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INDONESIA
Jurnal Dimensi Pendidikan dan Pembelajaran
ISSN : 23033800     EISSN : 2527049     DOI : -
Core Subject : Education,
Jurnal Dimensi Pendidikan dan Pembelajaran is a peer-reviewed, open access journal that provides publication of articles in all areas of educational research. It aims to promote excellence through the dissemination of high-quality research findings and provide a platform for scientists and academicians all over the world to promote, share, and discuss various new issues and developments in different areas of educational research.
Arjuna Subject : -
Articles 434 Documents
The Role of Mathematics Goes to School in Efforts to Improve Numeracy Literacy of Grade X Students at MA Muhammadiyah 2 Yanggong Ananda Eriana; Wahyudi Wahyudi; Dwi Avita Nurhidayah
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 14 No 1 (2026): Januari
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The level of numeracy literacy among Indonesian students is relatively low, as shown in PISA 2023, which makes it difficult for students to connect mathematical concepts to everyday life. This is also evident at MA Muhammadiyah 2 Yanggong, where students are often trapped in memorizing unclear formulas without understanding the meaning of the problems they encounter. This study aims to explain the implementation of the Mathematic Goes to School (MGTS) program, a work program of HMPS Pendidikan "Delta", as an effort to improve students' numeracy literacy through contextual learning. This study applies a qualitative approach with an intrinsic case study. Participants in this study were grade X students of MA Muhammadiyah 2 Yanggong, in the 2024/2024 academic year. Data were collected through direct observation, student reflections, and documentation, which were then analyzed using the Miles and Huberman model, comprising data reduction, data presentation, and conclusion drawing. The results show that the MGTS program successfully changed the way students learn, from simply calculating to analyzing and solving problems. Despite the limited timeframe, this program has proven effective in transforming students' learning attitudes, making them more critical and active. The collaboration between students as peer mentors and the school, using a realistic approach, has had a positive impact on strengthening students' numeracy literacy at the secondary level.
Transforming Students’ Literacy through Metaverse-Based Ethnolinguistic Folklore of Kajao Laliddong and Bugis-Bone Cultural Values Ayunita; Idris; Muhammad Asdar; Andi Muhammad Irfan Taufan Asfar; Andi Muhamad Iqbal Akbar Asfar; Andi Srimularahmah; Andi Nurannisa
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 14 No 2 (2026): Juli
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v14i2.13897

Abstract

Junior high school students’ literacy skills remain relatively low due to the limited use of innovative learning media and the minimal integration of local cultural values into Indonesian language learning. This study aimed to analyze the effect of implementing Metaverse-based ethnolinguistic folklore of Kajao Laliddong on improving students’ literacy skills. The study employed a quantitative approach using a quasi-experimental design with a nonequivalent control group design. The participants consisted of 60 seventh-grade students at SMPN 2 Libureng, divided into an experimental class and a control class with 30 students. Data were collected through pre-tests and post-tests, observations, as well as student and teacher response questionnaires. Data analysis was conducted using descriptive and inferential statistics, including normality tests, the Mann–Whitney U test, and N-gain analysis. The findings revealed that the experimental class mean score increased from 43.23 to 74.14 in the post-test, while the control class improved from 33.79 to 67.07. The experimental class achieved an N-gain score of 0.67 (moderate), which was higher than the control class score of 0.23 (low). Statistical analysis indicated that the calculated t-value (6.836) exceeded the t-table value (2.001), demonstrating a significant difference between the two groups. Student responses toward the use of Metaverse-based media reached an average score of 89.2% in the very good category, while teacher responses reached 90.1%, also categorized as very good. The study concludes that Metaverse-based ethnolinguistic folklore of Kajao Laliddong effectively improves students’ literacy skills while fostering an interactive, contextual, and culturally responsive learning environment.
PENGARUH MODEL PEMBELAJARAN DISCOVERY LEARNING DENGAN CARD MATCHING GAME TERHADAP AKTIVITAS BELAJAR SISWA PADA MATERI IPA KELAS VIII MTS MA’ARIF AMBULU Abdul Rahim; Khoirun Nisa'
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 14 No 2 (2026): Juli
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v14i2.14266

Abstract

This study aims to analyze the effect of the Discovery Learning learning model assisted by Card Matching Game media on student learning activities in science material for grade VIII at MTs Ma'arif Ambulu. The study used a quantitative approach with a quasi-experimental design and a posttest-only nonequivalent control group design . The study sample consisted of 45 grade VIII students divided into an experimental class (n = 24) who received Discovery Learning learning assisted by Card Matching Game and a control class (n = 21) who received conventional learning. Learning activity data were collected through observation sheets that had been tested for validity through expert judgment and declared reliable, then analyzed using the Shapiro-Wilk normality test, Levene's Test homogeneity test , and Independent Sample T-Test at a significance level of 5%. The results of the descriptive analysis showed that the average learning activity of the control class was 28.93 and the experimental class was 28.69, with the experimental class showing a more homogeneous data distribution (SD = 2.221) compared to the control class (SD = 4.950). The results of the hypothesis test obtained a Sig. value. (2-tailed) of 0.839 (> 0.05), so H0 is accepted and H1 is rejected. This finding indicates that the implementation of Discovery Learning assisted by Card Matching Game has not provided a statistically significant effect on student learning activities, which is thought to be influenced by the limited duration of treatment, the equality of the initial abilities of both classes, and the stage of student adaptation to discovery-based learning. This result provides an empirical contribution that the effectiveness of a learning model needs to consider contextual factors, not merely the theoretical superiority of the model.
Implementation Of Civic-Action Learning Model Based On SDGs To Realize The Political Civility Of The Younger Generation Bali Widodo; Yogi Nugraha
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 14 No 2 (2026): Juli
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v14i2.14497

Abstract

At this time, the political civilization of the younger generation is faced with a paradoxical condition. His high political awareness and participation contradict his political behavior which shows skepticism and apathy towards parliament and political parties that are supposed to accommodate his aspirations. They are often trapped in the echo chambers or social media algorithms that polarize so that it is easy to attack someone's personality in an uncivilized way. It's easy to throw hate speech on various social media platforms without first thinking about the impact it will cause. SDGs-based Civic Education Learning is an ethical basis towards political civility, but this seems to be still at the conceptual level. It has not been really implemented. The purpose of this study is to formulate and analyze a PKn learning model based on SDGs, especially SDG 16 to realize the political civility of young citizens. The research uses a qualitative research model with a classroom action approach that is carried out in a collaborative, participatory manner. Data was obtained from the results of participant observation and document analysis. The results of the study show that the learning of the Civic-Action Learning model in SDGs-based Civic Education learning can produce students who are able to analyze every event based on data and facts, show empathy, tolerance and high social concern, and be active in every real civic action.