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Contact Name
Iqbal Faza Ahmad
Contact Email
qobelahmed@gmail.com
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+6285848797379
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nusantara.jurnalpendidikan@gmail.com
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Jl. Waringin Gg. Melati No.02 Kelurahan Karang bendo, Kecamatan Banguntapan, Kabupaten Bantul, D.I. Yogyakarta
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INDONESIA
Nusantara: Jurnal Pendidikan Indonesia
ISSN : 27743829     EISSN : 27747689     DOI : -
Core Subject : Education,
Nusantara: Jurnal Pendidikan Indonesia adalah media terintegrasi untuk komunikasi berkelanjutan terkait temuan-temuan penting penelitian baru terkait pendidikan, antara lain: bidang penelitian pendidikan dalam proses belajar mengajar, pengembangan kurikulum, lingkungan belajar, pendidikan guru, teknologi pendidikan, dan pengembangan pendidikan dan lainnya.
Articles 284 Documents
Pengaruh Permainan Maze Angka Terhadap Kemampuan Membilang Anak Usia Dini: Studi Eksperimental di TK Apriani, Siska; Ilhami, Akmillah
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 2 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i2-14

Abstract

Purpose – This study aims to analyze the effect of the number maze game on the counting ability of children in group B at Al-Hikmah Islamic Kindergarten, East Oku.Method – The research method used is pre-experiment with a one-group pretest-posttest design. The sample in this study was class B2, which consisted of 10 boys and 5 girls selected using purposive sampling. The data collection tools used were observation, test, and documentation, and data analysis using normality test and t-test. Findings – The result of the analysis shows that there is an influence of the number maze game on the counting ability of children in group B using SPSS; the t-test shows a significance value of 0.0001 < 0.05, which identifies a significant improvement in the children’s counting ability. In the pretest and posttest activities, there was a significant improvement, and it can be concluded that the number maze game has an impact on counting ability. Research Implications – The practical implication of this research shows that the number maze game can be applied in early childhood education as an educational game for an effective learning method in improving numerical understanding. The limitation of this study lies in the small number of samples, so that the results of the study can be generalized to a wide population.
Efektivitas Pembelajaran Berdiferensiasi Berbantuan Articulate Storyline 3 dalam Meningkatkan Hasil Belajar Matematika Siswa Sekolah Dasar Putri Febriyanti, Melisa; Humairo, Nur; Rahmawati, Pebriani; Karlingga, Like Dewi; Maghfiroh, Imarotul; Afifah, Nabila Tazkiyyatul; Alhidayah, Nila; Irianto, Apri; Zulfiatus Sholichah, Laila
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 2 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i2-7

Abstract

Purpose – This study aims to analyze the application of differentiated learning assisted by Articulate Storyline 3 media in improving mathematics learning outcomes of class IIIA students at SDN Kebraon II Surabaya. The main problem faced is the low interest and learning outcomes of students in mathematics subjects, so that innovative learning strategies are needed and in accordance with the individual needs of students.Method – This study employed a Classroom Action Research (CAR) method with two cycles conducted in SDN Kebraon II Surabaya. Data was collected through learning outcome tests. Data analysis was conducted using descriptive quantitative methods to observe improvements in student learning outcomes from the pre-cycle to cycle 2, complemented by Wilcoxon Signed Rank Test to assess statistical significance. Findings – The results showed that the application of differentiated learning assisted by Articulate Storyline 3 can improve student learning outcomes. The student’ average score increased from 51.92 (pre-cycle) to 70 (cycle 1) and 83.02 (cycle 2). The Wilcoxon Signed Rank Test revealed significant differences between pre-cycle and cycle 1 scores (p = 0.000 ? 0.05), as well as between cycle 1 and cycle 2 scores (p = 0.000 ? 0.05), confirming a statistically significant improvement. Research Implications – This study suggests that teachers should integrate interactive media Articulate Storyline 3 in differentiated learning to enhance engagement and learning outcomes. However, this study was limited to a small sample size of 26 students, and further research is needed to explore long-term effects on different student demographics.
EFL Students' Perception of Character AI as a Tool to Improve Their Writing Skills: A Qualitative Study Fadhila, Fadhila; Kembaren, Farida Repelita Waty Br.
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 2 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i2-4

