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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.
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Articles 1,554 Documents
The Influence Of Digital Literacy Based On Bima's Local Wisdom On The Critical Thinking Ability Of Classroom Students Viii 10 At SMPN 1 Woha fajrun, Fajrun; Suharti, Suharti; Ramdhani, Lisda
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): 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.v11i4.9444

Abstract

This study aims to analyze the effect of digital literacy based on Bima local wisdom on students’ critical thinking skills in Grade VIII 10 at SMPN 1 Woha in the Informatics subject. The background of this research is the low ability of students to critically analyze digital information. The research method employed was a Pre-Experimental Design with the form of One Group Pretest-Posttest Design. The research subjects consisted of 29 students selected through purposive sampling. The research instrument was a critical thinking skills test constructed based on Facione’s (2015) indicators, including interpretation, analysis, evaluation, inference, and explanation. The instrument was validated by three experts, consisting of two subject matter experts and one educational evaluation expert, who confirmed that the test items were suitable for use. The research procedure consisted of three stages: (1) pretest, to measure students’ initial critical thinking skills; (2) treatment, namely digital literacy learning based on Bima local wisdom in the Informatics subject integrating cultural values with digital content; and (3) posttest, to measure the improvement of critical thinking skills after the treatment.The results showed a significant improvement in students’ critical thinking skills after the treatment. The mean score increased from 44.48 in the pretest to 82.06 in the posttest, with a difference of 37.58 points. The Wilcoxon test result indicated Asymp. Sig. (2-tailed) = 0.000 (<0.05), confirming a significant difference between pretest and posttest scores. The effect size calculation using Cohen’s d = 2.66 indicated that the treatment had a very large effect. Pedagogically, this study confirms the effectiveness of integrating digital literacy with local wisdom in enhancing students’ critical thinking skills. Culturally, it contributes to the preservation of Bima’s local values. However, this study is limited by a small sample size, non-normal data distribution, and a relatively short duration of the learning intervention. Future research is recommended to involve larger and more diverse samples, employ control groups, and apply longitudinal designs to assess long-term effects. This study suggests that schools and teachers should develop culturally grounded digital-based learning models as a strategy to strengthen 21st-century skills while reinforcing students’ cultural identity.
The Effect of Compensation on Teacher Performance at Muhammadiyah Elementary School 12 Pamulang Febrianti, Maya Dwi; Irawan, Bambang
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): 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.v11i4.9504

Abstract

This study aims to determine the effect of compensation on teacher performance at Muhammadiyah 12 Elementary School, Pamulang. This study aims to determine the extent of compensation's influence on teacher performance at Muhammadiyah 12 Elementary School, Pamulang. This quantitative study used a questionnaire as the data collection method. The sampling technique used a census or total sampling of 65 respondents. The data analysis method used simple linear regression analysis with IBM SPSS 29. The results of this study indicate that compensation has an effect on teacher performance. This is evidenced by the results of the simple linear regression analysis, which yielded a figure of 51.3% and the remaining 48.7%. If the compensation received is in accordance with the job description, teacher performance will improve, and conversely, if the compensation is not in accordance, teacher performance will decline. The magnitude of the effect of compensation on teacher performance is 51.3%. This is evidenced by the results of the coefficient of determination.
The Effect of the Teaching Games for Understanding Learning Model on the Learning Motivation of Grade VIII Students in Athletics at SMPN 1 Ambalawi Ansyari, Muhamad Januar; Fitriani, Ainun; Anhar, Anhar; Ardiansyah, Anas; Andriani, Mardian
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): 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.v11i4.9451

Abstract

Introduction: In implementing physical education and health learning, a pleasant learning atmosphere is needed with the aim of increasing students' interest and motivation in learning.Materials and Methods: This study used a pre-experimental method with a one-group pretest-posttest design. The sample consisted of 20 eighth-grade students selected based on initial observations, 60% of whom showed low learning motivation. Data collection was conducted by administering learning motivation questionnaires before (pretest) and after (posttest) the application of the TGFU model. The pretest and posttest data were then analyzed using a paired sample t-test to determine the significance of the difference in learning motivation before and after the intervention.Results: The results showed a significant increase in student learning motivation. The average pretest score of 68.45 (with a mastery level of 46%) increased to 126 (mastery level of 84%) on the posttest. This increase shows that TGFU can create a more enjoyable, interactive learning atmosphere that is in line with the developmental needs of students.Conclusion: The TGFU learning model is effective in increasing students' learning motivation in athletics. This approach can be presented as an innovative learning alternative in physical education because it encourages active student involvement and provides meaningful learning experiences. 
The Challenge of Maintaining Local Culture in the Global Era (Case Study of the RT Culture Competition, RT 4, Cemandi Village, Sedati District, SidoarjoRegency) Azzahra, Nirwasita Sakhi
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): 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.v11i4.9509

