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Zuhar Ricky
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de_journal@undhari.ac.id
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+6285363064647
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INDONESIA
Dharmas Education Journal (DE_Journal)
ISSN : 27467732     EISSN : 27227839     DOI : -
Core Subject : Health, Education,
DE_JOURNAL (Dharmas Education Journal) merupakan jurnal ilmiah yang diterbitkan oleh Fakultas Keguruan dan Ilmu Pendidikan Universitas Dharmas Indonesia, dan sebagai sarana publikasi hasil penelitian serta berbagi perkembangan ilmu tentang pendidikan. Jurnal ini memuat artikel yang belum pernah dipublikasikan sebelumnya yang berupa artikel hasil penelitian ataupun penelitian terapan, artikel telaah yang berkaitan dengan perkembangan ilmu pendidikan. Jurnal ini terbit 2 kali dalam setahun yaitu bulan Juni dan Desember. DE_JOURNAL merupakan jurnal ilmiah yang berisi tentang hasil penelitian, kajian mendalam, gagasan atau inovasi pada bidang ilmu pendidikan. Gagasan yang berasal dari para peneliti yang berada pada sektor pendidikan diharapkan dapat memberikan kontribusi positif pada dunia pendidikan. Fokus utama dari jurnal ini ialah : Pendidikan Karakter Gagasan dalam Pendidikan Pendidikan Berkebutuhan Khusus Kurikulum dan Teknologi Pendidikan Manajemen dan Kepemimpinan Pendidikan Bimbingan dan Konseling Pendidikan Multikultural Pendidikan Anak Usia Dini Pendidikan Guru Sekolah Dasar Pendidikan Bahasa Inggris Pendidikan Jasmani, Kesehatan dan Rekreasi Pendidikan Matematika Pendidikan Bahasa Indonesia Psikologi Pendidikan Belajar dan Mengajar Evaluasi dalam Pendidikan
Arjuna Subject : Umum - Umum
Articles 480 Documents
Speech Acts Analysis In The Fantasy Movie “Godmothered” Turnip, Gresy; Hutauruk, Bertaria Sohnata; Purba, Rudiarman
Dharmas Education Journal (DE_Journal) Vol 6 No 1 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i1.1813

Abstract

Fantasy films often present imaginative storylines that explore the interpretation of magic in the real world. However, viewers frequently struggle to understand the meaning behind the characters' utterances and the actions resulting from these dialogues. This study analyzed the fantasy film Godmothered to explore how the use of magic in the real world generates actions through speech acts in the characters' dialogues. The aim of this study was to identify and analyze the different types of speech acts in the film, as well as their role in character development and thematic expression. Using (Yule, 2022) theory of speech acts, which categorizes speech acts into five types, this qualitative descriptive research focused on two main characters and analyzed their dialogues through the transcript of their conversations. The results revealed that three types of speech acts were most prominent in the film: representative acts (informing, stating, expressing opinions, rejecting, and confessing), expressive acts (requests, expressions of happiness, greetings, anger, offers, warnings, and apologies), and directive acts (requests, expressions of happiness, greetings, anger, offers, warnings, and apologies). This study highlights the significance of speech acts in understanding character dynamics and the thematic structure of fantasy films.  
Pengembangan Instrumen Evaluasi IPA Berbasis Platform Wordwall Untuk Siswa Kelas VI SDN 7 Manukaya Pada Materi Tata Ulan Dari, Ni Komang Ayu; Numertayasa, I Wayan; Pradnyana, Putu Beny
Dharmas Education Journal (DE_Journal) Vol 6 No 1 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i1.1815

