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Lentera: Jurnal Ilmiah Kependidikan
ISSN : 19795823     EISSN : -     DOI : -
Core Subject : Education,
Lentera: Jurnal Ilmiah Kependidikan merupakan jurnal ilmiah pada bidang pendidikan dan pembelajaran yang terbit sejak tahun 2008 dengan Nomor p-ISSN: 1979-5823 (media cetak) berdasarkan SK No. 0005.49/Jl.3.02/SK.ISSN/2008.06, tertanggal 19 Juni 2008; e-ISSN: 2620-7672 (media online) berdasarkan SK No. 0005.26207672/JI.3.1/SK.ISSN/2018.05, tertanggal 9 Mei 2018. Jurnal Lentera dikelola dan diterbitkan oleh Lembaga Penelitian STKIP PGRI Bandar Lampung. Terbit setiap semester atau dua kali dalam setahun, yaitu pada bulan April dan Oktober.
Arjuna Subject : -
Articles 806 Documents
Analisis Proses Pembelajaran Berbasis Student Centered Learning pada Mahasiswa Pendidikan Ekonomi STKIP PGRI Bandar Lampung Mahrunnisya, Dyanti; Arga, Kharisma Idola; Ta'lim, Muhammad Alse
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 2 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v17i2.1576

Abstract

There is a gap between the knowledge that students have and their attitudes and behaviors. Having an understanding and being able to memorize material is something most students have, but the weakness is the difficulty of applying knowledge in everyday life. One of the causes is when the learning process does not use the right method / method / approach, such as the habit of using conventional methods and only focusing on concepts. Learning that focuses on an educator as the main source of learning is no longer relevant in learning activities today. The research was conducted on Economics Education students class of 2022 totaling 37 people. The data collection technique used a likert scale questionnaire. Furthermore, the data obtained were described using quantitative descriptive methods supported through data presentation in the form of pie chart diagrams to make it easier for readers to understand the results of the study. The results of the study explain that the learning process based on Student Centered Learning (SCL) is stated to be 1) able to arouse the courage to ask questions and present during the learning process, 2) improve the ability to guide learning from beginning to end, 3) SCL provides opportunities to apply technology-based learning resources and media, 4) SCL helps improve speaking skills in front of the class.
Pengembangan Modul Literasi Numerasi dalam Penguatan P5 Noviyanti, Ni Wayan Mia Noviyanti; Sueca, I Nengah
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 2 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v17i2.1583

Abstract

Literacy and Numeracy skills are essential for enhancing students' capabilities across various fields. Based on this premise, the study aimed to develop a Literacy and Numeracy Module tailored to the needs of Astika Dharma students, who primarily excel in physical and non-academic areas. This research employed a Research & Development (R&D) approach, which involved assessing (Research) the needs of Astika Dharma students and subsequently creating (Develop) a Literacy and Numeracy Module aligned with these needs. An initial analysis was conducted through a Pre-Test involving 26 student representatives from each class. The module content focuses on Literacy and Numeracy topics relevant to students' daily lives. As a result, the developed module meets the specific needs of the students, presenting engaging material that addresses common issues faced by students in both their school and community environments.
Penerapan Teori Kecerdasan Majemuk melalui Model Pembelajaran Inklusif untuk Meningkatkan Pemahaman Siswa Slow Learner di Kelas VI Sekolah Dasar Fatimah, Nining
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 2 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v17i2.1585

Abstract

This research aims to improve the understanding of slow learner students in grade 6 in Natural and Social Sciences (IPAS) subjects by applying the theory of multiple intelligences through an inclusive learning model. The focus of this research material is on continents. Slow learner students have difficulty reading, so their learning goals are different from non-slow learner students. Non-slow learner students are expected to be able to understand and detail the six continents, while slow learner students are expected to be able to read and write the names of the six continents. This research uses qualitative methods with data collection techniques in the form of observation, interviews and documentation. Data analysis was carried out inductively to find patterns and themes that emerged from the field data. The research results show that the theory of applying multiple intelligences and inclusive learning models is able to improve the basic literacy skills of slow learner students and provide meaningful learning experiences for non-slow learner students. Apart from that, inclusive learning that is tailored to individual needs can increase the learning motivation of slow learner students. The conclusion of this research is that a learning approach that combines the theory of multiple intelligences and an inclusive model is effective in increasing the understanding of students with special needs. It is recommended that teachers continue to develop learning strategies that suit students' learning styles and carry out ongoing evaluations to maximize the potential of each student.
Efektivitas Pengembangan E-LKPD Berbantuan Aplikasi Thunkable Berbasis Discovery Learning untuk Meningkatkan Kemampuan Berpikir Kreatif Siswa Sekolah Dasar Romadhon Hafild, M. Nazali; Putri, Tiya Permana; Damayanti, Frianka Ivana; Sari, Emilia; Rohman, Fatkhur; Pramudiyanti, Pramudiyanti
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 2 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v17i2.1600

