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Ahmad Kholiqul Amin
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Kab. bojonegoro,
Jawa timur
INDONESIA
Jurnal Pendidikan Edutama
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Published by IKIP PGRI BOJONEGORO
ISSN : 23392258     EISSN : 2548821X     DOI : -
Core Subject : Education,
Edutama Journal of Education (Jurnal Pendidikan Edutama) is double -blind peer reviewed open access journal that provides publication of articles in all education field. it aims to promote excellence through the dissemination of high-quality research finding in provide a platform scientists and academicians all over the world to promote, share and discuss various and issues developments in different areas of educational research.
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Articles 435 Documents
Teachers’ Perceptions of Co-curricular P5 Implementation in Physical Education: A Qualitative Study at SMP Muhammadiyah 9 Bojonegoro Yuni Asih; Budiono Budiono; Ria Arista Asih
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i2.5348

Abstract

This study explores PJOK teachers’ perceptions of implementing the Pancasila Student Profile Strengthening Project (P5) as a co-curricular program and identifies strategies for integrating the eight graduate profile dimensions. Conducted at SMP Muhammadiyah 9 Bojonegoro, the research employed a qualitative narrative inquiry through interviews, observations, and documentation. Data were analyzed using thematic matrices to reveal patterns of perception and strategy. Findings show that teachers’ perceptions evolved positively, influenced by intrinsic motivation, emotions, and institutional support. Strategies included structured planning, project-based learning, cross-subject collaboration, and authentic evaluation. Activities such as creative gymnastics, traditional games, and health education enhanced physical fitness while instilling values of cooperation, discipline, and independence. The study concludes that PJOK plays a strategic role in embedding Pancasila values through P5, with implications for policy reinforcement, continuous training, and adequate facilities.
The Effect of Using Eniksi Puzzle Media on the Arithmetic Ability of 5-6 Year Old Children Farah Syifa' Salsabila; Dian Kristiana; Nurtina Irsad Rusdiani
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i2.5357

Abstract

The purpose of this study was to determine the effect of the use of Puzzle Eniksi media on the numeracy skills of children aged 5 to 6 years. Puzzle Eniksi is a learning media specifically designed to help children aged 5 to 6 years to strengthen their numeracy skills by adopting three stages of representation according to Jerome Bruner: enactive, iconic, and symbolic. This study used a posttest-only control group design with a quantitative methodology. All children aged 5-6 years from Al-Kautsar Durisawo Kindergarten, Ponorogo Regency were included in the study population, and samples were taken from two different classes. The instrument used was a numeracy test developed based on indicators. The independent sample t-test was used after the prerequisite tests with homogeneity and normality tests were completed. The findings of the analysis showed that Puzzle Eniksi media significantly improved the numeracy skills of children aged 5 to 6 years. Based on the data, the average score of the experimental group's numeracy ability was 88.77, while the control group's score was 73.00, a difference of 15.77 points. The Sig. value. also shown in the findings of the independent sample t-Test. The null hypothesis (H0) is rejected because the value (2-tailed) is 0.000.
Development of an ADDIE-Based 2D Animation Learning Video to Enhance Elementary School Students’ Understanding of Plane Geometry Septi Fajarwati; Desty Rakhmaawati; Dhimas Prakoso Aji; Aulia Hamdi
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i2.5369

Abstract

This study aimed to develop and evaluate the effectiveness of a 2D animation-based learning video on plane geometry using the ADDIE model. The research employed a Research and Development (R&D) method consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The study involved 59 fourth-grade students at SDN Gunungsimping 01 Cilacap. Data were collected through observations, interviews, documentation, and pre-test and post-test instruments. The learning media was developed using Adobe Illustrator and Adobe After Effects to present plane geometry concepts in a more interactive and visually engaging form. The effectiveness of the media was analyzed using the N-Gain formula. The results showed that the average score of class 4A increased from 49 to 70.1, while class 4B increased from 20.7 to 48.2. The N-Gain analysis indicated moderate effectiveness, with scores of 0.414 for class 4A, 0.347 for class 4B, and an overall score of 0.374. These findings demonstrate that the developed 2D animation-based learning video effectively improved students’ understanding of plane geometry concepts.
The Effect of AI-Based Adaptive Learning Approach, Learning Satisfaction on Learning Outcomes of ISE Class X SMAN Ngoro Lala Erika; Munawaroh
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

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

Abstract

This research is motivated by the low learning outcomes of ISE subjects in class X of SMAN Ngoro and the demand for the use of artificial intelligence-based learning technology in improving the quality of learning processes and outcomes. The purpose of this study is to analyze the influence of AI-based adaptive learning approach and learning satisfaction on student learning outcomes in ISE class X subjects of SMAN Ngoro. This study uses a quantitative approach with an ex post facto design, the population of all students of class X and a sample taken with the techniques described in the proposal, using questionnaires and grade documentation as data collection instruments. Data was analyzed using inferential statistical techniques according to a procedure that has been designed to test the hypothesis of the influence of each independent variable and its simultaneous influence on learning outcomes. The expected results show that AI-based adaptive learning and learning satisfaction have a positive and significant effect on learning outcomes, so that it can be the basis for the development of economic learning innovations in high school.
The Influence of Part-Time Jobs and Time Management on the Academic Achievement of Students at Universitas PGRI Jombang Rega Arista; Munawaroh
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i2.5394

