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Contact Name
Islamiani Safitri
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eduscience@ulb.ac.id
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eduscience@ulb.ac.id
Editorial Address
Fakultas Keguruan dan Ilmu Pendidikan Universitas Labuhanbatu Jalan SM. Raja No. 135 Aek Tapa, Rantauprapat Kode Pos 21415
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INDONESIA
Jurnal Eduscience (JES)
ISSN : 2303355x     EISSN : 26852217     DOI : 10.36987/jes
Core Subject : Education,
Jurnal Eduscience is a peer-reviewed journal that is published by LPPM of Labuhanbatu University. This journal publishes biannually in June and December. This Journal publishes current original research on education studies using an interdisciplinary perspective, especially within Mathematic Education, Biology Education, Civic Education, Science Education, Physics Education, and all about teaching and learning research. Reviewers will review any submitted paper. The review process employs a double-blind review, which means that both the reviewer and author identities are concealed from the reviewers, and vice versa
Articles 514 Documents
EMPOWERING TEACHERS THROUGH CONTINUOUS PROFESSIONAL DEVELOPMENT: HOW AN EMPOWERMENT-ORIENTED SCHOOL CULTURE STRENGTHENS TEACHER PROFESSIONALISM? Mujiyat, Mujiyat; Suriansyah, Ahmad; Bachri, Ahmad Alim; Aslamiah, Aslamiah
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.8496

Abstract

Purpose –This study addresses this gap by examining how an empowerment-oriented school culture strengthens teacher professionalism through CPD in public junior high schools.Methodology – This study employed a qualitative, multi-site case study design across three public junior high schools (SMPN 1, SMPN 3, and SMPN 4 Marabahan) in South Kalimantan, Indonesia. Data were collected through in-depth interviews with principals and teachers, nonparticipant observations of CPD practices, and document analysis of school policies and professional development programs. Data analysis followed Miles and Huberman's interactive model, involving data reduction, data display, and conclusion drawing, with single-site and cross-site thematic analysis to identify patterns and contextual variations.Findings – An empowerment-oriented school culture—characterized by shared values, participatory decision-making, collegial trust, and psychological safety—acts as a key mediating mechanism between CPD and teacher professionalism. When teachers are actively involved in designing and implementing CPD, professional development shifts from isolated training activities to embedded learning practices. This condition enhances teachers' professional agency, reflective practice, instructional innovation, and collaborative learning through professional learning communities, peer mentoring, and reflective supervision.Contribution – This study contributes to the literature by positioning empowerment-oriented school culture as an active mediator linking CPD to teacher professionalism. The findings suggest that empowering school environments is essential for fostering meaningful, context-responsive, and sustainable professional development.
UTILISATION OF PHYSICAL ENVIRONMENT IN STUDENT CHARACTER BUILDING: BOARDING SCHOOL Mughis, Abdul; Asih, Ria Arista
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.7589

Abstract

Purpose - The aims of this study are expected to provide an in-depth understanding of how the school's physical environment positively influences students' character development. In addition, this study is expected to inform school management in developing and expanding green spaces as a character education strategy that focuses not only on academics but also on students' moral and social development.Methodology - The approach in this research is qualitative, supported by descriptive data, data collection using interview techniques, consisting of the principal, vice principal for facilities and infrastructure, and vice principal Maintenance environment. Data analysis techniques use the Miles and Huberman approach, namely data reduction, data display, and conclusion drawing.Findings - This study collected 4 significant findings, namely 1) the school does not have documents that support the green environment management programme as a student character builder, but the school environment is good enough. 2) Students are motivated by the existence of a beautiful physical environment. 3) The school has not focused on character building. However, the field evidence shows that almost all environmental programmes have a positive influence on changes in student character. 4) A good physical environment can relieve student stressContribution - This research provides scientific facts on the utilisation of the physical environment for character building, based on data collected by researchers, to serve as a reference and consideration for policies aimed at both the development of school green land and student character education.
AUGMENTED REALITY-BASED FLASHCARDS TO IMPROVE SENIOR HIGH SCHOOL STUDENTS’ VISUAL INTELLIGENCE IN CHEMISTRY LEARNING Nadila, Sri Puji Ria; Dwiningsih, Kusumawati
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.8485

