cover
Contact Name
I Ketut Sudarsana
Contact Email
jayapanguspress@gmail.com
Phone
+6287823334582
Journal Mail Official
cetta.jurnalilmupendidikan@gmail.com
Editorial Address
Jalan Antasura Gang Dewi Madri I Blok A / 3, Peguyangan Kangin, Kec. Denpasar Utara, Kota Denpasar, Bali 80115
Location
Kota denpasar,
Bali
INDONESIA
Cetta: Jurnal Ilmu Pendidikan
Published by Jayapangus Press
ISSN : -     EISSN : 26150891     DOI : -
Core Subject : Education,
Cetta: Jurnal Ilmu Pendidikan is an scientific journal published by Jayapangus Press, aims at providing scientific insights regarding various educational situations or interactions, of all level and types of education. The foci of the journal are: 1) Review of educational curriculum, 2) Review of learning materials, 3) Teaching media and teaching aids, 4) Teaching methods and strategies, 5) Teacher’s competencies, 6) Studies on learner’s and teacher’s development, 7) Educational institution management studies, 8) Characters, gender, and educational evaluation.
Articles 583 Documents
Implementasi Manajemen Strategik Berbasis POAC dalam Meningkatkan Mutu Peserta Didik: Studi Kasus pada Dua PKBM di Kota Bekasi Nitro, Nitro; Abdurrahman, Nana Herdiana
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i4.4509

Abstract

Community Learning Centres (PKBM) are non-formal educational institutions that expand access to education for marginalised communities. This study applied a qualitative case study approach at PKBM Cikal Bangsa and PKBM A. Ridha in Bekasi City, conducted over a three-month period. Data were collected through in-depth interviews with ten informants, participatory observations, and analysis of institutional documents. The study employed the POAC (Planning, Organising, Actuating, Controlling) framework as an analytical tool to examine institutional management practices. Findings show that both PKBMs implemented participatory planning, adaptive staff organisation, flexible programme delivery, and structured monitoring and evaluation. These practices enhanced student engagement, learning discipline, and academic progress. Institutional success was supported by collaborative leadership, active community participation, and management strategies tailored to students' socio-economic conditions. Variations in management practices between the two centres reflected differing levels of implementation effectiveness. The study contributes to the theoretical understanding of strategic management in non-formal education and offers practical guidance for PKBM managers and policymakers in developing context-sensitive, sustainable management models.
Manajemen Pelatihan TI dalam Meningkatkan Kesiapan Siswa SD Menghadapi ANBK Arianti, Vera Desi; Warta, Waska
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i4.4511

Abstract

Digital transformation in education requires students to be prepared for technology-based assessments, such as the National Computer-Based Assessment (ANBK). This study aims to analyse information technology (IT) training management in improving the readiness of fifth-grade elementary school students to face the ANBK, with case studies at SDN Muhara and SDN Sayangsemper in Cianjur Regency. The approach used is qualitative with a case study method, focusing on Henry Fayol's five management functions: planning, organising, directing, coordinating, and controlling. Data were collected through participatory observation, in-depth interviews, and documentation of the training programme. The results of the study indicate that despite the limited facilities available at both schools, the implementation of structured and collaborative training management successfully improved students' skills in using IT devices. Adaptive planning, a simple yet functional organisational structure, contextual direction, intensive coordination, and collaborative supervision were proven to be effective. This training not only improved technical skills but also fostered responsible digital citizenship. The study concludes that well-designed IT training management can strengthen primary school students' digital readiness and serve as a model for implementation in other schools. 
Pengaruh Model Project Based Learning Berbantuan ArcGIS Terhadap Kemampuan Berpikir Spasial Siswa SMA Rizqy, Iftinan Merthatul; Suharto, Yusuf; Risqiyati, Risqiyati
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i4.4620

Abstract

Spatial thinking is defined as a person's ability to think about how to understand space by connecting certain interrelated objects so as to answer spatial problems from simple to complex. Based on facts in the field, students' spatial thinking skills are still relatively low at the high school level in Indonesia due to the minimal use of geography learning media, limited student activities, and textbook questions that require a high mastery of spatial concepts. In addition, based on a needs analysis, as many as 39.2% - 47.8% of students stated that the application of appropriate media greatly helped them in understanding the material. The use of the ArcGIS application and the Project Based Learning approach can provide students with direct experience in the learning process and students can understand the steps of managing geographic information system data to create base maps. The study was conducted to determine whether or not there is an effect of Project Based Learning with the help of the ArcGIS application on students' spatial thinking skills. This type of research is a quasi-experimental study with the experimental class and the control class as research subjects. Based on the results of the study, students' spatial thinking skills are significantly influenced by Project Based Learning (PBM) with the help of the ArcGIS application. This is indicated by the Asymp value. Sig (2-tailed) < 0.001 which is smaller than 0.05. In addition, the N-Gain Score results of the experimental class were higher than the control class, namely 53.5%. The practical benefit of this study is that it can be a reference for geography teachers in implementing technology-based learning based on Geographic Information Systems (GIS) by utilizing the ArcGIS application.
Dampak Lingkungan Bermain Pada Perkembangan Sosial Anak Usia Sekolah di Perumnas 1 Waena Kota Jayapura Putri, Andrea Gafiria Permata; Rahmawati, Rimba; Zulihi, Zulihi; Yusuf, Muhamad; Watora, Ibrahim; Nawir , M. Syukri
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i4.4711