Abstract

Purpose – This article aims to explain students' perspectives toward Character AI and how Character AI helps them develop their writing skills and confidence in writing.Method – This article employs a qualitative case study to gather data through questionnaires and interviews, aiming to understand the respondents' perspectives on the application. Findings – The participants concluded that Character AI aids in writing skills by helping them learn new sentences, improve grammar, and understand context, ultimately boosting self-confidence. Survey results show that 33.3% found Character AI significantly contributed to their English sentence acquisition, while 66.7% experienced some linguistic benefits. In terms of grammatical improvement, 33.3% rated it highly effective, 44.4% noted moderate efficacy, and 22.2% reported minimal enhancement. Regarding writing confidence, 33.3% experienced a significant decline, 55.6% a moderate decrease, and 11.1% a marginal drop. Research Implications – This study highlights the potential of artificial intelligence in education, particularly in enhancing students' writing skills. Through questionnaires and interviews, it was found that character AI significantly impacts students' ability to learn new sentences, correct grammar, and understand context, while also boosting their confidence in writing. The research utilized a quantitative methodology with a larger participant group to validate these findings. However, further studies are necessary to explore the real effects of character AI on students' writing, as this technology is still new to them.
E-Modul Interaktif Berbasis Flipbook Maker dalam Pendidikan Multikultural: Integrasi Kearifan Lokal untuk Penguatan Karakter Pancasila Mahasiswa Bolong, Bertolomeus; Lake, Angelina C. O. R.; Maure, Osniman Paulina
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 2 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i2-18

Abstract

Purpose – Multicultural education is very important to strengthen the Pancasila character of students, but the current teaching methods are still theoretical and do not integrate local culture. The purpose of this research is to develop an interactive e-module based on Flipbook Maker for multicultural education courses by integrating the local wisdom of NTT.Method – This study uses the research and development method with the ADDIE development model to design, develop, and test the feasibility of interactive e-modules based on Flipbook Maker. The development process through five stages-analysis, design, development, implementation, and evaluation-was carried out systematically, involving validation by experts and practitioners, as well as descriptive data analysis to assess the quality and feasibility of the e-module. Findings – Validation results showed an average score of 3.307 from media experts, 3.167 from subject matter and language experts, and 3.238 from practitioners, categorizing the e-module as “highly valid” and “valid” with minor revisions. User evaluation yielded an average score of 3.347, confirming that the e-module is suitable for implementation without further revisions. The uniqueness of this e-module lies in its integration of local wisdom from NTT, which has not been incorporated by any previous researchers in the development of multicultural education learning materials. Research Implications – The integration of local wisdom into digital learning media can improve understanding of multicultural education and strengthen students' Pancasila character. Flipbook Maker-based e-modules provide innovative solutions to educational challenges in the digital era. However, its implementation is limited to one university, limiting generalization. In addition, technology access constraints affect effectiveness, and the long-term impact on students' Pancasila character remains unmeasured.
Transformasi Sikap Profesional dan Karakter Tangguh Siswa: Studi Empiris di SMA Happy Family School Surabaya Subadi, Lucky Cahyana; Tjahjono, Laura Mahendratta; Budidharmanto, Lexi Pranata; Wahyudi, Julietta Cesilia; Purwadi, Kezia Victory
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 2 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i2-10

