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Jurnal Ilmiah Mandala Education (JIME)
ISSN : 24429511     EISSN : 26565862     DOI : -
Jurnal Ilmiah Mandala Education (JIME) is a scientific publication related to education, Social, and Politics is the result of literature studies, study of issues, and the results of research that develops in the community. This journal uses Indonesian. Publish 2 times every year.
Arjuna Subject : -
Articles 1,497 Documents
The Impact of Facebook Social Media Usage on the Social Relationships of Teenagers in Makassar City Hidayat, Rahmatul; Erniwati, Erniwati; Ismail, Ismail
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 1 (2024): Jurnal Ilmiah Mandala Education (Januari)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v10i1.6628

Abstract

This study aims to investigate the influence of Facebook social media on the social relationships of teenagers in Makassar City, along with the government's endeavors to mitigate the adverse effects of Facebook usage in this demographic. Employing a qualitative approach, the research utilizes various data collection methods, including in-depth interviews with teenagers aged 18-22, discussions with the City's Communication and Information Office (Diskominfo), observation of teenage Facebook users, and document analysis related to the study's focus. The research findings undergo thorough analysis through stages of data reduction, presentation, and conclusion drawing. The results reveal that Facebook usage has both positive and negative impacts on teenagers in Makassar City. Positively, the platform facilitates the establishment and regulation of friendships, promoting positive communication through content sharing and constructive comments. Conversely, negative consequences arise as users feel offended by statuses, comments, and uploaded media touching on personal matters. Moreover, these negative impacts extend to teenagers displaying apathy towards social relationships, leading to procrastination and forgetfulness. Teenagers in Makassar predominantly use Facebook for gaming, entertainment, watching, and online selling. The government, as a key policymaker, encounters challenges in significantly minimizing the negative effects of Facebook usage among teenagers due to privacy concerns. Current governmental initiatives are confined to socialization campaigns and encouraging responsible and positive social media use among teenagers. Despite these efforts, more attention is required to effectively address the identified negative impacts.
Development of Digital Flashcards to Improve Fraction Counting Skills of Students of SDN 11 Kurao Pagang Muntazia, Azhidah; Pratiwi, Rahmi; Novrianti, Novrianti; Kurnia, Reni
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 2 (2025): Jurnal Ilmiah Mandala Education (April)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i2.8539

Abstract

This research aims to develop digital flashcard media to enhance the fraction calculation skills of fifth-grade elementary school students. The development method used is Research and Development (R&D) following the 3D development model (Define, Design, Develop). The data collection instruments used include documentation, assessment formats, and questionnaires. The techniques used for data collection in this research involve material validity questionnaires, media validity questionnaires, and student practicality questionnaires. Based on the assessment results from the material validators, the material validation score was obtained at 99.28%, categorized as 'Very Valid', while the media validation score from the media validators was 89.68%, also categorized as 'Very Valid'. After the media was declared valid and feasible, it was tested on 47 fifth-grade elementary school students, achieving a practicality score of 99.78%, categorized as 'Very Practical'. These assessments indicate that the digital flashcard media is suitable for the learning process to enhance students' fraction calculation skills.
The Influence of the Index Card Match Model on Civics Learning Outcomes in Class IV Students at SD Inpres Kuanino 2, Kupang City Leltakaeb, Aflegina; Nahak, Roswita L.; Nahak, Kristina E. Noya
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 4 (2024): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v10i4.7546

Abstract

The Influence of the Index Card Match Model on Civics Learning Outcomes in Fourth Grade Students at SD Inpres Kuanino 2, Kupang City. Thesis of the Elementary School Teacher Education Study Program, Faculty of Education, Citra Bangsa University. Supervisor 1: Roswita Lioba Nahak, S. Pd., M. Pd., and Supervisor II: Kristina E Noya Nahak, S. Pd., M. Pd.The research aimed to determine the influence of the Index Card Match model on the learning outcomes of fourth-grade students at SD Inpres Kuanino 2, Kupang City. The study utilized a quasi-experimental design with a nonequivalent control group design type, involving a sample of 28 students. Data collection was done using multiple-choice test questions. Before hypothesis testing, the researcher conducted tests to meet the hypothesis requirements, including normality and homogeneity tests. The results showed that the data was normally distributed (0.121 > 0.05) and homogenous (0.188 > 0.05). The hypothesis testing used an independent sample t-test. The results of the independent sample t-test showed that the average score in the posttest for the control group was lower than the experimental group, with scores of 63.46 < 83.00 and a significance value of 0.000 < 0.05. This indicates a significant difference in the average scores between the control and experimental groups, leading to the rejection of the null hypothesis and acceptance of the alternative hypothesis. Based on these findings, it can be concluded that the Index Card Match model has a significant influence on the learning outcomes of fourth-grade students.
Language Game Design using vocabulary and dialogue in Baina Yadaik's book (Volume 1) To Understand New Vocabulary at Pondok Al-I'tikaf Al-Islamiyah Kubu Raya Innayati, Nurul; Shodiq, Muh Fajar; Qosim, Muhammad Nanang
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 4 (2024): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v10i4.7517

