cover
Contact Name
Andhy Surya Hapsara
Contact Email
jurnalideguru@gmail.com
Phone
+628984400401
Journal Mail Official
jurnalideguru@gmail.com
Editorial Address
SMA Negeri 7 Yogyakarta, Jl. M.T. Haryono 47 Yogyakarta 55141
Location
Kota yogyakarta,
Daerah istimewa yogyakarta
INDONESIA
Ideguru: Jurnal Karya Ilmiah Guru
ISSN : 25275712     EISSN : 27222195     DOI : https://doi.org/10.51169/ideguru
Core Subject : Education,
"Ideguru" means the overall thought conducted by teachers, in the form of classroom action research as well as scientific papers. The vision of Ideguru is to be one of the main references for teachers in planning, implementing and evaluating learning inovation in Yogyakarta Special Province (DIY), Indonesia. The mission of Ideguru is becoming a media for actualization and dissemination of scientific works for teachers in the region of DIY in particular and Indonesia in general.
Articles 919 Documents
Determinasi Keterampilan dan Motivasi Teknologi terhadap Kreativitas Mahasiswa PGSD dalam Mendesain Worksheet Joyful learning Meiliza, Zuhra; Meivawati, Eli; Khatimah, Husnul
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2122

Abstract

The advancement of digital technology requires pre-service teachers to possess both the skills and motivation to utilize technology. They should not be passive users but rather active developers of instructional media that incorporate technological elements. This study aims to analyze the influence of technological skills and technological motivation on students’ creativity in designing joyful learning-based worksheets. The research was conducted in July 2025, involving 118 students from the Elementary Teacher Education (PGSD) program at Universitas Sulawesi Barat. Data were collected using a four-point Likert scale questionnaire comprising 17 items, of which 8 were validated. Data analysis employed Structural Equation Modeling-Partial Least Squares (SEM-PLS) using SmartPLS software. Descriptive analysis revealed that the majority of respondents were 20 years old (53%) and predominantly female (82.2%). The measurement model (outer model) confirmed the validity and reliability of the instrument, while the structural model (inner model) yielded an R² value of 0.752 for the student creativity construct, indicating a strong effect. Bootstrapping analysis showed that both technological skills (p = 0.000) and technological motivation (p = 0.000) had a positive and significant influence on student creativity. These findings affirm that the higher the students’ technological skills and motivation, the greater their creativity in developing innovative instructional media. This study expands the theoretical understanding of the integration between technology and pedagogical creativity, and offers practical implications for curriculum development that responds to the demands of the digital era.
Hakikat Ilmu dan Transformasi Pengetahuan: Kritik Filsafat Ilmu dalam Konteks Masyarakat Digital Alfazr, Asep Saiful; Sahra, Ai Patimah; Jenuri, Jenuri
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2127

Abstract

Permasalahan utama dalam kajian ini adalah bagaimana hakikat ilmu dipahami dalam filsafat ilmu klasik serta bagaimana transformasi pengetahuan digital menimbulkan tantangan baru terhadap epistemologi, ontologi, dan aksiologi ilmu. Tujuan penelitian ini adalah menganalisis hakikat ilmu dalam perspektif filsafat ilmu, mengkaji transformasi pengetahuan di era digital, serta merumuskan kritik konseptual agar integritas ilmu tetap terjaga. Penelitian menggunakan pendekatan kualitatif dengan metode library research yang berfokus pada buku-buku klasik filsafat ilmu serta artikel ilmiah nasional dan internasional tentang big data, kecerdasan buatan, realitas virtual, dan etika digital. Hasil kajian menunjukkan bahwa hakikat ilmu bersifat dinamis: ontologi meluas hingga realitas virtual, epistemologi bergeser menuju sumber data dan algoritma dengan problem validitas serta transparansi, sedangkan aksiologi menuntut integrasi etika dan tanggung jawab sosial dalam pemanfaatan teknologi. Simpulan penelitian ini menegaskan bahwa filsafat ilmu berperan penting sebagai filter kritis di tengah krisis validitas, bias algoritmik, dan degradasi nilai. Prospeknya, integrasi filsafat ilmu dalam pendidikan, penguatan literasi digital, dan pengembangan kajian filsafat ilmu berbasis fenomena digital menjadi langkah strategis untuk menjaga relevansi ilmu di masyarakat kontemporer.
Developing Inductive–Deductive Models with Cognitive Conflict to Enhance Students Problem-Solving and Confidence Rusmini, Rusmini; Armanto, Dian; Mukhtar, Mukhtar; Sribina, Nuraini; Mazaly, Muhammad Rizky
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2131

