiveness test showed an N-gain score of 0.66, categorized as moderate. Student responses received an average score of 88.7%, categorized as very good. Based on these results, it can be concluded that the SSI-based E-LKPD developed is valid, practical, and effective in improving the problem-solving skills of junior high school students.
Penerapan Model Cooperative Tipe Teams Games Tournament Berbantuan Wordwall untuk Meningkatkan Aktivitas dan Hasil Belajar
The purpose of this study is to improve the Iearning activities and Iearning outcomes of students in cIass XI AKI 4 at SMK Negeri 1 Medan in the subject of Trading Company Accounting by appIying the Cooperative Iearning modeI of the TGT (TGT) type assisted by WordwaII media. This study is motivated by the Iow IeveI of student engagement during the Iearning process and the fact that most students have not achieved the Minimum Mastery Criteria of 75. This research empIoys a CIassroom Action Research (CAR) method conducted in two cycIes, where each cycIe consists of pIanning, action, observation, and refIection stages. The subjects of this study were 36 students. Data were coIIected using observation sheets to measure Iearning activities and pretests and posttests to assess students' Iearning outcomes. The data were anaIyzed using descriptive quantitative techniques. The resuIts show that the impIementation of the TGT modeI assisted by WordwaII media is abIe to enhance both student Iearning activities and outcomes. The data indicate that student activity increased by 86.67%, whiIe Iearning outcomes improved by 87.02%. Based on these findings, it can be concIuded that the appIication of the Cooperative Iearning modeI of the TGT type assisted by WordwaII effectiveIy improves students’ Iearning activities and outcomes.
Evaluasi Kesesuaian Sarana dan Prasarana Studio Gambar Teknik Pemesinan Kapal Sekolah Menengah Kejuruan Terhadap Standar Nasional Pendidikan
The availability of technical drawing studio facilities and infrastructure that meet standards is an important factor in supporting competency-based learning in vocational education. However, empirical studies that specifically evaluate the suitability of Ship Machining Technical Drawing studios to national regulations are still limited. This study aims to evaluate the level of suitability of the facilities and infrastructure of the Ship Machining Engineering Drawing Studio at SMK Negeri 10 Semarang against the National Education Standards. The study uses a descriptive method with a quantitative approach. Data were collected through closed questionnaires, observations, and documentation, with respondents being 12th grade students who actively use the drawing studio. The instruments were compiled based on the indicators of Permendiknas No. 40 of 2008, Permendiknas No. 24 of 2007, and Indonesian National Standards (SNI), and analyzed using percentage techniques. The results showed that the level of conformity of facilities and infrastructure was 78.22%, which was in the high category but still at the lower limit of that category. These findings indicate that the drawing studio facilities have met the minimum functional standards but are not yet fully optimal in technical aspects such as lighting, ventilation, and work safety. The implications of this study emphasize the need for periodic evaluation of facilities and infrastructure as well as facility management policies oriented toward improving the quality of practical learning in vocational schools.
Pengaruh Model Cooperative Learning Tipe Time Token Terhadap Keterampilan Berbicara Siswa SMP Teknologi
This study was motivated by the low speaking skills of eighth-grade students at SMP Teknologi Pekanbaru, as indicated by students’ lack of confidence in expressing opinions, low speaking fluency, and minimal participation in classroom discussions. Speaking skills require the ability to convey ideas orally in a coherent, clear, and confident manner; however, in reality, the learning process is still dominated by conventional teaching methods, resulting in unequal speaking opportunities among students. This study aimed to determine the implementation of the Cooperative Learning Time Token model, the differences in students’ speaking skills before and after the treatment, and the effect of the model on students’ speaking skills. The research employed a quantitative approach with a quasi-experimental design using a one-group pretest–posttest model. Data collection techniques included speaking performance tests and observation sheets of teacher and student activities. Data were analyzed using descriptive and inferential statistics, including normality tests, homogeneity tests, paired sample t-tests, and simple linear regression analysis. The results showed that the average pretest score was 67 and increased to 84.83 in the posttest, with an improvement of 17.83 points in the high category. The significance value of the t-test was 0.001 < 0.05, and the coefficient of determination was 0.873, which is categorized as very strong. Thus, it can be concluded that the Cooperative Learning Time Token model is effective and has a significant effect on improving the speaking skills of eighth-grade students at SMP Teknologi Pekanbaru.
Efektivitas Metode Quantum Writing Terhadap Keterampilan Menulis Cerpen
This study aims to determine the effect of the Quantum Writing learning method on the short story writing skills of tenth-grade students at SMK KANSAI Pekanbaru. The study used a quantitative approach with a quasi-experimental method. The study sample consisted of 51 students, consisting of class X TKR as the experimental class and class X TKJ/TITL as the control class, selected using a purposive sampling technique. Data collection was conducted through short story writing tests in the form of pretests and posttests. Data were analyzed using descriptive and inferential statistics with the help of SPSS version 31, including normality tests, homogeneity tests, and Independent Samples t-tests. The results showed that the average score of students' short story writing skills in the experimental class increased significantly from 63 to 83, while in the control class it increased from 61 to 69. The results of the Independent Samples t-test showed a Sig. (2-tailed) value <0.05, indicating a significant difference between the two classes. Thus, it can be concluded that the Quantum Writing learning method has a significant and effective influence in improving the short story writing skills of 10th-grade students at SMK KANSAI Pekanbaru.