Abstract

The researcher wants to design some interesting and varied forms of language games to teach Arabic vocabulary and conversation using the Baina Yadaik book, the results of which will be used as media in teaching and learning Arabic because the methods used by the teacher are not diverse and are still monotonous, the author uses a qualitative approach in this study. The research methodology used by the researcher is descriptive-analytical research. The researcher designed several language games with the following steps: analyzing needs and problems, analyzing situations, planning general and specific objectives, designing language games, determining teaching methods, managing the contents of the designed games. These games consist of two types: the first is a game that uses vocabulary and the second uses conversation. The purpose of this study is to make it easier for students to understand the meaning of vocabulary and understand the conversation that will be delivered by the teacher concerned. In addition to these benefits, the use of this media is expected to make students feel interested and like the lesson and build curiosity. moreover, the lesson is very important and useful.
Multimedia Development E-Flashcard in Class XI Vocational School Business Economics Subjects Ananda, Rahma; Anugrah, Septriyan; Kurnia Yusri, Meldi Ade; Masnur, Alkadri
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 2 (2025): Jurnal Ilmiah Mandala Education (April)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i2.8541

Abstract

Along with advances in technology, the use of learning media has become crucial, especially in Vocational High Schools (SMK). This research aims to develop multimedia e-flashcard as a means of learning Business Economics. Based on theory Edgar dale Regarding concrete experiences, learning that involves real activities is proven to be more effective in increasing students' understanding. The main focus of this research is to describe the product development and evaluation process to ensure its validity, practicality and effectiveness in improving student learning outcomes in class XI vocational school business economics subjects. The method used is a development model Borg and gall, which makes it possible to test and improve the product. The validation test results show that the average material validation score reached 5.00, including the "Very Suitable" category. The average media scores were 5.00 and 4.78, reflecting the category "Very Valid." The limited practicality trial showed a score of 4.66, while the broader practicality trial achieved 4.35, both of which were categorized as "Very Practical." Learning effectiveness is measured through N-Gain Score which reached 94.88%, was declared "Effective." These findings underscore that multimedia e-flashcard functions as a strategic medium, enriching the Business Economics learning experience, both in face-to-face and distance contexts, thereby improving the quality of business economics learning in class XI vocational schools.
Providing Advanced Processed Food in an Effort to Reduce Stunting Rates in Sigar Penjalin Village Padliawan, Muhamad; Sardianto, Sardianto; Nopiana, Rizka; Sonia, Sonia; Wati, Linda
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 4 (2024): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v10i4.7588

Abstract

Stunting is a nutritional problem in Indonesia for toddlers and toddlers which is characterized by a height that is shorter than the average age of other children, apart from that, a body weight that is not appropriate for age also affects the child's growth and development, so the child is said to be stunted. There are several problems that cause children to become stunted, not from the age of one year or 2 years, but from within the womb, such as a child in the stomach lacking nutrition and when the child is born, the child does not receive exclusive breast milk from the mother, so the nutrition of the food consumed is not paid attention to by the mother. it will be difficult for the child to develop. Stunting is also a common form of malnutrition in children. How to care is the most important thing to avoid inhibiting growth and development in children. This research aims to determine the number of stunting in toddlers and toddlers aged 20-49 months, and to seek changes to reduce the number of stunted children from the total data of 128 children in Sigar Penjalin village. This research uses qualitative research with a case study approach. Data was obtained by means of in-depth interviews and observations on 40 target children by collecting key information from the B2SA Sigar Penjalin food house, nutrition officers, and posyandu cadres, in areas throughout the Sigar Penjalin village hamlets. The results of the research using in-depth interviews were carried out in collaboration with Rumah Pangan B2SA Sigar Penjalin, following their program, namely providing 4 healthy 5 perfect breakfasts to 40 targets over a period of 3 times a week, 60 times. And our efforts are 6 times providing further preparations (providing vegetables as further preparations at home for children targeted at reducing stunting). Overall, it is hoped that the local government can pay more attention to the community to find out the causes of stunting earlier 
The Role of Computers in Philosophy: An Interaction Perspective Humans and Technology Manan, Abdul; Kodrat, Hikmat; Rimasa, Dery
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 2 (2025): Jurnal Ilmiah Mandala Education (April)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i2.8650