Abstract

This study aims to: (1) Determine the needs of teachers in implementing a science learning evaluation instrument based on the Wordwall educational game on the solar system material in class VI of SD N 7 Manukaya; (2) Determine the prototype of the Wordwall-based evaluation instrument that was developed; and (3) Determine the validity of the instrument. This study uses the Research and Development (R&D) method with the following stages: (1) potential and problems, (2) data collection, (3) product design, (4) design validation, and (5) revision. Data collection techniques include closed questionnaires, structured interviews, observation, and documentation, with the research subjects being teachers and students of SD N 7 Manukaya and the object being the learning evaluation instrument. Validation was carried out by three experts. The results of the study show that: (1) Teachers really need a web-based evaluation instrument because written evaluations tend to be boring for students; (2) The prototype was developed in the form of an interactive quiz with 25 questions displayed through an educational game on the Wordwall platform; (3) The validation results show an average score of 86, which is included in the valid category. Thus, this instrument is worthy of being used as an alternative to interesting and enjoyable learning evaluation.
Efektivitas Pembelajaran Game Based Learning Menggunakan Baamboozle Terhadap Prestasi Belajar Ekonomi Siswa Kelas XI SMAN 1 Kalitidu Adelia, I’is; Astuti, Rika Pristian Fitri; Puspananda, Dian Ratna
Dharmas Education Journal (DE_Journal) Vol 6 No 1 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i1.1819

Abstract

This study aims to examine the impact of a game-based learning model utilizing the Baamboozle platform on students’ academic achievement in Economics. A quantitative approach was employed using a quasi-experimental design, specifically the One-Group Pretest-Posttest Design. The participants consisted of 34 eleventh-grade students from SMA Negeri 1 Kalitidu. Data collection techniques included learning outcome tests (pretest and posttest), classroom observations, and documentation. Descriptive statistical analysis revealed an increase in students’ average scores from 51.32 (pretest) to 88.09 (posttest). The normality test confirmed that the data were normally distributed (sig. = 0.200), and the paired sample t-test indicated a statistically significant difference between pretest and posttest scores (sig. = 0.001, p < 0.05). Additionally, the average gain score of 0.76 fell into the high category, signifying a substantial improvement in learning outcomes. These findings suggest that implementing game-based learning through Baamboozle significantly enhances students’ academic performance and can serve as an effective, engaging instructional strategy aligned with the demands of modern education.
Efektivitas Metode Timeline Berbasis QR Code dalam Meningkatkan Pemahaman Siswa pada Mata Pelajaran Sejarah Kebudayaan Islam Hidayat, Rizan Rudiana; Nurhidayat, Nurhidayat; Pratomo, Herdianto Wahyu
Dharmas Education Journal (DE_Journal) Vol 6 No 1 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i1.1828

Abstract

Sejarah Kebudayaan Islam ialah mata pelajaran yang mempelajari terkait peristiwa-peristiwa yang terjadi di masa lampau. Pembahasannya yang kompleks dan banyak membuat siswa kesulitan dalam memahami dan mempelajari mata pelajaran tersebut. Metode penelitian yang digunakan ialah Penelitian Tindakan Kelas (PTK) yang mengacu pada model Kemmis & Taggart yang dalam pelaksanaannya terdiri dari empat tahapan yaitu perencanaan, tindakan, pengamatan, dan refleksi yang terdiri dari dua siklus. Pengumpulan data diperoleh secara kuantitatif dari hasil tes (skor pre-test dan post-test) dan non tes (observasi dan dokumentasi). Teknik analisis yang digunakan ialah analisis deskriptif kuantitatif yang menyajikan data penelitian melalui tabel dan grafik untuk mendeskripsikan hasil tindakan yang telah dilaksanakan. Pengumpulan data diperoleh secara kuantitatif dari hasil tes (skor pre-test dan post-test) dan non tes. Hasil dari penelitian menunjukkan metode timeline berbasis QR Code efektif dalam meningkatkan pemamahan siswa. Hal ini dibuktikan dengan nilai rata-rata siswa yang meningkat dari 67,24 pada saat pra siklus meningkat menjadi 89,24 pada siklus II. Dan presentase ketuntasan klasikal dari 24% pada saat pra siklus meningkat menjadi 96% pada siklus II. Hal ini menunjukkan bahwa metode timeline berbasis QR Code efektif dalam meningkatkan pemahaman siswa pada mata pelajaran Sejarah Kebudayaan Islam.
Implementasi Pemanfaatan Teknologi Untuk Pembelajaran Inovatif Di Lingkungan Sekolah Dasar Alindra, Afridha Laily; Afrilia, Afrilia; Hendranti, Alfia Habwah; Deli Setiasari; Handayani, Isna; Syifa, Miana; Pratiwi, Putri Anandika; Layla, Tristia
Dharmas Education Journal (DE_Journal) Vol 6 No 1 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i1.1831

