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Scholaria: Jurnal Pendidikan dan Kebudayaan
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Core Subject : Education, Social,
Scholaria: Jurnal Pendidikan dan Kebudayaan is a double blind-peer-reviewed journal managed by Program Studi Pendidikan Guru Sekolah Dasar (PGSD), Fakultas Keguruan dan Ilmu Pendidikan (FKIP) Universitas Kristen Satya Wacana (UKSW) Salatiga cooperates with the Himpunan Dosen Pendidikan Guru Sekolah Dasar Indonesia presenting diverse themes, yet still within major themes in education. Particularly about the study of theoretical education and results of classroom action research, experimental research and development research in the development of education including sustainable professionalism. Scholaria: Jurnal Pendidikan dan Kebudayaan is published three times a year in January, May and September.
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Articles 446 Documents
PENINGKATAN HASIL BELAJAR MATEMATIKA MATERI TRIGONOMETRI MELALUI MODEL PROBLEM BASED LEARNING BERBASIS MEDIA AUDIOVISUAL Ramli, Ulfia
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 1 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i1.p84-92

Abstract

Tujuan penelitian untuk meningkatkan hasil belajar peserta didik kelas X MIPA 3 pada materi trigonometri menggunakan model pembelajaran Problem Based Learning (PBL) dengan bantuan media audiovisual. Penelitian ini dilakukan menggunakan metode Penelitian Tindakan Kelas (PTK) dengan prosedur penelitian mencakup tahapan perencanaan, pelaksanaan, observasi dan refleksi yang terdiri dari 2 siklus pembelajaran. Subyek dalam penelitian ini melibatkan 35 peserta didik di kelas X MIPA 3 SMA Negeri 1 Palu tahun ajaran 2023/2024. Instrumen pengumpulan data menggunakan lembar observasi, jurnal refleksi dan dokumentasi. Teknik pengumpulan data untuk menganalisis hasil belajar peserta didik menggunakan data kualitatif dan data kuantitatif. Berdasarkan hasil pengamatan penerapan model Problem Based Learning berbantuan video pembelajaran menunjukkan bahwa rata-rata peserta didik terlihat antusias ikut berpartisipasi aktif, melatih analisis masalah cerita dengan memodelkan bentuk soal matematika, dan mampu mempresentasikan hasil kerja kelompok. Selain itu peneliti selalu mengevaluasi hasil refleksi setiap pertemuan untuk merancang perangkat ajar yang adaptif dan inovatif dalam proses pembelajaran agar dapat mengelola kebutuhan belajar dan peserta didik selalu aktif berpartisipasi dalam kelas.
Persepsi dan Sikap Siswa Terhadap Penggunaan Artificial Intelligence Kurniahtunnisa; Manuel, Maria Yasinta; Aini, Mellyatul; Agustina, Tika Putri
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 1 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i1.p47-59

