cover
Contact Name
Muhammad Arief Rizka
Contact Email
m.ariefrizka@ikipmataram.ac.id
Phone
+6281803688544
Journal Mail Official
jlppm@ikipmataram.ac.id
Editorial Address
Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Universitas Pendidikan Mandalika (UNDIKMA) Alamat: Jl. Pemuda Nomor 59.A Mataram
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran
ISSN : -     EISSN : 24427667     DOI : 10.33394
Core Subject : Education,
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran (JK) contains scientific articles from research in Education, Teaching and Learning which include : 1. Formal/School Education 2. Nonformal/Community Education 3. Informal/Family Education
Articles 40 Documents
Search results for , issue "Vol. 11 No. 1 (2025): March" : 40 Documents clear
Didactic Design of Cube Nets based on Ethnomathematics of Engklek Game in Elementary School : An Educational Innovation Arisetyawan, Andika; Ariadi, Rika Asterina; Fauzi, Irfan
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.12838

Abstract

The purpose of this research is to develop a didactic design for cube nets based on the ethnomathematics of the Engklek game in elementary schools. This study uses a design research approach using the Didactical Design Research (DDR) method. The participants in this research are 5th and 6th grade students at an elementary school in Serang-Banten. The research goes through three stages: 1) prospective analysis, 2) metapedadidactic analysis, and 3) retrospective analysis. Data collection techniques included tests, observations, interviews, and documentation. Data analysis techniques employed qualitative descriptive analysis based on Miles & Huberman's data triangulation model. The results of this research show that: 1) In the retrospective stage, obstacles such as conceptual errors, principle errors, and verbal errors were identified, which became the basis for creating the hypothetical didactic design, 2) In the metapedadidactic stage, the initial didactic design was developed by integrating the cultural elements of the Engklek game and resulted in a new 2-2-2 pattern, and 3) In the retrospective analysis, the revised didactic design based on the ethnomathematics of the Engklek game with the new 2-2-2 pattern can be used to teach the concept of cube nets in mathematics education. This research aims to develop a meaningful didactic design by incorporating local cultural contexts into mathematics learning in elementary schools. This research has significant implications for education, especially in improving the quality of mathematics learning with didactic designs that utilize cultural context in teaching materials.
Lecturer Competence in The Digital Era : Are Lecturers Able to Utilize Artificial Intelligence-Based Learning Media in The Civic Education Learning Process? Nuryadi, Muhammad Hendri; Widiatmaka, Pipit; Hed, Norhafiza Mohd
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.13008

Abstract

This study aims to explore the competence of lecturers to face the challenges of artificial intelligence, the use of artificial intelligence-based learning media in the learning process of civic education, and the constraints of lecturers in utilizing artificial intelligence-based learning media. This research uses a qualitative approach with descriptive methods and data collection techniques using interviews, observation, and documentation. The subjects in this study are lecturers who teach civic education courses. The data analysis used was content analysis, and this research was conducted at Universitas Sebelas Maret, Indonesia. The results showed that in facing the challenges of the era of artificial intelligence, a lecturer, in addition to having pedagogic, professional, social, and personality competencies, must also have learning and innovation skills, digital literacy skills, and career and life skills. The use of artificial intelligence-based learning media at Universitas Sebelas Maret in the learning process is still relatively less than optimal because there are still some lecturers who do not utilize artificial intelligence technology. The obstacle faced by lecturers in utilizing artificial intelligence-based learning media is that there are still lecturers who cannot operate artificial intelligence technology, so the impact on student learning motivation is reduced. This phenomenon will have implications for the weak civic competence in students, especially civic skills so that they will experience obstacles in facing the development of the times.
Exploring the Altruistic-Integrated Samawa Local Wisdom in Sumbawa’s Scout Movements as A Model of Character Education AR, Rusdianto; Rasyad, Ach; Dayanti, Umi; Zulkarnain, Zulkarnain
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.13378

Abstract

This study aims to explore the the altruistic-integrated Samawa local wisdom in Sumbawa’s Scout Movements as a model of character education. This research used a qualitative approach with a phenomenological method. The data was collected through interviews, observations, and documentary studies. The data analysis technique used the Miles and Huberman model with the following stages: data reduction, data presentation, and conclusion drawing/verification. The findings indicate that the Samawa cultural values are inextricably linked to scout education. Samawa’s indigenous cultural values, which include kerik salamat (abundance of gratitude and faith), to and ila (knowledge and shame), concern for the nation and homeland, mutual values (togetherness), self-care, pamendi and penyadu (obedience to a code of conduct) are closely related to five altruistic characteristics, namely empathy, belief in a just world, social responsibility, internal locus of control, and low egocentrism. These findings indicate that Samawa’s indigenous wisdom, when combined with altruistic components, plays a significant role in learning, both in formal and non-formal education settings. Based on these findings, it can be concluded that various scouting activities, which were accompanied by the cultivation of the noble values of the Samawa culture, were effective in increasing students’knowledge about scouting. The results of the research analysis can serve as a guide for stakeholders interested in enhancing students’ character qualities in Indonesia.
Developing The E-Module of The Cidayu (Chinese, Dayak, and Malay) Community’s Local Wisdom Using Fliphtml5 Software Marhayani, Dina Anika; Kariadi, Dodik; Setyowati, Rini; Mertika, Mertika; Cinda H, Evinna; Suprapto, Wasis; Wulandari, Fajar
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.13415