Abstract

The phenomenon of students working while studying continues to increase due to economic needs, the desire to gain work experience, and the demand for financial independence. This study aims to analyze the influence of part-time jobs and time management on the academic achievement of students at PGRI University Jombang. The study uses a quantitative approach with a survey method involving 85 students who have part-time jobs. The data were analyzed using multiple linear regression with the help of SPSS. The results of the study indicate that part-time jobs and time management have a positive and significant effect on academic achievement, both partially and simultaneously, with a significance value of 0.000. The Adjusted R Square value of 0.693 shows that these two variables can explain 69.3% of the variation in academic achievement. These findings indicate that effective management of work and time can support the improvement of students' academic performance.
Designing News Text Teaching Materials with Higher-Order Thinking Skills based on Website Bagas Romadhoni Sugiarto; Cahyo Hasanudin; Sutrimah
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i2.5406

Abstract

News text learning in junior high school is still dominated by the use of printed teaching materials which tend to be monotonous. This research aims to develop teaching materials for HOTS-based news texts in class VII news text learning at the junior high school level. The research uses the Research and Development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The subjects of the study were grade VII students in three schools in Bojonegoro district. Data was collected through student needs questionnaires, expert validation sheets, and news text writing tests. The results of the study showed that the teaching materials obtained a feasibility percentage of 90.00% from material experts and 93.34% from media experts with the very feasible category. The average student score increased from 40.90 in the pretest to 81.52 in the post. The results of the N-Gain calculation obtained a score of 0.68257 with the medium category. Thus, the teaching materials for HOTS-based news texts are feasible and effective for improving student learning outcomes.
Digital Game-Based Language Exposure: Indonesian University Students’ Perceptions of English Reading in Genshin Impact Muhammad Danish Ridwan Abiyyu; Izzati Gemi Seinsiani
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i2.5425

Abstract

This study investigated how language selection in Genshin Impact influenced Indonesian university students’ perceptions of English reading comprehension and explored the motivations behind their language choices. Employing a qualitative case study design supported by descriptive quantitative data, data were collected through screening questionnaires and semi-structured interviews, then analyzed using thematic analysis. The research involved 33 questionnaire respondents and 6 interview participants selected through purposive sampling. The findings revealed that the majority of participants (81.8%) perceived English-language gameplay as beneficial for vocabulary acquisition, reading speed, and exposure to contextual language use. However, English was also perceived as cognitively demanding due to complex narrative structures and fantasy terminology. Meanwhile, Indonesian was preferred for narrative comfort, emotional connection, and easier comprehension. Students’ language choices were strongly influenced by motivations related to self-improvement, authenticity, entertainment, localization quality, and social interaction. The study suggests that narratively rich video games can function as meaningful informal learning environments that support English reading development outside formal educational settings.
EFL Students' Difficulties in Applying Lexical Inferencing Strategies in Reading Authentic Literary Texts Muhammad Syafrizal Amrul; Intan Permata Hapsari
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i2.5430

Abstract

While lexical inferencing helps EFL learners deduce words, it frequently fails with authentic literature due to figurative language and cultural nuances. This qualitative study investigated the inferencing difficulties of English Education students reading familiar and unfamiliar literary texts. Data from five purposively selected students were gathered via task-based questionnaires and interviews, then analyzed using Miles et al.'s (2018) interactive model and Nassaji's (2003) taxonomy. Results showed that despite using various strategies, students consistently encountered failures. They often fell for false lexical anchors caused by polysemy and rarely self-corrected. Furthermore, strong storyline engagement led to "narrative prediction," prompting students to guess meanings based entirely on plot logic before attempting linguistic analysis. Because these errors persisted across both texts, this study concludes that inferencing breakdowns stem from literary prose complexity rather than text unfamiliarity.
Analysis of the Influence of Liquidity and Solvency on Profitability in Telecommunications Sub-Sector Service Companies Listed on the IDX in 2021-2024 Ika Puspita Sari; Nurul Mazidah; Hafidza Nash’ul Amrina
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i2.5225

Abstract

This study aims to find out how the effect of liquidity and solvency on profitability in service companies telecommunications sub-sector listed on the Indonesia Stock Exchange in 2021-2024. Variable in this study consists of Current Ratio (X1), Cash Ratio (X2), Debt to Assets Ratio (X3), Debt to Equity Ratio (X4), and Return on Asset (Y). Samples in this research is the 2021-2024 financial report. The sampling technique used is a saturated sampling technique. Data analysis techniques used is the classical assumption test and multiple linear regression. From the results of the analysis found that the variables Current Ratio, Cash Ratio, Debt to Asset Ratio have no effect significantly to profitability (Return on Asset). Variable Debt to Equity Ratio has a significant effect on profitability (Return on Asset). From this research, it can be suggested to creditors foe more considering the results of financial analysis, especially on the solvency ratio (Debt to Equity Ratio).
Designing Application-based News Text Teaching Materials Integrated with 4C Skills Ragilia Nurul Fadlilah; Cahyo Hasanudin; Sutrimah
Jurnal Pendidikan Edutama Vol 13 No 2 (2026): July 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i2.5413

Abstract

News text learning in schools generally still uses conventional teaching materials that do not fully support the demands of 21st-century education. This study aims to design application-based news text teaching materials integrated with 4C (critical thinking, creativity, communication, and collaboration) skills for seventh-grade junior high school students. The research uses the Research and Development (R&D) method with the ADDIE model which includes the Analyze, Design, Development, Implementation, and Evaluation stages. The research participants were seventh-grade students of SMP Negeri 1 Kenduruan, SMP Negeri 2 Jatirogo, and SMP Negeri 1 Senori. Data were collected through a needs analysis questionnaire, expert validation sheets, and news text writing tests. The results of the study showed that the teaching materials developed obtained a feasibility level of 80% from material experts and 92.5% from media experts. The implementation test showed that the calculated t-value (39.7695) was greater than the critical t-value (1.99601), while the N-Gain value of 0.691165 was in the medium category. Therefore, the designed teaching materials were found to be both feasible and effective to improve students' ability to write news texts.