Abstract

Purpose – This study aims to enhance students’ professional attitude and resilience by focusing on key competencies such as communication, leadership, problem-solving, time management, collaboration, and professional ethics. These skills equip students to adapt and compete in dynamic environments.Method – This study adopts an adapted classroom action research approach with a limited trial, focusing on quantitative assessment. Unlike traditional CAR, this study emphasizes a single intervention phase, using pre-tests and post-tests to evaluate students’ professional attitudes and resilience through an eight-item test. Data analysis was conducted using SPSS for comparative hypothesis testing. Findings – The results indicate no significant difference between students' pre-test (3.52) and post-test (3.45) scores, and as shown by the paired sample t-test p-value (0.654 > 0.05), the intervention did not lead to a statistically significant improvement. Several factors contributed to the lack of progress in students’ understanding of professionalism and resilience, including inadequate structured guidance (scaffolding), the absence of reflective sessions after industry visits, and limited discussions on pre-test results. Research Implications – This study highlights that the success of experience project learning in enhancing students' professional attitudes and resilience depends on structured scaffolding. Teachers and mentors must provide systematic guidance throughout the learning process. This study’s limitation is its small sample size at Happy Family High School, which may affect generalizability to other institutions with different student demographics and learning environments.
Finger Painting dan Perkembangan Motorik Halus Anak: Studi Pra-Eksperimen di Raudhatul Athfal Wahyuni, Ayu Tri; Sumarni, Sri
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 2 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i2-15

Abstract

Purpose – This study aims to improve fine motor development in children aged 4-5 years through finger painting activities. Using a quantitative approach with a one-shot case study design, involving 17 children at Raudhatul Athfal Nurul Falah Baturaja.Method – Using a quantitative research design, with test instruments as the main tool for data collection. This study used a post-test to assess the improvement of fine motor skills involving 17 children at RA Nurul Falah. using the purposive sampling technique and using statistical tests with the help of SPSS, namely, the t-test, validity test, and reliability test. Findings – The results showed a significant increase in children's fine motor skills. The results of statistical tests using the t-test show a significant increase, where the t-count value of 4.08 is greater than the t-table value of 1.746, so Ho is rejected, and Ha is accepted. This finding confirms that finger painting acts as an effective sensory stimulation medium in improving children's fine motor skills. Research Implications – These findings provide empirical evidence that finger painting can be used as a neuromuscular development connection that can strengthen hand-eye coordination in early childhood. If children are involved in finger painting activities regularly, the development of small muscles in the hands and fingers will increase optimally. If finger painting is integrated into the PAUD curriculum, there will be an increase in children's readiness in writing and drawing when entering primary education.
Pengembangan Augmented Reality Card Berbasis Morfologi Pisang untuk Pembelajaran Keanekaragaman Hayati di SMA Bakari, Iswanto; Kandowangko, Novri Youla; Akbar, Muh Nur; Febriyanti, Febriyanti; Mustaqimah, Nur
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 2 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i2-19

Abstract

Purpose – This study aims to describe the validity and practicality of augmented reality card media on biodiversity material for class X students of SMA Negeri 1 Telaga Biru, based on morphological studies of bananas (Musa spp).Method – This research used the research and development (R&D) method with the PLOM model. The media was developed using Assembler and Canva applications. Findings – The learning media developed in this research is in the form of augmented reality (AR) cards designed to improve students' understanding through interactive visualization of three-dimensional objects. This media combines print elements with digital technology, thus providing an interesting, contextual, and easy-to-understand learning experience. The results of the validity test showed that the media expert's assessment obtained an average score of 80% in the “Valid” category, while the material expert gave an average score of 85%, which was included in the “Very Valid” category. Overall, the average validity of the media reached 82% and was categorized as “very valid.” The practicality of the media was tested through teacher and learner response questionnaires, each of which obtained an average score of 95% and 89%, so that the total practicality reached 92% in the “Very Practical” category. Research Implications – Based on the results of the validity and practicality tests, the augmented reality card media is considered very valid and very practical, so it is feasible to use as a biology learning media, especially in high school biodiversity material.
Pengaruh Kegiatan Bermain Pasir Kinetik Terhadap Keterampilan Motorik Halus Anak Usia 4-5 Tahun: Studi Kuantitatif di RA Nurul Huda Rahmawati, Wilujeng Rizki; Sumarni, Sri
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 2 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i2-12