Abstract

Penelitian ini mengeksplorasi pengalaman siswa dalam menggunakan kecerdasan buatan (AI) untuk menulis dan menyelesaikan tugas rumah, persepsi mereka terhadap dampak AI dalam tugas akademik, serta sikap siswa terhadap kebijakan sekolah terkait teknologi ini. Dengan pendekatan kuantitatif, data dikumpulkan melalui survei menggunakan angket dari 72 siswa yang dipilih secara acak. Hasil penelitian menunjukkan bahwa 88,9% siswa telah menggunakan alat AI seperti ChatGPT, Gemini, dan Canva dalam menyelesaikan tugas mereka, dengan ChatGPT sebagai yang paling populer (94,4%), diikuti oleh Gemini (70,8%) dan Canva (51,4%). Sebagian besar siswa merasa AI membantu mereka dalam menyusun esai dan menyelesaikan tugas rumah, tetapi terdapat variasi signifikan dalam tingkat kepuasan mereka terhadap jawaban AI. Sekitar 63,9% siswa menyatakan jawaban AI kadang-kadang memuaskan, sementara 26,4% siswa merasa bahwa jawaban AI sering memuaskan. Hanya 2,8% siswa yang merasa selalu puas, sementara 6,9% lainnya menyatakan jarang puas. Hasil ini mengindikasikan bahwa meskipun AI dapat membantu dalam konteks akademik, ada keterbatasan dalam akurasi dan relevansi jawaban yang diberikan, yang berpotensi tidak sepenuhnya memenuhi ekspektasi siswa dalam konteks pendidikan. Selain itu, persepsi siswa terhadap kebijakan sekolah terkait penggunaan AI menunjukkan adanya kebutuhan untuk regulasi yang jelas dan berimbang, sehingga teknologi AI dapat dimanfaatkan secara efektif tanpa mengorbankan integritas akademik. Temuan ini memberikan kontribusi baru dengan menawarkan pemahaman spesifik mengenai cara siswa menggunakan AI dalam tugas akademik sehari-hari serta persepsi mereka terhadap kebijakan terkait. Penelitian ini juga menekankan pentingnya literasi AI di kalangan siswa dan mengusulkan agar institusi pendidikan merumuskan kebijakan yang tidak hanya membatasi, tetapi juga mendidik siswa tentang penggunaan AI yang bertanggung jawab dan etis, mendukung pembelajaran berkelanjutan dalam era digital. Kata Kunci: Kecerdasan Buatan, Integritas Akademik, Persepsi Siswa, Kebijakan Sekolah terkait Penggunaan AI
Analysis of the Suitability of Implementing Project Based Learning for Elementary School Teacher in Salatiga Septian Airlanda, Gamaliel; Yari Dwikurnaningsih; Agustina Tyas Asri Hardini
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 1 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i1.p68-75

Abstract

Project Based Learning (PjBL) has been successfully identified as an effective learning model in the 21st century. This model has become popular among elementary school teachers. However, there are doubts about the suitability of implementing learning activities using PjBL. The ideal PjBL standard becomes too high for elementary school students. Therefore, the aim of this research is to do academic supervision steps that are able to prove these doubts. Quantitative descriptive is the type of research taken to obtain data. The research subjects were taken from four public and private schools in Salatiga City. Research data is divided into three components, therefore: the basic understanding of PjBL, suitability of model implementation, and self-reflection after implementation. It was concluded that the implementation of learning using the PjBL model by elementary school teachers was not appropriate. The research results suggest follow-up action in the form of action research to improve the abilities of elementary school teachers.
Pengembangan Media Pembelajaran Perubahan Bumi Berbasis Android untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Elisabeth, Esra; Mawardi, Mawardi
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 1 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i1.p1-12

Abstract

Aplikasi berbasis Android dapat menjadi media pembelajaran yang efektif untuk meningkatkan kemampuan berpikir kritis siswa. Penelitian ini bertujuan untuk menguji validitas dan efektivitas media pembelajaran perubahan bumi berbasis android dalam meningkatkan kemampuan berpikir kritis siswa. Penelitian dilakukan di gugus Kecamatan Sidomukti, yakni SD Negeri Mangunsari 03, SD Negeri Kalicacing 02, dan SD Negeri Dukuh 01, dengan total 62 siswa kelas lima. Metode yang digunakan adalah penelitian dan pengembangan (R&D) dengan model pengembangan ASSURE. Data dikumpulkan melalui wawancara, rubrik penilaian uji validitas, rubrik penilaian kemampuan berpikir kritis, dan kuesioner tanggapan siswa. Data dianalisis menggunakan teknik deskriptif kategoris dan persentase, serta uji T menggunakan uji-t sampel berpasangan dengan SPSS. Hasil penelitian menunjukkan bahwa media pembelajaran ini valid dan efektif dalam meningkatkan kemampuan berpikir kritis siswa. Validasi ahli media mendapat skor 92%, validasi ahli material 86%, dan validasi ahli desain 95,4%, semuanya dalam kategori yang sangat tinggi. Efektivitas pembelajaran IPAS dinilai sangat efektif berdasarkan respon siswa dengan skor persentase 87,7% dan guru dengan skor persentase 93,3%. Uji t sampel berpasangan menunjukkan nilai signifikansi (2-tailed) sebesar 0,000, yang membuktikan bahwa media ini secara signifikan meningkatkan kemampuan berpikir kritis siswa.
Gamifikasi Dalam Kelas Bahasa Indonesia Bagi Penutur Asing (BIPA) Anak Pratama, Fendy Yogha; Yuli Erviana, Vera; Iis Suwartini; Mixghan Norman Antono
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 1 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i1.p60-67

