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INDONESIA
Edu Cendikia: Jurnal Ilmiah Kependidikan
ISSN : -     EISSN : 2798365X     DOI : 10.47709/educendikia
Edu Cendikia: Jurnal Ilmiah Kependidikan meliputi hasil kajian ilmiah di bidang pendidikan multi-disiplin ilmu, baik pembelajaran dalam jaringan juga luar jaringan, merdeka belajar, pengembangan metode belajar pembelajaran terkini yang merujuk pada semua tingkat usia dan yang berkaitan dengan kebijakan pendidikan, sistem sekolah juga strategi pembelajaran yang dilakukan oleh guru, dosen maupun peneliti mandiri.
Articles 795 Documents
Integrasi Augmented Reality (AR) dalam Pembelajaran Vocabulary untuk Meningkatkan Motivasi Belajar Bahasa Inggris Mahasiswa: Integration of Augmented Reality (AR) in Vocabulary Learning to Increase Students' English Learning Motivation Purnama, Yulian; Putrayasa, Ida Bagus; Suandi, I Nengah; Wirahyuni, Kadek; Putu Dewi Merlyna Yuda Pramesti
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7879

Abstract

This study aims to test the effectiveness of Augmented Reality (AR) integration in vocabulary learning to improve students' motivation for English learning at UIN Prof. K.H. Saifuddin Zuhri Purwokerto. The study employed a quantitative approach with a nonequivalent control-group quasi-experimental design. Two classes were selected as the experimental group (AR-based learning) and the control group (conventional learning), each receiving pre- and posttests. The intervention consisted of six sessions of AR object- or scene-exploration activities, vocabulary labelling, pronunciation audio, meaning exercises, and contextual tasks in the form of sentence construction and mini-dialogues. Primary data were collected using the ARCS model motivation questionnaire, which covers attention, relevance, confidence, and satisfaction. Supporting data, including class engagement observations and short student reflections, were used to strengthen the interpretation. Data analysis was conducted using descriptive statistics, prerequisite and initial equivalence tests, and ANCOVA to assess the effect of treatment, with the pretest as a covariate, and included effect sizes. The results showed that the AR group had higher posttest motivation scores than the control group, particularly on the attention and relevance dimensions, and also reported greater confidence and satisfaction. These findings indicate that AR can make vocabulary learning more engaging and meaningful and facilitate successful learning experiences through multimodal scaffolding. The implications of this study emphasise the importance of purposeful task design, technical readiness, and classroom management to prevent AR from becoming a distraction. This study recommends the gradual implementation of AR for visually rich vocabulary themes and the use of formative evaluation to sustain learning motivation in higher education. Further research is recommended to examine medium-term vocabulary retention, to examine the roles of digital literacy and prior abilities as moderators, and to compare a more diverse set of blended and flipped models.
Pengaruh Permainan Round of Dragon Snake Rainbow terhadap Peningkatan Kemampuan Berpikir Kritis pada Peserta Didik : The Effect of the Round of Dragon Snake Rainbow Game on Improving Critical Thinking Skills in Students Hafizah, Siti; Rachman, Ali; Sari, Nina Permata
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7884

Abstract

Critical thinking is one of the most important 21st-century skills students need to develop to analyse, evaluate, and make rational decisions. However, in practice, students' critical thinking skills remain low because learning tends to be one-way and lacks exploratory activities. The gap between the demands for developing critical thinking skills and the implementation of learning in schools is the basis for this research. This study aims to determine the effect of the Round of Dragon Snake Rainbow game on the critical thinking skills of eighth-grade students at SMP Negeri 17 Banjarmasin. The study used a quantitative approach within the influence research type. The research subjects were 29 students selected through purposive sampling. The research instrument was a Likert scale questionnaire that had been tested for validity and reliability. Data were analysed using prerequisite tests (normality, homogeneity, and linearity) and hypothesis testing with simple linear regression and a t-test in SPSS. The study results indicate that the Round of Dragon Snake Rainbow game has a positive and significant effect on students' critical thinking skills, with a significance level < 0.05 (p = 0.001) and a t-value (3.707) greater than the t-table (2.052). These findings indicate that educational games can create active, interactive, and enjoyable learning experiences, thereby fostering greater critical thinking among students. These findings indicate that educational games can create active, interactive, and enjoyable learning experiences, thereby fostering greater critical thinking among students. Thus, the Round of Dragon Snake Rainbow game can serve as an alternative medium for guidance and counselling to develop critical thinking skills in schools.
Evaluasi Model Tyler pada Permainan Stairs & Cigarettes terhadap Pemahaman Bahaya Merokok: Evaluation of Tyler's Model on the Stairs & Cigarettes Game on Understanding the Dangers of Smoking Raudah, Zahratul; Sari, Nina Permata; Setiawan, M. Andri
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7889