Abstract

The ability to solve problems in math and confidence are two crucial skills that need to be built in math learning in the 21st century. However, many students have a challenge in understanding concepts in depth and applying them to solve problems. The purpose of this study is to develop an Inductive–Deductive learning model based on the Cognitive Conflict Strategy, called Thinking in Two Directions, to improve students' mathematical problem-solving skills and confidence. This research follows the Plomp development model which consists of five stages: (1) initial research, (2) design, (3) development, (4) testing, evaluation, and improvement, and (5) implementation. The model is designed with five main steps, namely: Conceptual Identification and Conflict, Inductive Exploration, Deductive Generalization, Reflective Application, and Confirmation and Self-Evaluation. The results of validity, practicality, and effectiveness testing show that this model is valid, practical, and effective for use in mathematics learning. The Thinking in Two Directions model has been shown to be effective in improving students' ability to solve mathematical problems as well as increasing their confidence in dealing with complex mathematical problems.
Strategi Peningkatan Kualitas Pelayanan Satuan Pendidikan untuk Mewujudkan Inklusi yang Memuliakan dengan Sirami Tamanmu Mulyadi, Eko; Suyatno; Sayuti, Muhammad
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2143

Abstract

Rapor pendidikan SMAN 1 Pengasih iklim inklusifitas pada tahun 2023 dengan skor 59,19 , tahun 2024 dengan skor nilai 69,97, meningkat, pada tahun 2025 dengan skor 67, mengalami penurunan. Layanan disabilitas tahun 2023 nilai 71,3, pada tahun 2024 dengan skor 70,68, mengalami penurunan, di Tahun 2025 dengan skor 61, tiga tahun terakhir turun. Sedangkan sikap terhadap disabilitas pada tahun 2023 skor 58,62 , tahun 2024 skor 70,95, dan tahun 2025 skor 69, 08, mengalami penurunan. Tahun 2025 sekolah diamanahi 6 siswa inklusi, namun satuan pendidikan belum optimal dalam memberikan pelayanan : guru pendamping, sarana prasarana dan layanan pembelajarannya. Tujuan dari praktik baik : 1) Pemenuhan kebutuhan jumlah pendamping inklusi, 2) Peningkatan sarana prasarana utamanya akses inklusi, 3) Pelayanan pembelajaran Inklusi. Dalam rangka optimalisasi melayani dan memuliakan, maka kepala sekolah mengadakan program SIRAMI TAMANMU akronim dari Satuan Pendidikan Ramah Inklusi Smapta Melayani dan Memuliakan. Langkah dalam pemenuhan agar iklim inklusifitas, layanan disabilitas dan sikap terhadap disabilitas optimal, maka diadakan jumlah guru pendamping melalui pendidikan dan pelatihan sebelumnya 2 orang menjadi 3 orang dan pengimbasan kepada guru-guru yang lain, sarana prasarana semula sudah ada kursi roda 1 menjadi 2, penambahan kamar mandi inklusi, 1 turunan langsam, 2 titik drop inklusi, 1 titik parkir inklusi dan layanan pembelajaran di sebar dengan kelas reguler. Kemitraan dengan SLB PGRI Minggir terkait dengan Inklusi. Siswa inklusi dampaknya berprestasi baik akademik maupun olahraga sampai Tingkat DIY.
Pengembangan Media Tangga Pintar Berbasis Permainan dan Bernalar kritis Materi Seni Rupa Kelas 5 SD Arifin, Zaenal; Ngazizah, Nur; Anjarini, Titi
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2149

