cover
Contact Name
Syahrial Ayub, M.Si
Contact Email
syahrial_ayub@unram.ac.id
Phone
+6281803711284
Journal Mail Official
geoscienceed@unram.ac.id
Editorial Address
Jl. Majapahit No. 62 Mataram
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal)
Published by Universitas Mataram
ISSN : 27232905     EISSN : 27232913     DOI : https://doi.org/10.29303/goescienceedu
Jurnal Pendidikan, Sains, Geologi dan Geofisika (GeoScienceEd Journal): |e-ISSN: 2723-2913, p-ISSN: 2723-2905| diterbitkan 2 (dua) kali dalam setahun (Peride Juni dan Desember) dan dimulai pada bulan Juni 2020 oleh Program Studi Pendidikan Fisika FKIP Universitas Mataram. Artikel dapat diterima dalam Bahasa Indonesia dan Bahasa Inggris. GeoScienceEd merupakan wadah publikasi penelitian pendidikan, sains, geologi dan geofisika. Cakupan dari jurnal ini adalah artikel ilmiah berupa hasil penelitian yang meliputi pendidikan, sains, kebumian, geologi dan geofisika.
Arjuna Subject : Umum - Umum
Articles 1,751 Documents
Strategi Guru dalam Menanamkan Nilai Disiplin dan Tanggung Jawab Anak Usia Dini melalui Pembelajaran Berbasis Karakter di Era Digital di RA Aisyiyah Bolang Kabupaten Enrekang Miftahul Jannah; Yunus Busa; Haerusman; Suparman; Nurwafiqah Amirah Budi
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2339

Abstract

This study aims to describe teachers' strategies in instilling the values of discipline and responsibility in early childhood through character-based learning in the digital era at RA Aisyiyah Bolang, Enrekang Regency. The study used a descriptive qualitative approach with research subjects consisting of the principal, class teachers, and parents of students. Data collection techniques were carried out through observation, interviews, and documentation. Data analysis used the Miles, Huberman, and Saldaña model which includes data condensation, data presentation, and drawing conclusions. The results of the study indicate that teachers' strategies in instilling the values of discipline are carried out through routine habits, role models, positive reinforcement, and the use of educational digital media. Instilling the values of responsibility is done through giving simple tasks, habits of maintaining the cleanliness and tidiness of the learning environment, and the use of digital media that contain moral messages. Supporting factors include teacher commitment, school support, and parental cooperation, while inhibiting factors include uncontrolled use of gadgets at home, differences in parenting styles, and limited use of technology in learning. This study shows that character-based learning combined with the targeted use of digital media can support the formation of discipline and responsibility in early childhood.
AKM-Based Formative Assessment Instrument for Evaluating Critical Thinking Skills in Thermochemisty Learning Aryka Khulayda Mardhatilla; Rudiana Agustini
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2363

Abstract

To support the Independent Curriculum and meet 21st century learning expectations, it is critical to design an assessment system that can measure high-level thinking skills. One of the main challenges is the limited availability of formative assessments based on the Minimum Competency Assessment (AKM) that specifically evaluate critical thinking skills in thermochemistry. The goal of this project is to create a formative assessment tool based on the AKM framework that has strong validity and reliability for assessing the thermochemistry-related critical thinking abilities of eleventh-grade high school students. The ADDIE model served as the guiding framework for the development process. Three professional validators assessed the instrument's theoretical validity, while a sample of 34 eleventh-grade students from SMA Hang Tuah 1 Surabaya participated in empirical testing. The findings reveal that the instrument attained an exceptionally high level of theoretical validity, evidenced by content validity of 93.3%, construct validity of 100%, and language validity of 100%. A Cronbach's Alpha coefficient of 0.950 demonstrated the exceptional reliability and empirical validity of all 20 items. The majority of the items on the test were classified as moderately difficult and had a high capacity for discrimination, demonstrating the instrument's good qualitative qualities.
Flash Card Berbasis Augmented Reality (AR) untuk Minat Belajar Materi Teks Deskripsi Syerilla Intan Narisa Ratih; Nur Samsiyah; Apri Kartikasari HS
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2375

Abstract

Learning Indonesian, particularly descriptive text material, requires instructional media that can present objects concretely so that students can more easily understand and describe the objects being studied. However, the instructional media used in schools are still predominantly conventional, making them less effective in attracting students' interest in learning. This study aimed to develop an Augmented Reality (AR)-based Flash Card learning media for descriptive text material and to determine its feasibility as a learning medium for fifth-grade elementary school Indonesian language instruction. This study employed the Research and Development (R&D) method using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The research was conducted at SDN Teguhan 3, involving 12 fifth-grade students and one classroom teacher as the research subjects. Data were collected through observations, interviews, documentation, expert validation questionnaires, and teacher and student response questionnaires. The results indicated that the AR-based Flash Card learning media was feasible for use in the learning process. This was evidenced by the media expert validation score of 87.5%, the material expert validation score of 97.5%, and the language expert validation score of 97.5%, all categorized as highly valid. The teacher response score of 98% and the student response score of 97% were also categorized as excellent. Therefore, the AR-based Flash Card learning media is considered feasible and practical for enhancing students' learning interest in descriptive text material for fifth-grade elementary school students.
Analisis Kerawanan Longsor dengan Metode Analytical Hierarchy Process (AHP) di Desa Kopi, Kecamatan Bulango Utara, Kabupaten Bone Bolango, Gorontalo Mirdayanti Dachi; Sri Maryati; Noviar Akase
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2466