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.
Pengembangan Media Pembelajaran IPAS Board Game Genercha untuk Meningkatkan Hasil Belajar Peserta Didik
Low IPAS learning outcomes and limited use of instructional media necessitate the development of effective and engaging learning media. This study aims to develop, assess the feasibility, and evaluate the effectiveness of the IPAS board game learning media Genercha for the topic of energy transformation in Grade IV at SD Negeri Grugu, Wonosobo Regency. The study employed a Research and Development (R&D) approach using the ADDIE model. The research subjects consisted of 22 students, including 6 students in the small-scale trial and 16 students in the large-scale trial. Data were collected through pretest and posttest, as well as non-test techniques such as observation, interviews, documentation, and questionnaires. The feasibility evaluation showed that the media achieved a score of 96% from media experts and 92.5% from material experts, both categorized as very feasible, and supported by positive responses from teachers and students. The results of the small-scale trial indicated a significant improvement in learning outcomes, with a t-test significance value of 0.002 and an N-Gain score of 0.7231 (very high category). Similarly, the large-scale trial indicated a significant improvement, with a t-test significance value of < 0.001 and an N-Gain score of 0.7484 (very high category). Therefore, it can be concluded that the IPAS board game learning media Genercha is highly feasible and effective in improving student learning outcomes.
Keefektifan Model Pembelajaran Kooperatif Teams Games Tournament Terhadap Hasil Belajar IPAS
This study aims to determine the effectiveness of the cooperative learning model of Teams Games Tournament (TGT) on IPAS learning outcomes of fourth-grade students at SD Negeri Sisalam 01 Brebes on living things material. This research employed a quantitative approach using a One Group Pretest–Posttest Design. The research sample consisted of 22 students. The results showed an improvement in students’ cognitive learning outcomes, where the average pretest score of 66.59 increased to 78.41 in the posttest, and classical learning mastery increased from 32% to 81.82%. The t-test analysis showed that the tcount value was 6.87, which was greater than the ttable value of 2.085 at a significance level of 0.05, indicating that H₀ was rejected and Hₐ was accepted. The effectiveness of the TGT model was also evident in the affective aspect with an average score of 80.14 (Good category) and achieved classical mastery, as well as in the psychomotor aspect with an average score of 89.31 (Very Good category) and 100% classical mastery. Therefore, the cooperative learning model of Teams Games Tournament (TGT) is effective in improving cognitive, affective, and psychomotor learning outcomes of students.
Peningkatan Literasi Bahasa Melalui Media Loose Parts Pada Anak Usia Dini
Language literacy ability is an important aspect of early childhood development; however, many children still demonstrate low achievement levels and limited active engagement in language activities. This condition highlights the need for engaging learning media to stimulate children’s participation and creativity. This study aims to improve early childhood language literacy skills through the use of loose parts media in learning activities. The research employed Classroom Action Research (CAR) conducted in two cycles, each consisting of two meetings. The research subjects were nine children from Group A at TK Kristen Aletheia Pontianak. Each research cycle included the stages of planning, action implementation, observation, and reflection. Data were collected through observations of children’s activities and interviews with teachers. The results showed an improvement in children’s language literacy skills after the implementation of loose parts media. This improvement was evident from the increase in the average literacy scores from Cycle I to Cycle II, accompanied by enhanced activeness, creativity, and participation of children in language activities. Therefore, loose parts media proved to be effective in improving early language literacy while simultaneously creating a more enjoyable learning experience.
Perancangan Media Pembelajaran Augmented Reality Menggunakan Metode User Centered Design pada Topik Energi
This study aims to develop an Augmented Reality (AR)-based learning media called EcoTurbine using the User-Centered Design (UCD) method and to evaluate its usability through the System Usability Scale (SUS). The research subjects were 77 senior high school students who had studied energy-related material and possessed basic smartphone skills. The development process followed the UCD stages, placing teachers and students at the center of the design to ensure that the resulting media aligned with user needs and characteristics. The evaluation yielded an average SUS score of 78.34, which falls within the acceptable category, with an adjective rating of good and grade C. These findings indicate that EcoTurbine is suitable as a supporting medium for biology learning on renewable energy topics, although limitations remain in terms of device compatibility and students’ initial adaptation to AR technology. This study provides empirical contributions by demonstrating the effectiveness of UCD in developing AR-based learning media and offering quantitative evidence of usability through SUS evaluation, which supports the enhancement of student engagement and motivation in learning.