Abstract

Pembelajaran seni rupa disekolah dasar masih menghadapi kendala berupa kurangnya inovasi media, dan rendahnya keterlibatan murid, sehingga tidak sejalan dengan keterampilan abad 21. Tujuan penelitian ini adalah mengembangkan dan menguji kelayakan media Tangga Pintar berbasis permainan dan bernalar kritis pada materi mengenal aneka ragam hias dari berbagai daerah di Indonesia untuk meningkatkan keterampilan bernalar kritis murid. Metode yang digunakan adalah Research and Development (R&D) yang dikerjakan mengikuti tahap model ADDIE. Subjek penelitian adalah 25 murid kelas V SD swasta. Data diperoleh melalui observasi, wawancara, validasi ahli, angket respon, serta pre-test dan post-test, kemudian dianalisis menggunakan pedoman penilaian dan N-Gain. Hasil validasi ahli materi menunjukan kategori sangat layak dengan nilai rata-rata 4,65, sedangkan ahli media memperoleh kriteria sangat layak dengan nilai rata-rata 4,57, dan praktisi menunjukkan kategori sangat layak dengan skor rata-rata 4,46. Sedangkan angket respon guru memperoleh skor persentase sebesar 97% dan murid sebesar 100% dengan kriteria sangat praktis. Efektivitas ditunjukkan dengan skor N-Gain tinggi, yaitu 0,81 (81,67%) pada uji coba terbatas dan 0,78 (78,96%) pada uji coba luas. Media Tanga Pintar berbasis permainan dan bernalar kritis dinilai valid, praktis, dan efektif untuk digunakan dalam meningkatkan kemampuan bernalar kritis murid sekaligus menanamkan nilai budaya. Prospeknya, media ini dapat diterapkan lebih luas dalam pembelajaran tematik berbasis budaya disekolah dasar.
Principal Leadership Practices in Strengthening Teacher Professionalism: Evidence from Primary Schools in Aceh Tamiang, Indonesia Buchari, Buchari; Siraj, Siraj; Khairani, Cut
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2160

Abstract

This study examines how principal leadership practices strengthen teacher professionalism within the Guru Penggerak program in primary schools in Aceh Tamiang, Indonesia. Using a qualitative multi-case study design, data were collected from four schools through interviews, observations, and document analysis, and were analyzed using the Miles and Huberman interactive model. Findings show that principals enact integrated leadership practices strategic, instructional, transformational, and distributed to support teachers’ pedagogical, personal, social, and professional development. Strategic planning aligned professional development with school needs, while organizational structuring positioned Teacher Leaders as facilitators, mentors, and change agents. Instructional and transformational leadership practices, including coaching, supervision, and motivational support, contributed substantially to collaborative professionalism. Despite challenges such as limited infrastructure, teacher resistance, and administrative burdens, principals applied adaptive strategies such as flexible scheduling, simplified administration, and individualized mentoring. The study concludes that effective leadership is essential for cultivating extended professionalism among Teacher Leaders and provides actionable insights for strengthening the implementation of Indonesia’s educational reforms.
Effect of Project-Based Learning on Vocational High School Student’s Cognitive and Psychomotor Competencies in CAD Hidayat, Hendry Rahmad; Widiyanti, Widiyanti
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2163

Abstract

This study investigates the effect of Project-Based Learning (PjBL) on students’ cognitive understanding and psychomotor performance in the Computer Aided Design (CAD) subject, a core course within the Mechanical Engineering program at SMKN 1 Singosari. The research was motivated by the need to bridge the gap between theoretical instruction and real-world design competencies in vocational education. A quantitative descriptive approach was employed, with a total sampling technique involving all students enrolled in the CAD course during the ongoing semester. Data were collected through cognitive tests, practical performance assessments, and Likert-scale questionnaires to measure perceptions. The results revealed that students achieved high levels of cognitive mastery, with dominant correct responses on key CAD concepts such as part modeling, assembly environments, and technical file formats. Psychomotor evaluations indicated consistent practical performance, with a mean score of 82.36, while perception analysis reflected high levels of student engagement and satisfaction with the PjBL model. These findings suggest that PjBL effectively fosters integrated learning experiences that enhance technical understanding, practical skills, and student motivation. Consequently, the adoption of project-based strategies is recommended for vocational curricula to support competency-based education in technical fields.
Mentor-Based Learning to Enhance SMAW Welding Outcomes in Vocational Entrepreneurship Education Abubakar, Gibran Raja Ichi; Widiyanti, Widiyanti
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2164