Abstract

This case study aims to describe the implementation of gamification in an online BIPA (Bahasa Indonesia for Foreign Speakers) class and to analyze the ability of Danish learners to pronounce Indonesian vocabulary. The study was conducted with six learners aged 9–12 years in an online BIPA class organized by the Embassy of Indonesia in Denmark. Reflective notes and observation guidelines were used as instruments to collect data. Thematic data analysis revealed that gamification using Wordwall was implemented through five types of games: (1) Complete The Word, (2) The Hidden Words, (3) The Pacman Game, (4) Word Puzzles, and (5) Sentence Puzzles. Meanwhile, learners made four types of pronunciation errors: (1) sound addition, (2) sound omission, (3) sound alteration, and (4) code-switching. Based on these findings, further research is needed to determine whether these pronunciation errors also occur when learners write the vocabulary. Comprehensive knowledge of this issue will provide deeper insights into how such errors occur, enabling teachers to develop strategies to prevent recurring mistakes.
PENINGKATAN KEMATANGAN KARIER MELALUI PENERAPAN MODEL PROBLEM BASED LEARNING DAN PENGGUNAAN BOARD GAME CAREER RACING PADA PESERTA DIDIK KELAS XII: Penerapan Model Problem Based Learning dan Penggunaan Board Game Career Racing Dalam Peningkatan Kematangan Karier Peserta Didik Tritjahjo Danny Soesilo; Yustinus Windrawanto; Kristin, Firosalia; Aurellia Jeslyn; Adi Nurhidayat
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 1 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i1.p93-100

Abstract

Many high school students lack certainty in determining their future careers after graduation. This quasi-experimental study examined the significant improvement in career maturity of grade 12 students through the application of Problem-Based Learning (PBL) and the use of a career guidance board game, "Career Racing," in group guidance. The subjects were 10 students from grade 12 IPS 1 selected using purposive random sampling based on low and moderate career maturity characteristics. Data were collected through observation and a career maturity scale developed based on Donald Super's theory of career maturity. Data analysis employed the Mann-Whitney U test to compare the career maturity levels of the experimental and control groups after treatment. The results showed a significant difference in post-test career maturity scores between the experimental and control groups (asymp. sig. = 0.046), with the experimental group exhibiting a higher mean rank (6.83) than the control group (3.50). Therefore, the career maturity of the grade 12 students improved significantly through the implementation of PBL and the use of the "Career Racing" board game.
Analisis Kompetensi Guru terhadap Penyusunan Perangkat Pembelajaran pada Kurikulum Merdeka di Sekolah Dasar Kharisma Romadhon; Irfan, Irfan
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i2.p111-123

Abstract

The objective of this study is to depict teacher competence in creating educational materials within the independent curriculum at primary schools. This research employs a qualitative descriptive approach and utilizes both primary and secondary data sources. Data gathering methods consist of observations and interviews. The outcomes of the study of the research can be found that teacher competence in compiling learning tools in the independent curriculum can be described through five aspects, namely: 1) The teacher's knowledge aspect which discusses teaching ability and mastery of the material. 2) Aspects of teacher skills related to student interaction and involvement in preparing learning tools and their learning styles. 3) Attitude and behavioral aspects where the role of the teacher is crucial in establishing an effective and conducive learning atmosphere and is able to facilitate the student learning process. 4) The context aspect is associated with enhancing teacher professionalism and the use of technology as a learning support tool. 5) The evaluation aspect is related to developing student assessments and measuring understanding with rubric assessments.
DESAIN DIDAKTIS REALISTIC MATHEMATICS EDUCATIONS BERBASIS KEMAMPUAN KONEKSI MATEMATIS SISWA Rojak, Abdul Rojak; Arif Abdul Haqq; Nurma Izzati
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i2.p134-147