Abstract

Landslides are common natural disasters in Indonesia, particularly in areas with steep topography and high rainfall. Kopi Village, Bulango Utara District, Bone Bolango Regency, Indonesia, has experienced several landslide events and remains susceptible to future occurrences. This study aims to analyze landslide susceptibility in Kopi Village using the Analytical Hierarchy Process (AHP) integrated with Geographic Information Systems (GIS). The parameters used include slope, rainfall, land use, lithology, and distance from lineaments. The AHP results indicate that slope is the most influential parameter (35%), followed by rainfall (30%), land use (14%), lithology (13%), and distance from lineaments (8%), with a Consistency Ratio (CR) of 0.084. Landslide susceptibility mapping shows that the study area is dominated by the high susceptibility class, covering 3.10 km² (54.34%), followed by the moderate class at 2.05 km² (35.95%) and the low class at 0.55 km² (9.71%). These findings can serve as a basis for landslide mitigation and disaster risk reduction in Kopi Village.
Pengembangan Game Interaktif Ular Tangga berbantuan Genially untuk Meningkatkan Hasil Belajar pada Materi Gotong Royong di Sekolah Dasar Annisa Apriyanti; Lina Novita; Santa
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2468

Abstract

Learning activities in elementary schools are expected to encourage students’ active participation; however, classroom instruction is often still dominated by conventional teaching methods, resulting in low student engagement and less optimal learning outcomes. Therefore, innovative and interactive learning media are needed to create a more meaningful learning experience while improving students’ understanding of the topic of Mutual Cooperation. This study aims to develop a Genially-assisted Interactive Snakes and Ladders Game on the topic of Mutual Cooperation for fourth-grade elementary school students, determine the feasibility of the media, and examine the effectiveness of the media on students’ learning outcomes. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. Data collection techniques included observation, interviews, questionnaires, documentation, as well as pretest and posttest assessments. The data were analyzed using descriptive quantitative analysis and N-Gain calculations. The results showed that the Genially-assisted Interactive Snakes and Ladders Game was categorized as highly feasible based on validations conducted by media experts, material experts, and language experts. Students’ learning outcomes also improved, as indicated by higher posttest scores compared to pretest scores, with an N-Gain result in the high category, indicating that the media was effective for use in learning activities. Therefore, the Genially-assisted Interactive Snakes and Ladders Game can be used as an alternative interactive learning media in elementary schools.  
Minat Baca dan Faktor yang Mempengaruhinya pada Siswa Kelas V Sekolah Dasar Hani Muslihatun Zahro; Varenezza Prastika; Suherli Kusmana
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2469

Abstract

Reading interest is one of the important factors determining students’ learning success in elementary schools. However, various surveys indicate that students' reading interest in Indonesia remains relatively low. This study aimed to describe the reading interest of fifth-grade students at SDN 1 Purwawinangun Cirebon, identify the internal and external factors influencing it, and describe teachers’ efforts to improve students’ reading interest. This research employed a descriptive qualitative approach involving one fifth-grade teacher and 34 fifth-grade students. Data were collected through questionnaires, observations, semi-structured interviews, documentation, and field notes. Data were analyzed using the interactive model of Miles and Huberman, including data reduction, data display, and conclusion drawing. Data validity was ensured through source triangulation, technique triangulation, and member checking. The findings revealed that students’ reading interest tended to be moderate to low. The utilization of reading facilities obtained the lowest score (53.04%), while awareness of the benefits of reading achieved the highest score (83.21%). Internal factors influencing reading interest included intrinsic motivation, reading attention, and enjoyment of reading. External factors included family support, teachers, peers, school facilities, and gadget usage. Teachers have implemented various efforts such as reading habituation programs, classroom reading corners, literacy activities, and reading motivation strategies. This study recommends strengthening collaboration between schools and families and developing more structured literacy programs to enhance elementary students’ reading interest.
Model Procont Games: Inovasi Pembelajaran IPAS untuk Meningkatkan Keterampilan Berpikir Kritis dan Kolaborasi Murid Sekolah Dasar Nidaul Husna; Maimunah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2478

