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Journal of Education Action Research
ISSN : 25804790     EISSN : 25493272     DOI : -
Core Subject : Education,
Journal of Educational Action Research is concerned with exploring the dialogue between research and practice in educational settings. This journal publishes accounts of a range of action research and related studies, in education and across the professions, with the aim of making their outcomes widely available and exemplifying the variety of possible styles of reporting. It aims to establish and maintain a review of the literature of action research. It also provides a forum for dialogue on the methodological and epistemological issues, enabling different approaches to be subjected to critical reflection and analysis.
Arjuna Subject : -
Articles 924 Documents
Tren Penelitian Model Pembelajaran Biologi Berbasis Proyek Terintegrasi AI untuk Menunjang Ketercapaian SDGs: A Systematic Literature Review Using Prisma Andriansyah; Maimon Sumo; Moch Haikal; Akhmad Fathir
Journal of Education Action Reseach Vol 9 No 4 (2025): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v9i4.99654

Abstract

Berangkat dari kebutuhan mendesak untuk menyesuaikan pendidikan biologi dengan tantangan global abad ke-21, khususnya pencapaian Tujuan Pembangunan Berkelanjutan (SDGs). Perkembangan teknologi terus meningkat dan menuntut inovasi dalam pendidikan. NamunĀ  integrasi Artificial Intelligence (AI) dalam pembelajaran biologi masih belum banyak diteliti, terutama dalam konteks pencapaian Sustainable Development Goals (SDGs). Penelitian ini bertujuan untuk mengidentifikasi tren dan arah pengembangan model pembelajaran biologi berbasis proyek yang mengintegrasikan AI guna mendukung pencapaian SDGs. Penelitian ini merupakan Systematic Literature Review dengan desain PRISMA. Subjek dalam penelitian ini adalah 30 artikel ilmiah yang relevan, diseleksi dari 520 artikel dari database Scopus, Google Scholar, dan SINTA, melalui kriteria inklusi dan eksklusi yang ketat. Metode analisis dilakukan dengan menyaring dan mengkaji artikel berdasarkan topik AI, Project-Based Learning (PjBL), dan SDGs. Hasil menunjukkan bahwa tren integrasi AI dalam PjBL meningkat signifikan dalam lima tahun terakhir, terutama mendukung SDG 4 (pendidikan berkualitas) dan SDG 13 (penanganan perubahan iklim), serta mampu meningkatkan kreativitas, kolaborasi, dan keterampilan berpikir kritis siswa. Implikasi dari penelitian ini menekankan perlunya dukungan kebijakan, pelatihan guru, dan pengembangan teknologi di sekolah. Integrasi AI dalam PjBL berpotensi menjadi strategi inovatif untuk mewujudkan pembelajaran biologi yang berorientasi pada keberlanjutan, dan perlu dikaji lebih lanjut melalui penelitian eksperimental di kelas.
STEAM-Based Learning with Loosepart Media Improves Critical Thinking and Creative Thinking Skills of Group B Children Eri Meriah; Maria Goreti Rini Kristiantari; Didith Pramunditya Ambara
Journal of Education Action Reseach Vol 9 No 4 (2025): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v9i4.99864