Abstract

Introduction: This study examines the challenges of preserving local culture in the era of globalization by focusing on the Cultural Neighborhood Competition (Lomba RT Berbudaya) in RT 4, Cemandi Village, Sedati Subdistrict, Sidoarjo Regency. The phenomenon of globalization, digital transformation, industrialization, and decreasing open spaces poses significant threats to cultural sustainability. The competition serves as a community-based initiative aimed at both strengthening social solidarity and preserving cultural values.Material and Methods: The research employed a descriptive qualitative approach, with data collected through interviews with the head of RT 4 and representatives from the Community and Village Empowerment Agency (DPMD). To ensure validity and reliability, data were analyzed using source triangulation. The theoretical framework is based on concepts of social solidarity, mutual cooperation, communal harmony, and the role of community participation in cultural preservation.Research Results: Findings indicate that the Cultural Neighborhood Competition has a dual role: functioning as a contest and as a medium for fostering community cohesion. Traditional values such as mutual cooperation (gotong royong), communal harmony (guyub rukun), and togetherness were identified as essential drivers of the event’s success, encouraging active participation, collective responsibility, and a sense of belonging. Moreover, the program supports the preservation of local arts and traditions, including patrol music, banjari, PKK women’s gatherings, and the Reog Cemandi performance, which has become a cultural identity of the local community.Conclusion: The study concludes that the Cultural Neighborhood Competition is not merely ceremonial but serves as a strategic effort to strengthen social solidarity, revive traditional values, and safeguard local identity amidst the challenges of modernization and globalization.
Development of Animated Video Media Material of Fusion Food For Culinary Expertise Students (SMKN 3 Tangerang) Hayat, Anandita Indira; Yulianti, Yeni; Mahdiyah, Mahdiyah
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): 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.v11i4.9466

Abstract

The purpose of this study is to develop and assess the feasibility of animated video learning media for fusion food material for Culinary expertise students at SMKN 3 Tangerang. This research is a type of Research & Development research with a 4D model. Data collection techniques used observation, interviews, and questionnaires. The results of the study showed that the validation of the material expert's assessment obtained an average of 79.23% with the category of Feasible. The media expert's assessment obtained an average of 78.66% with the category of Feasible. And the language expert's assessment obtained an average of 86.66% with the category of Very Feasible. While the results of the initial field trial obtained an average of 78.60% with the category of Feasible, the results of the small group trial obtained an average of 83.37% with the category of Feasible, and the large group trial obtained an average of 88.67% with the category of Very Feasible. The assessment of the user response test results obtained an average of 97.78% with the category of Very Interested. It can be concluded that the development of animated video media for fusion food material for culinary expertise students (SMKN 3 Tangerang) is declared suitable to be used as a learning resource.
Utilization Of Board Game Flofahunt Media To Train Students' Critical Thinking Skills In Grade V Science Material At SDN 216 Sondariah, Bandung City Azizah, Winda Nur; Kurniawan, Dede Trie; Sukardi, Rendi Restiana
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): 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.v11i4.9497

Abstract

FloFaHunt is an educational game-based learning media designed to integrate biodiversity content—specifically Indonesian flora and fauna—with an active and enjoyable learning approach. This study employed a mixed methods approach using a concurrent embedded design, combining quantitative and qualitative data through critical thinking tests and student response questionnaires. By implementing the STAD-type cooperative learning model with the  FloFaHunt board game, the learning outcomes showed a significant improvement in students’ critical thinking skills, with the average n-gain score falling into the high category. Meanwhile, the qualitative data revealed that students responded positively to the learning process, particularly in terms of engagement, enthusiasm, and conceptual understanding. These findings indicate that the use of the FloFaHunt board game is effective in fostering critical thinking skills and active 
"The Effectiveness of the Assure Learning Model Assisted by Audio-Visual Media on Digital Literacy and Conceptual Understanding of Mathematics in Students at SMP Negeri 4 Bolo" Amaliah, Nur; Ramdhani, Lisda; Hardyanti, Hardyanti; Rahmawan, Ardi
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): 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.v11i4.9537