Abstract

This study aims to develop the E-Module of the Cidayu (Chinese, Dayak, and Malay) community’s local wisdom using Fliphtml5 Software as a learning resource that incorporates cultural insights for students engaged in the foundational concepts of social studies. This study employed the research and development (R&D) method with the ADDIE model, which encompasses five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects of the study were 93 PGSD students in the 4th semester of ISBI Singkawang. The research instruments were questionnaire sheets, media and material expert validation sheets, and learning outcome questions. The data analysis techniques used in this study were qualitative and quantitative data analysis techniques. The research findings showed that the e-module was considered valid with an average value of 77.5% for media experts and 76.5 for material experts. The e-module also received a positive response from ISBI Singkawang PGSD students as seen from the results of the questionnaire responses seen from the appearance aspect getting a score of 75.8%, the ease of use aspect getting a score of 80%, and the usability aspect getting a score of 73.6%, resulting in an average score of 76.5 effectively empowering students to recognize, understand, respond, and engage with the local wisdom of CIDAYU. This study produced a T-count value of 8.236, exceeding the t-table threshold of 1.990. Therefore, it can be concluded that this electronic module can function as an independent learning resource that can be accessed for individual learning, so that it can improve students' learning achievements in terms of learning outcomes.
Development of Ethnoscience-Based Teaching Materials to Improve Students' Scientific Literacy Herayanti, Lovy; Fuaddunnazmi, Fuaddunnazmi; Sukroyanti, Baiq Azmi
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.13429

Abstract

This research aims to produce a product in the form of an ethnoscience-based learning tool to improve the scientific literacy of prospective physics teachers that is valid and effective. The products developed are Student Worksheets (LKMs), teaching materials, and test instruments. This study used the research and development with the 4D model which consists of Define, Design, Develop and Disseminate. Data collection techniques used validation sheets and evaluation tools. The validity of the device data was analyzed using a Likert scale. The validity of the product was assessed by three expert validators. Assessment by validators with valid to very valid criteria. The effectiveness of the teaching materials developed by the researcher can be seen through the improvement of students' scientific literacy based on the results of the N-Gain test after being given a pretest and posttest. The results of this study indicate that the integration of ethnoscience-based teaching materials has a positive impact on improving students' scientific literacy in physics learning. The average pre-test score of 70.48 describes the students' initial understanding before ethnoscience-based learning. After participating in the learning, the average score increased to 83.33 on the post-test, which indicates that the material adapted to the local culture helps in understanding physics concepts more deeply. In addition to the increase in the average score, the N-gain score of 37.56% shows the effectiveness of ethnoscience-based learning in improving scientific literacy at a fairly significant level. This shows that, although there is still room for improvement, this approach has succeeded in increasing students' understanding of physics through the integration of cultural aspects.  
Development of Interactive E-Module to Foster EFL Students’ Critical Thinking in Essay Writing Wardani, Happy Kusuma; Pramartaningthyas, Ellys Kumala; Rohman, Taufiqur; Alimin, Alimin
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.13577

Abstract

This study aims to develop an interactive E-Module to enhance creative thinking among EFL students in academic writing, specifically essay writing. This study used research and development (R&D) with the ADDIE model, which encompasses five stages: Analysis, Design, Development, Implementation, and Evaluation. The subject of this study involved 23 students of the English Language Education Study Program from a state university in Gresik, Indonesia. The research instruments included questionnaires and interviews in the need analysis stage, validation forms in the development stage to obtain review and recommendations from the expert validators, and evaluation questionnaires to discover students’ responses towards the implementation of the E-Module. Data were analyzed using mixed methods of descriptive qualitative and quantitative. The results showed that experts validated E-Module’s high quality, with minor revisions. In addition, students’ responses indicated strong effectiveness, with 83% reporting improved understanding and motivation. Furthermore, experts and students confirmed that the E-Module demonstrated practicality through ease of use and structured progression. Overall, experts and students perceive the interactive E-Modul developed in this study as a valuable tool for fostering critical thinking and independent learning.
Local Wisdom of The Larung Tumpeng Tradition in Telaga Sarangan : A Resource for Learning Biodiversity and Developing Argumentation Skills Wardeny, Catur; Puspitawati, Rinie Pratiwi; Lisdiana, Lisa
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.13585

