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Penentuan Solusi Optimal Kinerja Guru dengan Menggunakan Analisis SITOREM Rahmawati Rahmawati; Bibin Rubini; Lina Novita
SAP (Susunan Artikel Pendidikan) Vol. 10 No. 2 (2025): SAP
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/sap.v10i2.1367

Abstract

The purpose of this study is to determine the optimal solution for variables that support teacher performance based on an analysis of indicators for each research variable. The method used is quantitative, employing the SITOREM (Scientific Identification Theory to Conduct Operation Research in Education Management) analysis technique. Based on the analysis results, it can be concluded that there are 9 indicators with scores above 4.00 and 16 indicators below 4.00. Therefore, it can be concluded from this study that there are 16 indicators that need to be improved, namely 1) Time Management, 2) Technology Utilisation, 3) Work Quality Achievement, 4) Knowledge Improvement, 5) Knowledge Evaluation, 6) Knowledge Distribution, 7) Ability to Understand Others, 8) Providing views, ideas, and concepts for organisational progress, 9) Collaboration, 10) Togetherness, 11) Mutual Trust, 12) Concern, 13) Working Conditions, 14) Salary/Income, 15) Promotion Opportunities, 16) Supervision. The implication of this study is that schools, in this case school leaders, can make decisions to improve weak indicators according to the SITOREM results in order to improve educational management in schools.
Development of Interactive Learning Media Assisted by Augmented Reality on Solar System Material to Enhance Elementary School Students’ Learning Interest Wini Juanita; Deddy Sofyan; Lina Novita
AL-ISHLAH: Jurnal Pendidikan Vol 18, No 1 (2026): MARCH 2026
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v18i1.9290

Abstract

Learning processes in elementary schools that are still dominated by conventional media, such as textbooks and two-dimensional images, tend to cause student boredom and low learning interest. Therefore, the development of Augmented Reality (AR)–based learning media is needed to present learning materials in a more interactive and contextual manner in order to enhance students’ interest and learning experiences. This study aims to develop interactive learning media assisted by Augmented Reality on the Solar System topic for elementary school students and to examine the feasibility and effectiveness of the media in improving students’ learning interest and learning outcomes. This research employed the ADDIE development model, consisting of Analyze, Design, Develop, Implement, and Evaluate stages. The effectiveness of the media was measured by comparing pretest and posttest results using the gain index analysis.  The validation results show that the AR learning media Tata Surya is included in the very feasible category, with a score of 96% from media experts, 94% from material experts, and 96% from language experts. an increase in learning outcomes from 34.14 to 90.36, as well as an increase in learning interest from 42.68 to 86.79. The increase in learning outcomes is reinforced by an average N-gain value of 0.85 which is included in the high category. In addition, user responses are in the very good category, with teacher assessments of 93% and students of 90%. Based on these findings, it can be concluded that the interactive learning media assisted by Augmented Reality on the Solar System topic is highly feasible and effective in enhancing elementary school students’ learning interest and learning outcomes.
Development of a Genially-Based Digital Snakes and Ladders Game to Enhance Reading Comprehension among Phase C Learners Sari Rahayu; Lina Novita; Elly Sukmanasa
AL-ISHLAH: Jurnal Pendidikan Vol 18, No 1 (2026): MARCH 2026
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v18i1.7677

Abstract

Reading comprehension remains a major challenge in Indonesian elementary education, requiring innovative and engaging learning media that integrate digital technology and gamification. This study addresses the need for interactive digital learning tools by developing a Genially-based digital Snakes and Ladders game to support reading comprehension among Phase C students. This research employed a Research and Development (RD) approach using the ADDIE model. The effectiveness of the developed media was examined through a pre-experimental one-group pretest–posttest design involving 31 Phase C students. Data were collected using reading comprehension tests, expert validation sheets, and student response questionnaires. Data analysis included paired sample t-test and N-Gain to measure learning improvement. The results showed that the digital Snakes and Ladders game was feasible and appropriate based on expert validation. Students responded positively, indicating increased motivation and engagement in reading activities. Statistical analysis revealed a significant difference between pretest and posttest scores (p 0.05), with an N-Gain value of 0.71, categorized as high. This indicates a substantial improvement in students’ reading comprehension after using the Genially-based game. The findings demonstrate that integrating interactive storytelling and game-based digital media can effectively enhance reading comprehension among elementary students. The Genially-based digital Snakes and Ladders game provides an engaging learning environment that supports active participation and deeper understanding of reading texts. This media has strong potential to be adapted for other learning materials and broader educational contexts.
Transformational leadership, innovative climate, and self-efficacy on teacher innovativeness: the mediating roles of digital literacy and achievement motivation Vera Sri Wahyuni; Sri Setyaningsih; Lina Novita
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 12 No. 1 (2026): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020266890

Abstract

Teacher innovativeness is critical for 21st-century education, yet the mechanisms linking organizational and psychological factors to innovative behavior remain underexplored, particularly the mediating roles of digital literacy and achievement motivation. This study examines the direct and indirect effects of transformational leadership, innovative climate, and self-efficacy on teacher innovativeness, mediated by digital literacy and achievement motivation. A quantitative survey was conducted with 232 public primary school teachers in Depok City, Indonesia, selected via multistage proportional random sampling (population N=3,664). Data were analyzed using path analysis and SITOREM (Scientific Identification Theory to Conduct Operation Research in Education Management). All five predictors had positive direct effects on teacher innovativeness (p<0.05). Achievement motivation was the strongest direct predictor (β = 0.385), followed by digital literacy (β= 0.297). Innovative climate was the strongest predictor of both digital literacy (β= 0.557) and achievement motivation (β= 0.451). Digital literacy and achievement motivation significantly mediated all indirect paths (Sobel test, p < 0.05). SITOREM identified priority indicators for improvement (e.g., implementation of innovation, risk tolerance, digital ethics). Teacher innovativeness is enhanced through a systemic approach addressing leadership, climate, self-efficacy, digital literacy, and motivation with achievement motivation and digital literacy serving as key mediating mechanisms. Schools should prioritize fostering innovative climate and strengthening achievement motivation through targeted professional development and recognition systems.