Abstract

Kemampuan membuat koneksi matematika merupakan salah satu tujuan dari hasil belajar matematika dalam kurikulum merdeka, rendahnya kemampuan koneksi matematika siswa menunjukkan bahwa ada kendala pembelajaran yang terjadi. Penataan ulang desain didaktik perlu dilakukan untuk mengungkap kendala pembelajaran yang dialami oleh siswa, sehingga penelitian ini bertujuan untuk mengetahui kendala pembelajaran yang terjadi terkait masalah koneksi matematika dan meminimalisir kendala pembelajaran yang diindikasikan dengan mengembangkan desain didaktik pendidikan matematika realistis pada materi fungsi kuadrat. Metode penelitian ini menggunakan metode kualitatif penelitian desain didakdik. Teknik pengumpulan data berupa: tes diagnostik, wawancara, observasi dan dokumentasi. Penelitian ini dilakukan di SMA Negeri 1 Gegesik pada tahun ajaran 2023/2024 dengan peserta kelas XI-D dan kelas X-GV. Desain didaktik dikembangkan melalui tiga tahap, yaitu analisis prospektif, analisis metapedadik dan analis restoratif. Dengan hasil sebagai berikut: 1). Hasil indikasi awal kendala pembelajaran menunjukkan bahwa terdapat kendala autogenik, epistemologis, dan didaktik yang dialami oleh mahasiswa. 2). Desain diaktik berdasarkan perolehan hasil indikatif hambatan pembelajaran, repersonalisasi dan rekontekstualisasi dengan mengacu pada teori situasi didaktik.
Analisis Kebutuhan E-LKM Interaktif pada Mata Kuliah Umum Bahasa Indonesia di Universitas Negeri Padang Nurrahmah, Faiza; Nursaid
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i2.p124-133

Abstract

This study aims to describe the results of the analysis of the design needs of interactive e-LKM in general Indonesian Language courses. This study was motivated by the low writing skills of students because they were assisted by AI. The subjects of the study were lecturers and 200 students. The method used in this study was a mixed method. The research data were in the form of quantitative and qualitative data consisting of a questionnaire and interview sheets. The results of this study indicate good scientific article writing skills, a student will find it easier to work on final assignments or write other research results. From the concept analysis, it was found that the concept of existing teaching materials is in accordance with the needs of the curriculum, but is not specific so it is necessary to develop specific e-LKM to improve students' writing skills.
PENGEMBANGAN MEDIA MINECRAFT EDUCATION EDITION UNTUK MENUNJANG KEMAMPUAN TPACK MAHASISWA Bastian, Titus Agung; Soepriyanto, Yerry; Duananda Kartika Degeng, Made
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i2.p101-110

Abstract

This research aims to produce Minecraft learning media that can support students' TPACK skills. This research was conducted in the Learning class at State University of Malang with a total of 97 students from various majors, namely guidance and counseling, chemistry, PGPAUD (Early Childhood Education Teacher Education), special education, art and design, and educational technology with the number of classifications based on gender, namely 79 female students and 19 male students. The model used in this research is the development model according to Lee & Owens with the stages of assessment/analysis, design, development, implementation, and evaluation. The data collection process was carried out by distributing questionnaires and analyzed using the highest average according to Sugiyono. The results showed that Minecraft Education media to support students' mastery of TPACK was declared feasible based on content experts, and media experts. The content expert validation score gets an average score of 5.00 while the media expert gets an average score of 4.75 so this media is declared feasible. This media also received good responses regarding whether there was an increase in how to integrate Minecraft Education technology in learning based on the questionnaire that had been distributed and received a score of 3.34 from the expected average value of 4.00.