Abstract

Significant changes in children’s play behavior caused by the dominance of digital devices and online games have limited access to physical play. This condition raises concerns about the decline of direct social interactions and opportunities for developing social skills. This study aims to explore the impact of the play environment (particularly technology) on children’s social development and to examine the influence of technology use in the play environment on children’s learning interest in the Perumnas I Waena area of Jayapura City. This research employed a qualitative approach with data collection techniques including observation, interviews, and documentation. Data were analyzed using a flow model. Findings: In Perumnas I Waena, children’s play comfort is influenced by physical, psychological, and social aspects. Although large playgrounds are available, external factors such as stray dogs reduce the sense of safety. Environmental management, adult supervision, and the involvement of parents and the community are needed. Social interaction during play serves as a foundation for children’s social, emotional, and cognitive development. Learning motivation is influenced by the environment, enjoyable learning methods, and the integration of technology. Motivation arises from both intrinsic and extrinsic factors, highlighting the importance of adults in balancing technology use with social interaction. The physical environment strengthens social skills and cooperation, while the digital environment fosters creativity, strategy, and technological skills. A balanced combination of traditional and digital play is required to ensure children’s optimal development.
Implementasi Etika Literasi Digital Bagi Siswa Man 2 Deli Serdang Chairuna, Sasmita; Asari, Hasan
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i4.4733

Abstract

MAN 2 Deli Serdang organizes a smart digital class and forms a special extracurricular called AEJ (Aliyah Education's Journalist) as an effort to improve digital literacy among students. This study aims to answer problems related to policies, implementation, and evaluation of digital literacy ethics in increasing awareness of MAN 2 Deli Serdang students about the importance of using digital technology properly. This type of research is qualitative field research, using qualitative descriptive methods in analyzing data. This study found that policies related to digital literacy ethics for MAN 2 Deli Serdang students are in line with the policy of implementing smart digital classes (SDC) or digital classes and AEJ (Aliyah Education's Journalist). The implementation of digital literacy ethics for MAN 2 Deli Serdang students is by providing guidance on the proper use of digital media in digital classes and the ethics of creating digital works. Evaluation of digital literacy ethics for MAN 2 Deli Serdang students is carried out routinely at the end of each month. Teachers who teach in digital classes and AEJ mentors said that MAN 2 Deli Serdang students already understand the ethics of using digital media properly and responsibly.
Strategi Guru pada Era Digital dalam Membina Karakter Sopan Santun Siswa Kelas V di SDN 115 Pekanbaru Paluvi, Indriyani; Nukman, Muhamad
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i4.4766

Abstract

The development of the digital era has significantly influenced students' attitudes and character, particularly in relation to politeness. This study aims to describe the strategies implemented by teachers to foster the character of politeness among Grade V students in the digital era at SDN 115 Pekanbaru. Using a qualitative approach, data were collected through observations, interviews, and documentation involving teachers, principals, students, and parents. The findings reveal that teachers employ several strategies, including serving as behavioral role models, establishing effective communication, enforcing rules, strengthening character education, and engaging parents and the broader school environment. Challenges encountered include exposure to inappropriate digital content, limited parental supervision, and time constraints for teachers. To address these issues, teachers enhance character development through extracurricular activities and consistent positive reinforcement. In conclusion, the strategies applied by teachers effectively support the development of students’ politeness character, especially when supported by collaboration among schools, families, and the surrounding community.
Pengaruh Media Pembelajaran Puzzle Suku Kata Terhadap Kemampuan Membaca Siswa Mata Pelajaran Bahasa Indonesia Kelas 1 SDN 88 Pekanbaru Andryani, Irgi Lisa; Rahmi, Laili
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i4.4780