Abstract

Efforts to improve the quality of learning in primary schools today cannot be separated from the contribution of digital learning media. Technology can make learning more engaging and interactive for students. It supports them in developing creative and innovative skills, which are indispensable to face challenges in the ever-advancing digital age. The purpose of this study is to implement the utilization of technology to improve the quality of learning in primary schools. This research applied a mixed approach with descriptive method, combining quantitative and qualitative data to gain a more comprehensive insight. Data collection was conducted through questionnaires given to students to assess the extent to which technology is used in the learning process, in-depth interviews with teachers to get their viewpoints and experiences, and a literature review that strengthens the theoretical basis. The research findings show that the majority of students are at a moderate to high level of technology use, while teachers and schools are proactively implementing various methods to integrate technology in teaching, although they still face challenges such as lack of facilities and understanding from students. This study provides practical recommendations for schools and policy makers in maximizing technological innovation for the betterment of basic education quality.
Unsur Kebudayaan dalam Karya Sastra Anak: Novel Mata Di Tanah Melus Arsyad, M. Ziyan Takhqiqi
Dharmas Education Journal (DE_Journal) Vol 6 No 1 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i1.1838

Abstract

Penelitian ini bertujuan mengkaji unsur-unsur kebudayaan dalam novel anak Mata di Tanah Melus. Penelitian ini menggunakan metode penelitian kualitatif dengan pendekatan antrolopologi sastra. Novel Mata di Tanah Melus berlatar di kabupaten Belu yang dihuni oleh suku Melus. Penelitian ini mengkaji tujuh unsur kebudayaan meliputi; bahasa, sistem teknologi, pengetahuan, sistem kemasyarakatan, mata pencaharian, unsur religi, dan kesenian. Antropologi sastra dipilih sebagai pendekatan penelitian yang menjadikan novel sebagai mimetik (tiruan) untuk mengkaji unsur-unsur kebudayaan dalam novel. Peneliti mengumpulkan data dimulai dengan membaca novel berulang-ulang, mencatat data-data penelitian, kategorisasi/mengklasifikasi, dan kemudian memberi kode pada data yang ditemukan dalam novel untuk dilakukan analisis data. Setelah menganalisis data dari novel Mata di Tanah Melus dapat ditemukan gambaran representatif unsur-unsur kebudayaan tersebut berupa monolog, dialog, atau narasi yang berkaitan dengan suku Melus.
EVALUASI PROGRAM MUHADAROH DI SMK NEGERI 4 PAYAKUMBUH DENGAN MODEL EVALUASI CIPP Haruna, Dennis; Rifki, Ahmad; Rusyunizal, Dori; Nadir, Nadir; Ilmi, Darul
Dharmas Education Journal (DE_Journal) Vol 6 No 1 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i1.1839

Abstract

The Muhadaroh Program at SMK Negeri 4 Payakumbuh is an extracurricular activity aimed at developing students' public speaking skills and character, but its effectiveness has never been systematically evaluated. This study focuses on evaluating the Muhadaroh program using the CIPP model (Context, Input, Process, Product) to determine the relevance, resource readiness, implementation, and overall outcomes of the program. The research method employs a quantitative approach with data collection techniques including questionnaires, observations, and interviews with students and program instructors. The evaluation results indicate that in terms of context, the program is highly relevant to students' needs; in terms of input, the program is supported by adequate resources but not yet optimized; the process aspect shows routine implementation but not yet maximized student participation; and in terms of product, the program has a positive impact on students' self-confidence and communication skills, although not yet evenly distributed. In conclusion, Muhadaroh is a strategic program worthy of further development through enhanced teacher training, provision of supporting facilities, and a sustainable evaluation system to ensure equitable and comprehensive outreach to all participants.
Analisis Kebutuhan Media Board Game untuk Membiasakan Kemampuan Literasi Siswa Kelas III SD Salma, Salma Annazhira; Usman, Herlina; Yunus, Mahmud
Dharmas Education Journal (DE_Journal) Vol 6 No 1 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i1.1841