Abstract

Purpose – This study aims to determine the effect of playing with kinetic sand on the fine motor skills of children aged 4-5 years. Using a quantitative approach with a one-group pretest-posttest design, involving 10 children at RA Nurul Huda Lubuk Raja.Method – A quantitative research design was used, with test instruments as the main tool for data collection. This study used pre-test and post-test comparisons to assess the improvement of fine motor skills involving 10 children at RA Nurul Huda, complemented by paired T-test samples to measure the effectiveness of the intervention. Data analysis was conducted to determine whether the use of kinetic sand can make a significant contribution to children's fine motor skills. Findings – The results showed a significant improvement in children's fine motor skills. The pretest average value of 44% increased to 86.5% in the posttest, which showed an increase in student skills by 42.5%. The statistical test results using the t-test showed a significant increase, whereas the calculated t value of 3.54 was greater than the t-table value of 1.83. This finding confirms that kinetic sand acts as an effective sensory stimulation medium in improving children's fine motor skills. Research Implications – These findings provide empirical evidence that kinetic sand can be used as an effective instructional strategy to improve students' fine motor and thinking skills. This study supports the development of structured project-based educational practices to achieve more optimal cognitive outcomes.
Optimalisasi Media Sort & Match Board untuk Meningkatkan Motivasi Belajar Siswa Sekolah Dasar: Penelitian Tindakan Kelas Aziz, Abdul; Yayuk, Erna; Astutik, Sri
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 2 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i2-16

Abstract

Purpose – This study aims to enhance the motivation and learning outcomes of 4th-grade students at SDN Ngaglik 01 Kota Batu through the implementation of the Sort & Match Board learning media. This medium integrates physical and cognitive activities to actively involve students in the learning process, thereby fostering academic improvement.Method – The research employed Classroom Action Research (CAR) using the Kemmis & McTaggart model, which includes the stages of planning, implementation, observation, and reflection. The study was conducted from November 14 to December 13, 2024, involving 23 fourth-grade students. Data was collected through observation, interviews, questionnaires, documentation, and analysis of student learning outcomes. Findings – The results revealed a significant improvement in both student motivation and academic performance. The proportion of motivated students increased from 21.7% in Cycle I to 100% in Cycle II, while the average test score rose from 60.43 to 85.57. A paired sample t-test confirmed the statistical significance of this improvement (p < 0.05). Enhancements in the visual design and instructional clarity of the media were identified as contributing factors to increased student engagement. Research Implications – The findings suggest that interactive learning media can effectively boost student motivation and academic outcomes. Nevertheless, the study's generalizability is limited by its small sample size and specific context. Future research is recommended to investigate the application of the Sort & Match Board across various subjects and educational levels.
Model Kepemimpinan Partisipatif Vroom-Yetton dalam Meningkatkan Keterlibatan dan Pengambilan Keputusan di Lembaga Pendidikan: Sebuah Kajian Literatur Asyibli, Basri; Sarmain, Sarmain; Syarifudin, Encep; Lugowi, Rifyal Ahmad
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 2 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i2-11

Abstract

Purpose – This study aims to explore the application of the Vroom-Yetton Participatory Leadership Model in improving the involvement and effectiveness of decision-making in educational institutions. Because education has a crucial role in producing human resources who can overcome various social problems, and effective leadership in educational institutions is essential to create a productive and innovative learning environment.Method – The method used was a literature review, by collecting and analyzing the literature from various relevant sources, regarding the Vroom-Yetton Model, participatory leadership, and decision-making in an educational context. Includes journal articles and books published between 2015 and 2025, consisting of 18 articles and 3 relevant books. Findings – The study analyzed 21 academic literature that discussed the application of the Vroom-Yetton model in the education sector, with key findings that the application of this model can improve decision quality, decision acceptance rates, and satisfaction with decision-making processes among stakeholders. The Vroom-Yetton model also encourages the development of students' social and leadership skills, as well as creating a more collaborative and responsive learning environment. Research Implications – The implications of this study emphasize the importance of adopting a participatory approach in educational leadership to achieve high-quality learning goals. In addition, this study identifies the need for training for school principals in implementing this model effectively. Further research is needed to explore the application of the model in a broader context in various educational institutions, as well as to identify the factors that influence the successful implementation of this leadership model.