Abstract

Smoking behavior among adolescents remains a serious problem in the health and education sectors. The low level of students' understanding of the dangers of smoking indicates the need for educational media that can actively involve students in guidance and counseling services. The Stairs & Cigarettes game was developed as an educational game to improve understanding of the dangers of smoking, but its implementation needs to be evaluated systematically. This study aims to evaluate the implementation of the Stairs & Cigarettes game using the Tyler evaluation model by examining the suitability of the objectives formulation, implementation conditions, measurement techniques, and the comparison of pre-test and post-test results regarding understanding the dangers of smoking among adolescents. The study employed a mixed-methods approach with an evaluation research design. The subjects were 34 students of grades X-F of SMA Negeri 9 Banjarmasin. Qualitative data were obtained through interviews with guidance and counseling teachers and analysis of RPL documents.In contrast, quantitative data were collected through pre- and post-test questionnaires assessing understanding of the dangers of smoking, based on the Health Belief Model. Data analysis was conducted using descriptive statistics and a paired-samples t-test. The results showed that the formulation of objectives, the implementation context, the measurement techniques, and the comparison of results were consistent with the principles of the Tyler evaluation model. There was a significant increase in students' understanding of the dangers of smoking after participating in classical guidance services using the educational game Stairs & Cigarettes (p < 0.001). The implementation of the game Stairs & Cigarettes was in accordance with the service's objectives and has the potential to serve as an alternative medium for guidance and counseling, helping increase adolescents' understanding of the dangers of smoking.
Analisis Online Disinhibition Effect pada Perilaku Mahasiswa Jurusan Bimbingan dan Konseling di Media Sosial X: An Analysis of the Online Disinhibition Effect on Guidance and Counseling Students' Behavior on Social Media X Putri, Nur Amalia; Rachman, Ali; Setiawan, Muhammad Andri
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7901

Abstract

Social media X has become a space for students to interact and express their thoughts, feelings, and opinions relatively freely. This condition may give rise to the Online Disinhibition Effect (ODE), namely the tendency for individuals to exhibit more open, impulsive, or less controlled behavior online than in face-to-face interactions. This phenomenon is important to study among Guidance and Counseling (BK) students, who are required to demonstrate communication ethics, self-control, and professionalism across various interaction contexts. This study aims to analyze the Online Disinhibition Effect on the behavior of Guidance and Counseling students at Lambung Mangkurat University on social media X. This study used a quantitative descriptive method. The research sample consisted of 164 students from the classes of 2022, 2023, and 2024, selected via simple random sampling from a population of 279 students. Data were collected using a five-point Likert-scale questionnaire compiled from the six aspects of ODE, as outlined by Suler, and divided into benign and toxic disinhibition. The research instrument was deemed valid, comprising 30 statements, and demonstrated high reliability (Cronbach's Alpha = 0.940). Data analysis was conducted using descriptive statistics. The results showed that students' Online Disinhibition Effect was in the high range, with a tendency toward benign disinhibition over toxic disinhibition. The aspects of solipsistic introjection and dissociative imagination were the most prominent indicators. These findings provide an empirical contribution to the study of BK students' online behavior and have practical implications for the development of Guidance and Counseling education, particularly by strengthening digital literacy, online communication ethics, and the self-regulation of prospective counselors.
Penggunaan Permainan Make & Match untuk Peningkatan Keterampilan Sosial Peserta Didik di SMP Negeri 7 Banjarmasin: The Use of Make & Match Games to Improve Students' Social Skills at SMP Negeri 7 Banjarmasin Apriliya, Amanda; Rachman, Ali; Putro, Hendro Yulius Suryo
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7904

Abstract

An effective learning process is not only limited to achieving cognitive goals, but must also consider the development of students' social skills. Cooperative learning, combined with educational games such as Make & Match, can contribute to achieving this goal. This game is designed to improve social interaction, cooperation, and communication among students. This quantitative quasi-experimental study used a single-group pre-test/post-test design. This study involved 31 8th-grade E students at SMP Negeri Banjarmasin No. 7. Data were collected using a social skills questionnaire that met validity and reliability requirements. Data analysis was conducted using a paired Student's t-test and calculation of effect size (Cohen's d). The analysis showed a significant difference in students' social skills levels before and after the implementation of the "Make & Match" game (p < 0.001). The average social skills score increased from 104.35 in the first assessment to 111.26 in the final assessment. The calculation of effect size resulted in a Cohen's d value of 1.518, indicating a very large effect. Based on the results of this study, it can be concluded that the "Make & Match" game is effective in improving students' social skills, particularly in communication, cooperation, empathy, self-control, and the ability to resolve conflicts constructively. Therefore, this game can be used as an alternative cooperative learning strategy, encouraging active and collaborative learning and contributing to students' character development.