Abstract

This study aims to determine the effect of syllable puzzle learning media on the reading skills of first-grade students at SDN 88 Pekanbaru. The background of this research is based on the low early reading ability of students and the prevalent use of conventional teaching methods that are less engaging and not suited to the characteristics of young learners. The research method used is a quantitative approach with a pre-experimental design using a one-group pretest-posttest model. The sample consisted of 28 first-grade students selected through purposive sampling. Data were collected through observation and reading tests, while data analysis was conducted using descriptive statistics and paired sample t-test with the help of SPSS software. The results showed an increase in the average score from 35.71 in the pretest to 89.00 in the posttest. The paired t-test yielded a significance value of 0.000 (p < 0.05), indicating a significant effect of using syllable puzzle media on students' reading ability. This media proved to enhance not only reading skills but also students' motivation and engagement during the learning process. Therefore, syllable puzzle media is recommended as an innovative strategy for teaching Indonesian language in early grade classes.
Pengembangan Media Pembelajaran Berbasis Video Animasi Untuk Meningkatkan Pemahaman Konsep IPA Siswa Kelas V Sekolah Dasar Wibowo, Salsabila Putri; Dahlan, Zaini
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i4.4785

Abstract

This study aims to improve the understanding of fifth-grade elementary school students regarding the concepts of Science, particularly in relation to magnetism, electricity, and technology for life, through the development of animation-based video learning media. The research employed the Research and Development (R&D) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. Data were collected through pre-tests and post-tests, expert validation, questionnaires, interviews, and observations. The developed media were validated by material experts, media experts, and design experts, and their practicality was assessed based on feedback from teachers and students. The validation results indicated a very high level of feasibility, with scores of 95% from material experts, 92% from media experts, and 93% from design experts. Practicality assessments obtained scores of 92% from students and 100% from teachers, categorizing the media as highly practical. Effectiveness testing showed a significant improvement in students’ conceptual knowledge, with an N-Gain score (g > 0.7) classified in the high category. Furthermore, N-Gain scores above 76 were interpreted as effective, with an average improvement in students’ understanding reaching 78.44%. These findings demonstrate that the developed animation video content can enhance conceptual understanding, increase students’ learning interest, and is relevant for use in abstract science materials such as magnetism and electricity. With high feasibility, practicality, and effectiveness levels, this learning media is suitable for use in classrooms as a teaching aid in science subjects at the elementary school level to improve student learning outcomes.
Penerapan DGBL (Digital Game Based Learning) Dengan Penggunaan Kahoot! Terhadap Motivasi Belajar Siswa Dalam Pembelajaran Matematika Rahman, Ratu Firdausi; Dewi Nur, Iyan Rosita; Mustika Sari, Rika Mulyati
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i4.4791

Abstract

Innovations need to be made in mathematics learning to motivate students, especially in learning models. One thing that motivates and is interesting for students is gadget games, namely games. The appropriate learning model is DGBL (Digital Game Based Learning). The media used is the Kahoot! As an interactive medium for new experiences for students. This research aims to conduct a Literature Review related to the use of Kahoot! can motivate students to learn mathematics. The research method chosen in this research is the Literature Review method, namely data collection is carried out by reviewing all articles related to the objectives of this research. The research used in this research were 20 accredited national journal articles obtained from the Google Scholar database using the application. Publish or Perish and international journals indicated by Scopus with a publication period of 2014-2024. The results of the study on the use of Kahoot! as a learning medium helped mathematics learning, with an average pretest and posttest score of 82.04 <94.04. Based on this research, the Kahoot! Not only can it increase students' learning motivation, but in previous research, the Kahoot! can increase student activity, student interest, student involvement and student motivation in learning mathematics.
Teachers’ Perspectives on Interactive Digital Books for Early Childhood Earthquake Mitigation Education Sulistyowati, Winda; Kurniati, Euis; Justicia, Risty
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i4.4799

Abstract

This research is motivated by the lack of disaster mitigation education due to teachers' difficulties in conveying abstract disaster-related concepts in early childhood education. However, earthquake disaster mitigation education is crucial for children. This study aims to explore teachers' perspectives on the concept and urgency of disaster mitigation education, analyze teachers' views on the potential of interactive digital books for disaster mitigation, and identify challenges faced during the implementation of interactive digital book media in earthquake disaster mitigation education. This research employs a qualitative method with a case study design. The research subjects were teachers from Elhafa Plus Kindergarten, and data were collected through in-depth interviews, observations, and documentation. The research findings indicate that teachers explicitly emphasize the importance of disaster mitigation education in kindergarten to foster disaster preparedness in children. The implementation of interactive digital books yielded satisfactory results, with teachers rating as high as 90% that this interactive digital book is highly suitable for use in earthquake mitigation education in kindergarten. Teachers selected the photo-together feature as the most attention-grabbing feature because children are engaged in role-playing as if an earthquake is occurring. The challenges faced by teachers in implementing interactive digital book media include the need for digital devices with large screens like Smart TVs so that all children can see clearly and the challenge of managing children's tremendous enthusiasm for using technology such as this interactive digital book media.