Abstract

This study was motivated by the low levels of student engagement, critical thinking skills, collaboration skills, and student learning outcomes in the IPAS subject. This indicates that the learning model previously used has not been able to create an active learning process or effectively encourage students to think critically and collaborate. This study aims to describe teacher activities and analyze student activities, critical thinking skills, collaboration skills, and student learning outcomes using the Procont Games model. The Procont Games model is a combination of three learning approaches: Problem-Based Learning, Contextual Teaching and Learning, and Team Games Tournament. This study employed a qualitative approach using Classroom Action Research (CAR), conducted over four sessions. The research subjects were fourth-grade students at SDN Benua Anyar 8 in Banjarmasin during the 2025/2026 school year, consisting of 21 students 13 boys and 8 girls. Data collection techniques included observation sheets and written tests, while data analysis was conducted using percentages and classical success indicators. The results of the study show that teacher activity, student activity, critical thinking skills, collaboration skills, and overall learning outcomes reached 100%. It can be concluded that the use of the Procont Games model successfully improved teacher activity, student activity, critical thinking skills, collaboration skills, and learning outcomes in elementary school students’ IPAS (Integrated Natural Sciences) lessons.
Learning Innovation Through the Development of CRT-Based E-LKPD to Train Elementary School Students' Understanding of Concepts and Creativity Moh. Nur Faizi; Andika Adinanda Siswoyo
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2481

Abstract

This research was motivated by the limited availability of teaching materials in schools and their insufficient alignment with students' learning needs, which has contributed to the low level of students' creative thinking skills. Therefore, this study aimed to develop a Culturally Responsive Teaching (CRT)-based E-LKPD for Indonesian language learning to enhance elementary school students' conceptual understanding and creative thinking skills. The developed product was evaluated in terms of its validity, effectiveness, and attractiveness. Product validity was determined through expert validation, while its effectiveness was assessed based on students' conceptual understanding and creative thinking test results. This study employed a research and development (R&D) approach using the 4D model, which consists of the define, design, develop, and disseminate stages. The results of the study show that the percentage of validity of E-LKPD based on learning design validation is 91.7%, teaching material validation is 93.3%, and material validation is 91.7%, all of which are included in the very valid category. The effectiveness is reviewed from the creativity of students classically reaching 100% of students in the minimum creative category, and the completeness of learning outcomes classically reaches 100% with complete criteria. The attractiveness was reviewed from the teacher's response obtained a percentage of 96.7%, while the student response reached 95%, both in the very interesting category. Based on these findings, it was concluded that E-LKPD teaching materials based on Culturally Responsive Teaching in Indonesian language learning to train the understanding of concepts and creative thinking skills of elementary school students were declared valid, effective, and interesting.
Pengaruh Penggunaan Media Interaktif Wordwall terhadap Peningkatan Hasil Belajar Siswa Pada Mata Pelajaran Pendidikan Pancasila di Kelas IV SDN Monta Mila Septian Haryati; Solihin; Angela Berliani Saputri
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2559

Abstract

This study aimed to examine the effect of implementing the Wordwall interactive learning media on the learning achievement of fourth-grade elementary school students in the Pancasila Education subject, particularly on the topic Pancasila within Me. The study was motivated by preliminary classroom observations and teacher interviews conducted at SDN Monta on February 28, 2025, which revealed that students' learning outcomes were relatively low due to the absence of interactive learning media in the instructional process. A quasi-experimental approach employing a nonequivalent control group design was adopted. The study involved a purposive sample of 34 fourth-grade students, equally assigned to an experimental group (Class IV A, n = 17) and a control group (Class IV B, n = 17). Data were collected using an objective multiple-choice achievement test and analyzed through inferential statistics. The findings demonstrated that the implementation of Wordwall significantly improved students' learning outcomes. The experimental group achieved a mean post-test score of 84.71, substantially higher than the control group's mean score of 68.24. Furthermore, the independent samples t-test yielded a significance value (Sig. 2-tailed) of 0.000, which was lower than the significance level of 0.05, confirming a statistically significant difference between the two groups. These findings indicate that the use of Wordwall as an interactive learning medium has a positive and significant effect on improving students' academic achievement in Pancasila Education at the elementary school level. 
Implementasi Model Problem Based Learning (PBL) Berbantuan Video Interaktif untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis Peserta Didik Kelas X Herlin Anisa Sya'bani; Juariah; Riva Lesta Ariany
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2606

Abstract

Mathematical problem solving ability remains a challenge for many students, requiring more engaging learning approaches. This study examined differences in the mathematical problem-solving abilities of Grade 10 students after the implementation of the Problem Based Learning (PBL) model assisted by interactive videos. A quantitative pre-experimental method with a One Group Pretest Posttest Design was employed. The participants were 46 Grade 10 students from a senior high school in Bandung Regency. Data were collected using a validated and reliable essay test administered before and after the intervention. The data were analyzed using the Shapiro Wilk normality test and a paired-sample t-test. The mean pretest score increased from 11.35 to 32.22 out of a maximum score of 50. Statistical analysis revealed a significant improvement in students’ mathematical problem solving abilities after the implementation of the interactive video-assisted PBL model. The findings indicate that integrating interactive videos with PBL can effectively enhance students mathematical problemsolving abilities.