Abstract

Monotonous learning activities and a lack of development of critical thinking skills in students cause low critical and creative thinking skills. Based on this, the purpose of this study is to analyze the effect of STEAM Based Learning with Loose Part Media on the Critical Thinking and Creative Thinking Skills of Group B Children. The research method employed in this study is a quasi-experimental design. The design of this study employs a post-test-only control group design. The population in this study consisted of 5-to 6-year-old kindergarten students, with a sample size of 30 students. In this study, the sampling technique employed was purposive sampling, with a total sample of 30 students. The method used in collecting data was a test. The instrument used for data collection was a checklist sheet with a rating scale. The data analysis technique used the t-test. The results of the study showed a significant difference between the experimental group and the control group in terms of critical thinking skills. The average difference value (indicates that the average score of children's critical thinking skills in the experimental group given treatment is higher than that of the control group. Second, there is a significant difference between the experimental group and the control group in terms of creative thinking skills. The average difference value indicates that the average score of the children's creative thinking skills in the experimental group, given the treatment, is higher than that of the control group. It is concluded that the STEAM approach, assisted by Loose Parts media, has a positive effect on improving critical and creative thinking skills in children in Group B.
Cooperative Learning Team Game Tournaments (TGT) On Literacy and Numeracy Abilities of Early Childhood Ni Made Ari Sugiartini; I Ketut Gading; I Gede Astawan
Journal of Education Action Reseach Vol 9 No 3 (2025): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v9i3.100590

Abstract

Early childhood literacy and numeracy skills remain a challenge in kindergarten learning due to the lack of application of innovative and engaging learning models. This study aims to investigate the impact of the Team Game Tournaments (TGT) cooperative learning model on enhancing early childhood literacy and numeracy skills. This type of research is a quasi-experimental study with a Nonequivalent Control Group Design. The subjects of the study consisted of 67 children from group B in two selected kindergartens, chosen through cluster random sampling techniques. Data were collected using observation and testing techniques to assess literacy and numeracy skills, utilizing validated instruments. Data analysis was conducted using the MANOVA test with the assistance of the SPSS application at a significance level of 0.05%. The results of the study showed that (1) there is a significant effect of the TGT model on literacy skills, (2) there is a significant effect of the TGT model on numeracy skills, and (3) there is a significant effect of the TGT model on literacy and numeracy skills simultaneously. These findings confirm that the game-based cooperative learning approach is efficacious in improving the basic cognitive abilities of early childhood. The implications of this research highlight the importance of integrating the TGT model in learning to support the development of holistic literacy and numeracy.
Pengalaman Guru dan Siswa dalam Penggunaan Infografis sebagai Media Pembelajaran Teks Biografi Ni Made Tania Dwitayanti; I Nengah Marta; I Putu Mas Dewantara
Journal of Education Action Reseach Vol 9 No 4 (2025): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v9i4.104437

Abstract

Kurangnya pemahaman tentang bagaimana infografis benar-benar memengaruhi proses dan hasil belajar siswa. Selain itu, belum banyak diketahui bagaimana guru dan siswa merasakan manfaat, tantangan, serta efektivitas penggunaan media visual ini dalam membantu memahami struktur dan isi teks biografi secara mendalam. Perlunya mengetahui pengalaman guru dan siswa dalam penggunaan media tersebut. Tujuan penelitian ini yakni untuk mendeskripsikan pengalaman guru dan siswa dalam penggunaan infografis sebagai media pembelajaran teks biografi di SMA Negeri 3 Denpasar. Metode penelitian yang digunakan adalah penelitian deskriptif kualitatif. Subjek penelitian ini adalah guru bahasa Indonesia kelas X dan siswa kelas XE. Metode yang digunakan untuk mengumpulkan data adalah observasi dan wawancara. Teknik analisis data menggunakan analisis deskriptif kualitatif. Hasil penelitian menunjukan bahwa pengalaman guru dalam penggunaan media infografis yakni memberikan pengalaman baru dalam mengembangkan kreativitas, inovasi, dan kemampuan memanfaatkan teknologi digital. Sedangkan pengalaman siswa adalah memberikan pengalaman belajar yang menyenangkan, kreatif, dan bermakna. penggunaan infografis dapat meningkatkan pemahaman siswa terhadap struktur dan isi teks biografi secara lebih visual, menarik, dan mudah diingat. Selain itu, hasil penelitian ini mendorong guru untuk lebih kreatif dalam mengintegrasikan media berbasis visual dalam pembelajaran bahasa, sehingga proses belajar menjadi lebih interaktif dan berpusat pada siswa.

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