Abstract

Purpose – Developing augmented reality-based flashcards to improve students' visual intelligence on covalent bonds in a valid, practical, and effective manner.Methodology – This research employed a Research and Development (R&D) approach, utilising the ADDIE (Analyse, Design, Development, Implementation, and Evaluation) model. Data collection was conducted using validation sheets, student response questionnaires, student activity observation sheets, and visual intelligence pre-test and post-test sheets. Validity was assessed using expert judgment and analyzed descriptively using the median value. Practicality was analyzed descriptively, while effectiveness was examined using SPSS, including paired-samples t-tests and N-Gain. Findings – The study results indicated that the augmented reality-based flashcards for improving students' visual intelligence in the submaterial of covalent bonds are deemed feasible for application based on expert judgment, with a median validation score of 4, which falls within the valid category. The augmented reality-based flashcards were declared practical, with an average score of 90.04% in the convenient category. The media was also found to be effective, as the paired-samples t-test yielded a significance value of 0.000 (<0.05), indicating a significant difference between the students' pre-test and post-test scores, with an N-Gain of 0.79, categorised as high in both pre-test and post-test results.Contribution – This study contributes to chemistry education by integrating augmented reality technology into flashcards developed using visual intelligence indicators as a learning medium that can feasibly improve students' visual intelligence in the sub-material of covalent bonds.
ANDROID-BASED ENDLESS RUNNER GAME LEARNING MEDIA INNOVATIONS TO IMPROVE STUDENTS' MATHEMATICAL LITERACY Marlina, Leni; Aswandi, Aswandi
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.7513

Abstract

Purpose –This study aims to evaluate the effectiveness of Android-based endless runner games as a learning medium for improving students' mathematical literacy through interactive gameplay that integrates mathematical problem-solving with entertainment elements.Methodology – This study employed a quasi-experimental pretest-posttest control-group design with 60 elementary students (grades 5-6), divided into an experimental (n=30) and a control (n=30) group. Data collection included a 20-item mathematical literacy test covering arithmetic, geometry, and measurement, plus feedback questionnaires measuring engagement and motivation—statistical analysis employed t-tests with normality and homogeneity of variance testing. Game quality was evaluated using the Game-based Learning Evaluation Framework.Findings – Results demonstrated significant improvements in mathematical literacy. The experimental group achieved substantially greater gains (30.8%) than the control group (6.1%), with statistical analysis confirming significance: t(58) = 5.67, p < .001, Cohen's d = 1.85, representing a considerable effect. Affective outcomes were equally positive: 90% of students reported increased confidence in mathematics, 85% expressed heightened interest, and overall engagement averaged 4.2/5.0, demonstrating the intervention's effectiveness in both cognitive and motivational dimensions.Contribution – This study contributes to validates situated learning and constructivist frameworks in mobile game contexts, demonstrating how seamless integration of learning content into gameplay mechanics enhances effectiveness. It offers educators an accessible, evidence-based mobile learning tool that simultaneously addresses achievement, engagement, and motivation—particularly valuable in resource-constrained educational settings
DEVELOPMENT CULTURE-BASED LEARNING THROUGH AUDIOVISUAL MEDIA FOR PROSPECTIVE HISTORY TEACHERS AT TADULAKO UNIVERSITY Latief, Juraid Abdul; Ahmad, Iskandar; Misnah, Misnah; Gamar, Mahfud Mahmud
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.8182

Abstract

Purpose – This study aims to design a culture-based learning model using audiovisual media to enhance historical understanding and pedagogical competence among prospective history teachers at Tadulako UniversityMethodology – The research employed a qualitative Research and Development (R&D) approach integrated with cyclical Classroom Action Research (CAR). The process consisted of five stages: needs analysis, design, development, implementation, and evaluation. Data were gathered through classroom observations, semi-structured interviews, and document analysis. The main outputs included short documentaries, narrative podcasts, microlearning videos, and digital archives rooted in Central Sulawesi’s local culture. Data were analyzed thematically and validated through triangulation and peer review.Findings – The results show that integrating audiovisual media into culture-based learning significantly improved students’ motivation, engagement, and historical thinking—particularly in evidence analysis, continuity and change, and perspective-taking. Authentic assessment confirmed that most student projects met standards of historical accuracy, multimedia coherence, and ethical cultural representation. Technical disparities were mitigated through peer mentoring, shared resources, and ethical consultation with local communities.Contribution – The study contributes theoretically by integrating culture-based learning, multimedia principles, and historical thinking into a contextual pedagogical framework. Practically, it enhances teacher candidates’ cultural, digital, and pedagogical literacy and offers a replicable model for history education innovation in resource-limited settings.
INSTILLING CHARACTER THROUGH THE MODEL OF BUILDING RELIGIOUS AND VALUE BASED EDUCATION (BRAVE): HONESTY, COURAGE, INDEPENDENCE Khoerudin, Koko; Hasanah, Aan; Zaqiah, Qiqi Yuliati; Ratnasih, Teti
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.8377