Abstract

Introduction: The rapid evolution of digital technologies in the Industrial Revolution 4.0 and Society 5.0 eras necessitates that students develop strong digital literacy skills alongside a deep comprehension of mathematical principles. This research examines the efficacy of the ASSURE instructional model, enhanced by audiovisual resources, in boosting digital literacy and conceptual grasp of fractions for students at SMPN 4 Bolo.Material and Methods: This research adopted a quasi-experimental approach utilizing the Nonequivalent Control Group Design, which included 40 seventh-grade students (20 in the experimental group and 20 in the control group). The experimental group participated in instruction through the ASSURE model enhanced by audiovisual materials, whereas the control group followed standard traditional methods. Data collection tools comprised a digital literacy survey (reliability α=0.82) and a test evaluating mathematical concept comprehension (α=0.85). The analysis of data incorporated descriptive statistics, an independent samples t-test, and N-gain computations via SPSS version 26.0.Research Results: The experimental group exhibited a substantial improvement in digital literacy, rising by 26.2 points (mean pretest=52.3; mean posttest=78.5), in contrast to the control group's modest gain of 9.4 points (mean pretest=51.8; mean posttest=61.2). Regarding mathematical conceptual understanding, the experimental group advanced by 33.6 points (mean pretest=48.7; mean posttest=82.3), whereas the control group progressed by just 14.3 points (mean pretest=49.2; mean posttest=63.5). Results from the independent samples t-test confirmed notable differences (p<0.05), supported by high effect sizes (Cohen's d=2.63 for digital literacy; d=2.89 for conceptual understanding). Furthermore, the N-gain assessment indicated that the experimental group attained a moderate level (g=0.55 and g=0.65).Conclusion: The ASSURE learning model assisted by audio-visual media proved effective in significantly improving students' digital literacy and mathematical conceptual understanding. This study contributes theoretically to the integration of digital literacy with mathematical conceptual understanding, and practically to teachers in designing innovative technology-based learning that meets 21st-century educational demands.
The Influence of Online Games on the Learning Concentration of Students at SMPN 1 Madapangga and the Level of Anxiety of Students' Parents Yudha Satria, M. Sya'aban; Rahmawan, Ardi; Ramdhani, Lisda
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): 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.v11i4.9540

Abstract

Online games currently affect various aspects of human life, including health, psychology, and concentration of students at SMPN 1 Madapangga, and cause anxiety among parents. This study is quantitative and qualitative, using descriptive qualitative methods. The population of this study was 554 students and 70 parents. The sample used was 50 students from grades VII, VIII, and IX, and 50 parents. The sampling technique used was non-probability sampling in the form of purposive sampling. Data collection techniques used included observation, interviews, documentation, and Likert scale questionnaires. Data analysis techniques used included interactive/model data analysis techniques and Spearman test data analysis techniques. The results of this study, namely from 25 male students at SMPN 1 Madapangga, who experienced low concentration levels were 10 students (20%), 7 students with moderate concentration levels (14%), and 6 students with high concentration levels (12%). Meanwhile, of the 25 female students, 5 experienced low concentration levels (10%), 12 experienced moderate concentration levels (24%), and 10 experienced high concentration levels (20%). This means that more male students experienced a decrease in learning concentration compared to female students. However, in terms of anxiety levels, female parents experienced higher levels of anxiety than male parents. There were 32 female parents who experienced mild, moderate, and severe anxiety with a percentage of 64%. Meanwhile, 18 male parents experienced mild, moderate, and severe anxiety with a percentage of 36%.
Implementation Of Naruto Shippuden Anime-Based Learning Media To Improve Students' Understanding Of Informatics At SMPN 3 Bolo muhaimin, muhaimin; Hardyanti, Hardyanti; Ramdhani, Lisda
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): 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.v11i4.9447

Abstract

This study aims to analyze the effectiveness of Naruto Shippuden anime-based learning media in improving students’ understanding and learning motivation in Informatics at SMPN 3 Bolo. The background of this research lies in students’ difficulties in comprehending abstract informatics concepts and the lack of engaging learning media, which leads to low participation. This study employed a descriptive qualitative approach with 20 students as subjects. Data were collected through interviews, observations, questionnaires, and documentation of pre-test and post-test results.The findings show that the implementation of this media was significantly successful. Quantitative results demonstrated a substantial improvement in post-test scores compared to pre-test scores. Qualitatively, students showed positive responses, with increased enthusiasm, active participation, and concentration. They perceived the material as easier to understand because it was linked to the storyline and characters of the anime, such as the analogy of “Jutsu” for data processing. The majority of students (93.3%) also recommended the use of this media for future learning.In conclusion, Naruto Shippuden anime-based learning media proved effective in enhancing students’ understanding and motivation. This approach represents an innovative pedagogical strategy that aligns with students’ interests and the principles of the Merdeka Curriculum, offering a solution for more contextual, adaptive, and student-centered learning.
Development of an Android-Based Interactive Learning Application (PIBA APDRA) on Drama Appreciation Material for Students of the Indonesian Language Education Study Program Shofi, Moh Shofiuddin; Rizal, Ghulam Arif
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): 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.v11i4.9549

Abstract

The purpose of this study is to determine the feasibility of Android-based learning media for drama appreciation materials for students of the Indonesian Language Education Study Program. The development method used is the ADDIE model. However, this research was limited to the Development stage. Based on the assessment results from three validators, the average score obtained was 74%. This indicates that the Android-based learning media for drama appreciation is categorized as feasible for use. The results were obtained from three validators: the material validator (70%), the media validator (75%), and the language validator (79%). 

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