Abstract

The development of computers has brought profound changes to human thinking and the philosophy of existence, knowledge, and social interaction. This research aims to examine the role of computers in a philosophical perspective, especially in the context of human interaction with technology. The method used is a literature review model, with articles that have gone through a screening process to strengthen the study. The results show that computers are not just technical tools, but function as epistemic agents and mediators of human reality. The development of this technology raises new implications in the philosophy of consciousness, ethics, and human existence.
Development of Interactive Multimedia in Class V Elementary School Science and Science Subjects Putra, Pelka Andesa; Zen, Zelhendri; Hendri, Nofri; Pratiwi, Rahmi
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 2 (2025): Jurnal Ilmiah Mandala Education (April)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i2.8608

Abstract

The development of technology brings changes in the use of learning media. One of the learning media that responds to technological developments is interactive multimedia. This study aims to produce interactive multimedia that is suitable for use as a learning media in the subject of Science for Grade V Elementary School. This study is a research and development study, with the selected development design using the ADDIE model (analyze, design, development, implementation, evaluation). The media that has been developed is evaluated by material experts and media experts to determine its feasibility. Based on the findings, media experts have an average feasibility value of 4.96 (very valid) by validator I, and an average of 4.68 (very valid) by validator II, while material experts have an average feasibility value of 4.74 (very valid). In addition, the results of the student response questionnaire after the trial of using interactive multimedia showed an average value of 4.81 (very practical), and the results of the effectiveness test of the post-test scores of students consisting of 20 students with the N-gain formula obtained a value of 0.73 (high). Thus, the development of interactive multimedia in the fifth grade science subjects isdeclared very valid and can be used without the need for improvement.
Comparative Study Between Digital and Conventional Based Learning on Student Learning Outcomes at STKIP Hermon Timika Tupen, Maria Letisia Lipat
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 2 (2025): Jurnal Ilmiah Mandala Education (April)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i2.8618

Abstract

The development of information and communication technology (ICT) has brought significant changes to the field of education, including higher education. The shift from conventional learning methods to digital-based learning has become an inevitable global trend. Conventional methods still offer advantages in terms of direct interaction between lecturers and students, but they are increasingly facing challenges related to flexibility and accessibility. On the other hand, digital learning methods provide easier access, greater flexibility, and improved efficiency, yet they also encounter obstacles such as limited face-to-face interaction and inadequate infrastructure—particularly in remote areas.This study is a comparative analysis aimed at examining the differences in student learning outcomes between digital-based learning and conventional learning. A descriptive comparative method with a quantitative approach was employed to collect data from two groups of students, each consisting of 25 participants, who engaged in learning through both digital and conventional methods. The data collected included demographic information, learning outcomes, as well as students’ perceptions and satisfaction levels with both approaches. The data were analyzed statistically.The findings indicate that digital-based learning is significantly more effective in improving learning outcomes compared to conventional methods. Students who participated in digital learning achieved higher average final exam scores. However, there were variations in student perceptions and satisfaction levels between the two methods, reflecting unique preferences and challenges associated with each approach.
Self-Confidence in Deaf Teenagers at ABC Melati Aisyiyah SLB’S Purba, Anna Wati Dewi; Nugraha, Arief
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 2 (2025): Jurnal Ilmiah Mandala Education (April)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i2.8482

Abstract

Self-confidence is an essential psychological aspect that affects the development of deaf teenagers. Communication barriers often lead to social challenges, impacting their self-esteem. This study aims to explore the factors influencing self-confidence in deaf adolescents at ABC Melati Aisyiyah Special School (SLB). Using a qualitative phenomenological approach, data were collected through in-depth interviews and observations. The findings indicate that parental support, personal achievements, social interactions, and coping strategies significantly contribute to self-confidence. A positive environment and strong family support play a crucial role in fostering confidence in deaf teenagers.

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