Abstract

Purpose – This study aims to create character education innovation through the development of the BRAVE (Building Religious and Value-based Education) Model. The primary focus of this innovation is to integrate religious values—honesty, courage, and independence—into a digital educational game platform to address the lack of adaptive character-learning media for early childhood in the digital age.Methodology – This research uses the Research and Development (R&D) method with a 4-D procedure (Define, Design, Develop, Disseminate). The Define stage included an analysis of the needs of teachers at Raudhatul Athfal (RA) institutions; the Design stage produced a prototype of an interactive digital game based on moral dilemma scenarios; and the Develop stage involved validation by six experts (in materials, media, and practitioners) with a feasibility score of 89%. The model was tested on a limited basis with 60 students at four partner RAs.Findings – The study's results confirm that digital educational games in the BRAVE Model significantly transform children's behavior. Pretest-posttest analysis shows a dramatic increase in honesty (58% to 84%), courage (55% to 81%), and independence (60% to 86%), with p < 0.05. Qualitative findings reveal that the game's interactivity increases children's emotional involvement, enabling the internalization of religious values to occur more naturally and permanently than with conventional methods.Contribution – The BRAVE model has proven to be an innovative and applicable solution for early childhood education institutions seeking to strengthen religious character through the measured, systematic use of digital media.
FINANCIAL SOCIALIZATION AMONG GENERATION Z: HOW CHILDREN OF MILLENNIAL PARENTS INTERNALIZE MONEY VALUES Hidayat, Taufiq; Wahjoedi, Wahjoedi; Wahyono, Hari; Utomo, Sugeng Hadi
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.8403

Abstract

Purpose – This study aims to explore how Generation Z in East Java interprets and internalises financial values transmitted by millennial parents amid the dominance of digital technology and social media. Specifically, it examines how family financial teachings are renegotiated in the context of digital algorithms, peers, and contemporary consumer culture.Methodology – A qualitative phenomenological approach was employed to explore Gen Z's lived experiences of financial socialization. Data were gathered through semi-structured interviews with 25 Gen Z individuals and several millennial parents. Interpretative Phenomenological Analysis (IPA) was used to generate themes and interpret meaning-making processes across cases.Findings – Four primary themes were discerned: (1) parental modeling, wherein daily financial routines cultivated prudence and budgeting skills; (2) financial conversations, characterized by dialogic negotiation that promoted reasoning and deferred gratification; (3) digital finance negotiation, where participants integrated parental norms with fintech practices, resulting in hybrid financial values; and (4) identity and social comparison, illustrating the tensions between familial values and social media-induced lifestyle pressures.Contribution – Financial value internalization among Indonesian Gen Z is both intergenerational and sociotechnical. The findings point out the need for financial education that integrates digital literacy, awareness of algorithmic influence, and strategies to manage social comparison pressures.
FROM DORMITORY WALLS TO MORAL WORLDS: EMPOWERING EDUCATORS AS MORAL ARCHITECTS IN INDONESIAN BOARDING-BASED MADRASAHS Halimatussa'diyah, Halimatussa'diyah; Suriansyah, Ahmad; Bachri, Ahmad Alim; Sulistiyana, Sulistiyana
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.8495