Abstract

This research aims to analyze the need for the development of board game media as an innovative solution to optimize the literacy skills of third-grade elementary school students, which is driven by the low interest and literacy skills in Indonesian language learning. The low literacy skills are caused by a lack of student motivation and concentration, as well as less varied teaching methods, leading to boredom and a decrease in active student participation in the learning process. This research was conducted at SDN Rawamangun 12 using the Research and Development (R&D) method with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. Data collection was conducted through observation, in-depth interviews, and documentation studies involving third-grade homeroom teachers and students as research subjects. The needs analysis shows that to familiarize students with literacy skills, interactive learning media is needed to increase student engagement, and students are more interested in visual and game-based learning. Therefore, media packaged in the form of a board game can be an innovative solution to optimize students' literacy skills. Therefore, with this research, it is hoped that it can contribute to the development of creative learning media and optimize students' literacy skills.
Penerapan Model Cooperative Tipe Number Head Together (NHT) Berbantuan Media Visual Untuk Meningkatkan Hasil Belajar IPA Siswa Kelas IV SD Negeri 2 Nongan Suciarmini, Ni Made; Suardana, I Putu Oka; Sudirman, I Nyoman
Dharmas Education Journal (DE_Journal) Vol 6 No 1 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i1.1843

Abstract

This study aims to improve the learning outcomes of natural science or science of grade 4 students of SD Negeri 2 Nongan by implementing a cooperative learning model of the number head together type or which can be abbreviated as nht and using visual media assistance. This study began with the low learning outcomes of students which can be seen from their test scores which are still below the achievement criteria. By using visual media assistance about the form of matter and also its changes in the first cycle, the initial action was carried out by grouping young students where the researcher used one image media to discuss material related to the form of matter and also its changes. The evaluation results showed that the completeness of student learning outcomes was still relatively low where the average value was only 6. In the second cycle which was carried out using larger media and also comparing student worksheets or which can be abbreviated as LKPD, this showed that there was an increase in the average science learning outcomes to 83.5 with classical completeness reaching 88.2%, which exceeded the maximum completeness value of 80%, therefore the researcher concluded that using the NHT model was very effective in encouraging student motivation to be able to increase their self-confidence and be able to improve understanding of the material and also be able to improve student learning outcomes.
Implementasi Nilai-Nilai Aswaja An-Nahdliyah Dalam Menangkal Radikalisme Di Mts Berbasis Pesantren (Studi Kasus Di Mts Riyadul Huda Majalengka) Wahid, Ade Tubagus Hasim Abdurrahman; Kibtiyah, Asriana
Dharmas Education Journal (DE_Journal) Vol 6 No 1 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i1.1874

Abstract

Penelitian ini bertujuan untuk mendeskripsikan implementasi nilai-nilai Aswaja An-Nahdliyah dalam menangkal radikalisme di Madrasah Tsanawiyah Riyadul Huda Majalengka, sebuah madrasah yang berbasis pesantren. Maraknya penyebaran paham radikalisme berbasis agama menuntut lembaga pendidikan, khususnya madrasah, berperan aktif dalam membangun karakter siswa yang moderat, toleran, dan cinta damai. Penelitian menggunakan pendekatan kualitatif dengan teknik pengumpulan data melalui wawancara, observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa implementasi nilai-nilai Aswaja, seperti tawasuth, tasamuh, tawazun, dan i’tidal, dilakukan melalui pembelajaran formal, pembiasaan dalam kehidupan sehari-hari di lingkungan madrasah, serta melalui kegiatan ekstrakurikuler. Implementasi ini berimplikasi positif dalam membentuk sikap keagamaan siswa yang moderat dan menumbuhkan ketahanan ideologis terhadap pengaruh paham radikal. Keberhasilan implementasi dipengaruhi oleh dukungan kuat dari pimpinan madrasah, guru Aswaja, serta lingkungan pesantren yang kondusif, meskipun masih menghadapi tantangan dalam penguatan pemahaman siswa secara berkelanjutan.