Abstract

This research aims to develop an e-book that explores biodiversity through the lens of the Telaga Sarangan Larung Tumpeng tradition, integrating local wisdom to enhance students' argumentation skills. Utilizing a development research method, the study follows the ADDIE framework, which consists of analysis, design, development, implementation, and evaluation phases. The data analysis technique employs validation tests and readability assessments for the e-book development outcomes, analyzed using a qualitative descriptive approach. The research utilized an e-book validation sheet evaluated by two lecturers—one an expert in content and the other in educational methods. Additionally, a readability test was conducted using Fry graphs. The validation results yielded an average score of 3.9, categorizing the e-book as very valid. This evaluation took into account various aspects such as presentation validity, content validity, and language validity. Additionally, the practicality of the e-book is evaluated through a readability test, which indicates a reading level appropriate for tenth-grade students. The e-book achieved a readability level of 12, classified as very positive and suitable for its intended audience. The study clearly demonstrated that the e-book focused on biodiversity, grounded in the local wisdom of the Larung Tumpeng tradition at Telaga Sarangan, is both valid and practical for enhancing the argumentation skills of X-grade high school students.
Effectiveness Analysis of Digital Teaching Materials and Assessment for Gadget Based Application by Using Artificial Intelligence Saragih, Lenti Susanna; Darma, Jufri; Siahaan, Sabda Dian Nurani
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.13598

Abstract

This study aims to evaluate the viability and effectiveness of the use of digitalisation of teaching materials and learning assessment of marketing management courses with artificial intelligence based on gadget applications. This study used development research with DDD-E model (decide, design, develop, evaluate). These research subjects were students from the 4th semester of the Business Education Program of Universitas Negeri Medan, with 65 students. Before being put on trial, first the product was put to test to see its validity which will be judged by three experts to measure the eligibility by looking at the material, language, and media. A practicality test was performed to see the usage practicality by looking at the Source aspect, animation aspect, visual aspect, audio aspect, evaluation aspect, and accessibility aspect. Hypothesis test performed by using paired sample T-test with experimental design before-and-after to test the effectiveness of teaching materials and study assessments as to the outcome of before-and-after treatment using teaching materials on digital-based application. The research results showed that using the digitalization of teaching materials and learning assessment of the marketing management course with artificial intelligence before and after treatment results in different learning outcomes, according to the effectiveness test. From the data, it can be seen that there is a strong and significant influence of around 64.2% between before and after the use of teaching materials and digital learning assessments of the dBUSAR application on student learning outcomes. Overall, the role of Artificial Intelligence in student learning has great potential to change the educational paradigm.
Development of Servant Leadership Training Modules to Improve The Performance of Educators and Educational Staff Lestari, Aktivia Ismi; Rondonuwu, Ferdy Semuel; Dwikurnaningsih, Yari
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.13607

Abstract

This study aims to develop a Servant Leadership training module to improve the performance of educators and educational staff. The research employed the research and development (R&D) method using the Borg & Gall model, involving several stages from preliminary research, planning, draft development, initial field testing, and product revision, to implementation testing. Data collection was conducted through observations, interviews, questionnaires, pretests, and post-tests on a small-scale trial with six respondents and a large-scale trial with 30 respondents, including school principals, teachers, and educational staff in Central Lampung. The collected data were analyzed using descriptive analysis and statistical tests. This research resulted in a Servant Leadership training module designed to enhance the performance of educators and educational staff. Qualitative descriptive analysis indicated an urgent need for Servant Leadership training, while quantitative analysis demonstrated the effectiveness of the module, with a significant increase in pretest and post-test scores from 55.0 to 90.6. Expert validation confirmed the module's high feasibility, with a feasibility level of 92%. The main-scale trial also confirmed its feasibility with an 82.9% feasibility level, and the large-scale trial demonstrated a very high feasibility level of 91.2%. This module includes concept introduction, case studies, implementation strategies, reflection, and evaluation. The findings suggest that this module provides a practical solution for supporting the application of Servant Leadership principles and is expected to be effective in improving the performance of educators and educational staff.
Development of A Basic English Board Game on Local Culture as An Interactive Learning Media for Elementary Students in Rural Papua Bawawa, Marni; Purwanti, Ratna; Pertiwi, Sri Ananda
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.13635

Abstract

This study aims to develop a board game as an interactive English learning media for elementary school students in rural Papua. At the elementary level, English has been mandated as a compulsory subject; however, interest and motivation to learn remain low in the rural regions of Papua. The availability of English teaching media that is relevant to the local context of Papua's children is still limited. This research employed the research and development method with the Plomp model, which includes investigation, design, realization, evaluation and revision, and implementation phases. This study involved 15 elementary indigenous Papuan students and 2 teachers. Validation sheets, learning tests, and interview serve as the research instruments. The data were analyzed using descriptive statistics. The results indicate that the board game is feasible to use as an English introduction media for elementary school students in the rural Papua region, especially South Papua. Media validity tests show a score of 84.25%, while practicality validation indicates 76.5% both are in the high category. Additionally, learning outcomes demonstrate that 80% of students perform at a good level, confirming the media's effectiveness. It can be concluded that the Basic English Board Game is a valid and appropriate tool for introducing English to elementary students in the rural regions of South Papua.

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