Abstract

Changes in the pattern of education in the 21st century force education units to change their learning strategies to answer the challenges of learning in the 21st century. Thinking skills that require high-order thinking skills are absolutely necessary. One of the high-level thinking skills that need to be improved is creative thinking ability. The ability to think creatively which has four indicators namely the ability to think smoothly, the ability to think original, the ability to think flexibly and the ability to think in detail is believed to help students to be better prepared to face changes in the challenges of the 21st century. One way to improve students' creative thinking skills is to use E-LKPD assisted by discovery learning-based thunkable application. The purpose of this study was to determine the effectiveness of E-LKPD development assisted by discovery learning-based thunkable application in IPAS subjects to improve students' creative thinking skills. The research subjects were fifth grade students of SDN 4 Talang Bandar Lampung. From the results of the effectiveness test conducted, it was found that the E-LKPD assisted by the discovery learning-based thunkable application in the IPAS subject was effective for use in improving students' creative thinking skills.
Pengembangan Media Permainan Luker pada Materi Keberagaman Karakteristik Individu untuk Siswa Kelas III Sekolah Dasar Anggraini, Anggita Tia; Juwantara, Ridho Agung; Harjanto, Ambyah; Wardana, Dewa Gedhe Krisna
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 2 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v17i2.1624

Abstract

The problems in this research are 1) the learning process is less effective, 2) the use of media in Civics learning is less than optimal, 3) students have difficulty answering problem solving and 4) students' interest in learning is low. The aim of this research is to determine the level of feasibility, practicality and effectiveness of the Luker game media on the subject of diversity of individual characteristics. This type of research is research and development that adopts the development of ADDIE (Analysis, Design, Development, Implementation and Evaluation). The instruments used are expert validation sheets, questionnaire sheets and test sheets. The results of the research show that the use of the Luker game media has a very high level of validation, seen in the following results: 1) material expert validation obtained an average score of 4.4 (very valid) and 2) media expert validation obtained an average score of 4.5 (very valid). In the practicality test, it was obtained from 1) teacher responses obtained an average score of 4.3 (very practical) while 2) student responses obtained an average score of 4.3 (very practical). Furthermore, the effectiveness of using the Luker game media on material on diversity of individual characteristics showed very good results by achieving a completion percentage of 88%, this shows that the Luker game media was declared effective. Based on this explanation, it can be concluded that the development of the Luker game media has very high feasibility, practicality and effectiveness in Civics learning on the subject of diversity of individual characteristics for class III students at SD Negeri 2 Labuhan Ratu.
Peningkatan Kemampuan Menulis Karangan Narasi dengan Media Gambar Serial: (Penelitian Tindakan Kelas di SDN 1 Tegal Ombo, Lampung Timur) Widodo, Suyud; Sugianto, Bambang Eko; Aditya, Dimas Bagus
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 2 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v17i2.1628

Abstract

This classroom action research (CAR) was conducted on students at SD Tegal Ombo Way Bungur, East Lampung, school year 2024/2025. This research refers to the Kemmis and McTaggart model, with the aim of improving the ability to write narrative essays through the use of serial image media. The research was carried out in three cycles, in which each cycle consisting of planning, implementation, observation and reflection stages. Data were collected through observation, interviews and writing tests. The results of the research show firstly that there is an increase in the learning process of writing narrative essays using serial image media, either in terms of motivation, interest, creativity and writing structure. Second, there was an increase in the results of the ability to write narrative essays, starting from the final test of the first cycle to the end of the third cycle. As in the first cycle test results the average score was 30.90 (low level ability), in the second cycle test the average score was 48.73 (medium level ability), and the third cycle test increased to 74.55 (high level ability). Thus, the use of serial image media has proven to be effective in improving students' ability to write narrative essays, and is recommended for application in Indonesian language learning in other classes.
Pengembangan Media Pembelajaran Bangun Ruang Berbasis Augmented Reality untuk Kelas V Sekolah Dasar Maulidia, Maulidia; Sutrisno AB, Joko; Lestari, Yulita Dwi
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 2 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