Abstract

Vocational education must ensure that students acquire not only technical competence but also the confidence and critical thinking needed for real-world tasks. This study investigates the effectiveness of a mentor-based instructional model in enhancing student performance in Shielded Metal Arc Welding (SMAW) practices within the subject of Creativity, Innovation, and Entrepreneurship at SMK Negeri 1 Singosari, Indonesia. Using a descriptive quantitative approach, data were collected from 70 eleventh-grade mechanical engineering students through structured performance assessments and Likert-scale questionnaires. The results show a high average performance score of 84.04 with a standard deviation of 3.18, where 89% of students were categorized as “High” and 11% as “Very High.” Performance scores increased progressively across assessment stages, and students reported improved confidence, motivation, and procedural accuracy. These findings suggest that structured mentoring significantly supports technical mastery, reduces skill disparities, and cultivates reflective learning habits. It is concluded that mentor-guided learning should be integrated more widely in vocational curricula. It is also recommended that future research explore the long-term impact of mentoring on work readiness, creativity, and entrepreneurial mindset across other technical fields.
Efektivitas Physics Interactive Multimedia pada Materi Listrik Bolak-Balik untuk Meningkatkan Literasi Digital Menggunakan Flipped Learning Meda, Tirtandro
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2176

Abstract

This study aims to examine the effectiveness of using Physics Interactive Multimedia (PhysIM) in improving digital literacy and facilitating deep learning through the Flipped Learning model on Alternating Current topics. The research method used was a quasi-experiment with a Pretest-Posttest Control Group Design. The study was conducted at SMAN 2 Wates in the 2025/2026 academic year with Grade XII MIPA students divided into three classes: XII A (Experiment I with PhysIM + Flipped Learning), XII B (Experiment II with PowerPoint + Direct Instruction), and XII D (Control with Textbooks). Data collection instruments used validated digital literacy tests and critical thinking skills tests. Data analysis used the General Linear Model (GLM) and Normalized Gain (N-Gain). The results showed that class XII A implementing PhysIM with the flipped learning strategy achieved the highest N-Gain score on digital literacy (0.65), significantly different compared to classes XII B and XII D. The conclusion of this study is that the integration of PhysIM in the flipped learning ecosystem is effective in transforming students' roles from passive receivers to active learners who are digitally literate and capable of deep thinking.
Petualangan Si Tole - Meningkatkan Moderasi dan Toleransi Beragama Melalui Game Roblox Berbasis Peta Yogyakarta Ramadhania, Muwaffaqoh Zayiddah; Saccani, Vincent Ariya; Nuryanto, Akhmad Bagus
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2177

Abstract

Indonesia is a country rich in culture and religion. However, in the era of technological advancement, cases of intolerance and a lack of understanding of religious moderation are still often encountered, especially among the younger generation. This situation calls for engaging learning media. One innovation that can be developed to enhance understanding of religious moderation is by creating the educational game “Si Tole's Adventure.” The game is designed using the Roblox platform based on a map of Yogyakarta, which is rich in cultural diversity. This study aims to develop the game “Si Tole's Adventure” as a learning medium to improve religious tolerance. The research methods include testing the material and storyline, evaluating the game’s feasibility, conducting bug tests, and assessing the game's effectiveness. The validation results showed a very good media feasibility level (91%) for the material and very good (88%) for the questions. Effectiveness tests showed that students' understanding of religious moderation increased by 67% at the high school level and 68% at the junior high school level. In addition, observations showed a decrease in intolerant behavior and an increase in mutual respect among students. With these results, "The Adventures of Si Tole" has proven to be effective as an interactive learning medium capable of instilling the value of tolerance towards religious diversity among students.