Abstract

Purpose –This study explores the moral and pedagogical dimensions of teacher empowerment within the unique ecosystem of Indonesian boarding-based madrasahs. In these faith-oriented learning environments, educators are not only knowledge transmitters but also moral architects, shaping students' ethical consciousness and communal identity.Methodology – Employing a qualitative multiple case study design, data were collected through in-depth interviews, field observations, and document analysis across three boarding-based madrasahs in South Kalimantan.Findings – The findings reveal that teacher empowerment in these settings transcends administrative or instructional authority, evolving instead into a moral praxis grounded in Islamic values, reflective mentorship, and collective spiritual routines such as Qur’an recitation and muhasabah (self-reflection). Educators exercise moral agency through daily interactions in the dormitory, reinforcing discipline, empathy, and self-accountability. Leadership strategies—such as participatory mentoring, ethical modeling, and arts-based religious practices—serve as integral mechanisms for cultivating a holistic moral environment.Contribution – This study contributes to the growing discourse on teacher empowerment by highlighting how faith-driven moral leadership can be both contextually rooted and pedagogically transformative. It argues that moral empowerment is essential for sustaining ethical schooling cultures, particularly in residential educational settings where learning and living converge. The implications extend toward rethinking teacher development frameworks that integrate spirituality, reflective practice, and community-based moral agency.
DEVELOPMENT OF INTERACTIVE LEARNING MEDIA BASED ON MICROSOFT SWAY TO IMPROVE SPATIAL THINKING SKILLS Listiqowati, Ika; Saputra, Iwan Alim; Maliki, Rendra Zainal; Khairurraziq, Khairurraziq; Muis, Arifuddin Abd
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.8378

Abstract

Purpose - This study aims to develop an interactive learning media in Microsoft Sway to enhance participants' spatial thinking skills.Methodology - Method study using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The study population consisted of grade 11 students at SMA N 1 Banawa across 8 classes. A sample of 30 participants was drawn from class XI C IPS. The instrument included 1) tests to think spatially as a pre-test and post-test, 2) questionnaire validation and eligibility expert technology learning, and 3) questionnaire teacher and participant responses to educate. Analyse data for effectiveness testing using the N-Gain test. Eligibility was measured based on expert validator results, technology learning outcomes, teacher and participant responses, and the educational use percentage formula.Findings - Research results obtained results validation media expert with a score of 96.2 is included in the excellent category, or worthy, which is Very worthy, and did need to be revised; however, for perfection, the fixed validator product provides suggestions for improvement. From the effectiveness test, an N-gain value of 0.50, or an enter criterion of medium, was obtained, indicating that Microsoft Sway interactive media was developed effectively to improve spatial thinking. "Feasibility test results based on teacher and participant responses yielded scores of 82 and 86, respectively, both classified as Good. This indicates the media is suitable for use and requires no revision. The interactive media developed in Microsoft Sway is practical and feasible for enhancing participants' spatial thinking skills.Contribution - This research provides a positive contribution to the application of technology, media, and digital teaching materials. Suggestions for future researchers include developing interactive Microsoft Sway-based media for other learning materials or subjects and conducting product trials on a broader scale.
DEVELOPMENT OF TECHNOLOGY-BASED ASSESSMENT INSTRUMENTS IN SCIENCE LEARNING: A NARRATIVE REVIEW (2015-2025) Tanjung, Yul Ifda; Siregar, Tiur Malasari; Frisnoiry, Suci; Elfitra, Elfitra; Ramadhan, Taufiq; Mansyur, Abil; Sihombing, Rizky Agassy
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.8226

Abstract

Purpose - This study critically synthesizes research on the development of technology-based assessment instruments in secondary science education (junior and senior high school) through a structured Narrative Literature Review (NLR). This review therefore identifies instrument types, implementation contexts, research dimensions examined, and learning impacts, while highlighting gaps in equity, teacher readiness, and longitudinal outcomes.Methodology - Articles were systematically retrieved from Google Scholar and Mendeley within the 2015–2025 publication range using predefined keywords related to technology-based assessment and science learning. Inclusion criteria required peer-reviewed empirical studies focusing on secondary-level science and reporting instrument development or evaluation. Fourteen eligible articles were analyzed using structured content analysis, with emphasis on instrument characteristics, evidence of validity and reliability, implementation contexts, methodological approaches, and reported limitations.Findings - The synthesis indicates that research predominantly centers on Computer-Based Testing (CBT), Computerized Adaptive Testing (CAT), gamified assessments, two-tier diagnostic tests, and LMS-based e-portfolios. Overall, these instruments demonstrate satisfactory validity and reliability and effectively measure higher-order thinking skills and conceptual understanding. They also enhance student motivation and accelerate feedback processes. However, most evidence is based on short-term, small-scale implementations, with limited attention to equity issues, teacher readiness, and sustained learning effects.Contribution - This review integrates psychometric, pedagogical, and technological perspectives into a coherent analytical framework for technology-based assessment in science education. It clarifies existing research gaps and underscores the need for broader contextual validation, stronger methodological rigor, and the integration of learning analytics to ensure sustainable and evidence-based digital assessment practices.

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