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

Abstract

This research aims to develop Augmented Reality-based learning media on spatial material that is suitable for use as a mathematics learning media for fifth grade elementary school students. This research uses the R&D (research and development) method with the ADDIE development model. The feasibility of the learning media developed is reviewed from validity by material, media and language experts. In addition, the responses of educators and students to the use of the learning media developed were analyzed. The research was carried out at SD Negeri 2 Susunan Baru in the 2023/2024 academic year. Based on the validation results of material experts, media experts and language experts, it is known that the Augmented Reality-based spatial learning media developed is very feasible. After implementation and evaluation activities, it was discovered that the response of educators and students to the use of Augmented Reality-based learning media was very interesting. Thus it can be concluded that the learning media developed based on Augmented Reality is very feasible and very interesting to use as a learning media for mathematics learning in spatial building material for class V elementary school.
Analisis Persepsi Mahasiswa Pedidikan Ekonomi tentang Perbankan Syariah: (Studi Kasus Mahasiswa Pendidikan Ekonomi STKIP PGRI Bandar Lampung) Fitria, Nur
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 2 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v17i2.1672

Abstract

Syariah banking in Indonesia is currently developing rapidly. The existence of Syariah banks is an alternative for the community besides conventional banks. This research aims to analyze student perceptions about the characteristics, products and services of syariah banking which is a follow-up research on Economic Education students at STKIP PGRI Bandar Lampung. This research on syariah banking is to identify the variables that have the most dominant influence on student perceptions. The population in this study were all Economic Education study program students who had passed the Syariah Economics course and had carried out field observations at syariah banks and financial institutions around the city of Bandar Lampung, totaling 40 people. Data collection instruments in research use questionnaires that have been tested for validity and reliability and are equipped with direct observation and interviews. This research shows the results that the characteristics, products and services of syariah banking have a significant positive effect on students' perceptions of the STKIP PGRI Bandar Lampung Economic Education study program regarding syariah banking, and the characteristics of syariah banking are the variables that most dominantly influence students' perceptions.
Integrating Board Games in Primary Classrooms to Build Dynamic Learning Environments: A Systematic Review Yuliani, Aulia; Juhana, Agus
Lentera: Jurnal Ilmiah Kependidikan Vol. 18 No. 1 (2025): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v18i1.1579

Abstract

In recent years, the development of educational technology has provided various tools to create more interactive and engaging learning methods. One increasingly popular approach is gamification, which has proven effective in enhancing student engagement and motivation. Learning media such as board games hold significant potential to strengthen active student participation, provide enjoyable learning experiences, and foster the development of their social and cognitive skills. Based on this premise, this study aims to analyze the effectiveness of board games as an educational tool to enhance the engagement of elementary school students. The authors employed a Systematic Literature Review to examine research on the effectiveness of board games as an educational medium for improving student engagement in elementary schools. Data mining was conducted using Publish or Perish with relevant keywords such as "board game," "student engagement," and "elementary school." The research process involved selecting articles based on strict inclusion and exclusion criteria. After collecting initial data, the articles were filtered using the PRISMA framework. The study's findings indicate that students who learn using board games exhibit higher levels of engagement and motivation compared to those taught through conventional methods, primarily due to the more interactive and enjoyable learning environment. Gamification elements such as challenges, scores, and rewards effectively enhance students' social and cognitive skills while deepening their understanding of the subject matter. These findings suggest that integrating board games into the elementary school curriculum can be an effective approach to creating a dynamic learning environment that supports students' holistic development.
Studi Kasus Konsentrasi Belajar Anak ADHD di PAUD Putra Harapan: Subjek Anak ADHD Rosidah, Wahyuningsih; Fauzi, Fauzi; Mardhiyah, Layla
Lentera: Jurnal Ilmiah Kependidikan Vol. 18 No. 1 (2025): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v18i1.1596

Abstract

ADHD children are children who have difficulty concentrating, have difficulty sitting, and have more physical motor skills. This is proven by some research. Concentration of learning is something that is owned by individuals but we do not know. ADHD children's learning concentration cannot last as long as other normal children, normal children may be able to hold sitting for about five minutes but ADHD children cannot at most 2-3 minutes the child can hold sitting. The concentration of learning is also different, ADHD children are easily bored in learning. This research method uses qualitative with case studies. The population of this study were two ADHD children and teachers. The results of this study are that the first subject, GS, has severe ADHD, his learning concentration is very sufficient, the stimulus given by the teacher to him is difficult for him to accept. While the second subject, AR, is a mild ADHD child, in his learning concentration AR is very good. AR does have difficulty in concentrating but when the teacher provides motivation and invitation to learn he always wants to.

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