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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 857 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 Yulian Purnama; Ida Bagus Putrayasa; I Nengah Suandi; Kadek Wirahyuni; 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 Siti Hafizah; Ali Rachman; Nina Permata Sari
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 Zahratul Raudah; Nina Permata Sari; M. Andri Setiawan
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 Nur Amalia Putri; Ali Rachman; Muhammad Andri Setiawan
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 Amanda Apriliya; Ali Rachman; Hendro Yulius Suryo Putro
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.
The Reading Competency Test for Indonesian History-Major Students Dinar Martia Azizah
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 6 No. 01 (2026): Call for Papers April 2026
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v6i01.7928

Abstract

The development of English language skills among students in the History Education program predominantly focuses on reading. To assess their reading ability, a reading competency test is administered, requiring students to respond to and construct answers. The objective of this study is to describe the various types of reading competency tests for Indonesian students majoring in history. Research is descriptive and qualitative. The study was conducted at a teacher-training and educational sciences institute that offers a History Education program. Data were collected through analysis of documents related to English-language learning assessments administered to first-semester students. The data analysis employed an interactive model comprising data condensation, data presentation, and drawing conclusions and verifying them. The results of the study indicate that reading competency tests requiring a response can be administered through multiple-choice questions. Based on the provided text, students are asked to determine which statements align with the text and which do not by selecting one of the provided answer choices. In tests that require constructing answers, students are given open-ended questions to stimulate critical thinking.Additionally, students are asked to paraphrase a text and summarize chapters from books. All test materials are sourced from world and Indonesian history textbooks, research articles, brochures of historical sites, and annual agendas from the Department of Culture and Tourism, all written in English. The assessment criteria for the reading competency test requiring constructed responses include content completeness (information), vocabulary, grammar, cohesion, coherence in paragraph construction, and, if the test is conducted orally, pronunciation and fluency. Selecting English test materials that align with students' academic disciplines is one implementation of the ESP (English for Specific Purposes) concept. Although the tests primarily assess students' reading comprehension, this does not mean other skills are neglected.
Pengaruh Komunikasi Interpersonal Guru terhadap Perilaku Belajar Siswa Beragama Buddha: The Influence of Teachers' Interpersonal Communication on the Learning Behavior of Buddhist Students Tejo Ismoyo; Uswatun Khasanah; Taridi Taridi
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 6 No. 01 (2026): Call for Papers April 2026
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v6i01.8018

Abstract

Teacher interpersonal communication is an important component of learning that shapes teacher-student interactions. The quality of effective communication can influence students' learning behavior in attention, participation, discipline, and academic responsibility. Observations at Pelita Bangsa Elementary School found suboptimal student learning behavior, including low concentration, low participation, and poor discipline. This condition indicates the importance of examining the influence of teacher interpersonal communication on the learning behavior of Buddhist students. This study aims to analyze the levels of teacher interpersonal communication and Buddhist student learning behavior, and the influence of teacher interpersonal communication on student learning behavior at Pelita Bangsa Elementary School. This study used a quantitative, correlational design through field research. The sample consisted of 38 Buddhist students. Data were collected using a Likert-scale questionnaire that had been tested for validity and reliability. The reliability test showed a Cronbach's Alpha of 0.975 for teacher interpersonal communication and 0.981 for learning behavior. Data analysis used simple linear regression and product-moment correlation with SPSS. The results of the study showed t = 7.740 > t table = 1.688 (p < 0.05), a correlation coefficient (R) of 0.790, and a determination coefficient (R²) of 0.625. Teacher interpersonal communication accounted for 62.5% of student learning behavior, while other factors influenced 37.5%. In conclusion, teacher interpersonal communication has a positive and significant influence on the learning behavior of Buddhist students at Pelita Bangsa Elementary School. It is an important factor in optimizing learning.
Investigating the Effectiveness of the Treffinger Learning Model in Teaching English: An Experimental Research Baihaqi Baihaqi; Rahmah Fithriani; Pardi Pardi
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 6 No. 01 (2026): Call for Papers April 2026
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v6i01.8046

Abstract

Teaching of narrative writing requires instructional approaches that promote creativity and higher-order thinking. The treffinger learning model, which consists of Basic Tools, Practice with Process, and Working with Real Problems, offers a structured framework for developing students’ creative thinking in writing. This study investigated the effect of the Treffinger Learning Model on students’ narrative writing skills. A quasi-experimental design was employed involving two eighth-grade classes (N = 52) from a junior high school, assigned as an experimental group and a control group. Data were collected through pretest and posttest writing assessments in the form of essay tasks. The results showed that students’ initial writing ability was relatively low, with mean pretest scores of 34.42 (experimental) and 29.12 (control). Following the intervention, the experimental group demonstrated a substantially higher improvement, achieving a mean posttest score of 84.27, compared to 71.04 in the control group. The findings indicate that the Treffinger Learning Model contributes positively to the development of students’ narrative writing skills. This study highlights the pedagogical value of creativity-based learning models in English language classrooms.
Pesantren-Based School Quality Management: Innovative Strategies towards Superior Accreditation Abdullah Yaqin; Moh. Rofiki
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 6 No. 01 (2026): Call for Papers April 2026
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v6i01.8095

Abstract

Madrasah that is integrated with the dynamics of pesantren in the demand to maintain Islamic values while meeting the National Education Standards in order to maintain the title of superior accreditation. This condition requires targeted quality management as a strategic step so that the quality of education remains guaranteed systemically and sustainably. This study applied a qualitative approach with a single case study plan. Data collection was carried out through in-depth interviews, participatory observations, and document reviews involving madrasah heads, deputy madrasah heads, educators, students, and pesantren managers. The data analysis process refers to the Miles and Huberman model which includes data reduction, data presentation, and conclusion drawn. The findings of the study show that the desire for superior accreditation is formed through the integration between the formal mutual guarantee system and the pesantren culture that gives birth to a sustainable mutual culture. The integration between academic governance and the internalization of religious values is a key factor in maintaining consistency between institutional elements. Theoretically, this study offers an integrative model that combines the SPMI structural approach and the cultural TQM approach in the context of pesantren-based madrasas. Practically, the results of this study provide an operational framework for madrasah leaders and pesantren managers in harmonizing quality planning, cultural discipline-based supervision, and evaluation that includes academic aspects and character building. The integration between the formal madrasah system and the culture of pesantren is the main determinant in maintaining quality consistency and maintaining superior accreditation in an adaptive and sustainable manner.
Pemanfaatan Flipbook dalam Mengemas Materi Teks Deskripsi Berwawasan Budaya Daerah Kelas X: Utilization of Flipbooks in Packaging Descriptive Text Material with Regional Cultural Insights for Class X Suherlinda Suherlinda; Malan Lubis; Abdurahman Adisaputera; Wisman Hadi; Mara Untung Ritonga; Syairal Fahmy Dalimunthe; Safinatul Hasanah Harahap
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 6 No. 01 (2026): Call for Papers April 2026
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v6i01.8124

Abstract

Indonesian language learning for tenth-grade high school (SMA/SMK) students still faces challenges in presenting descriptive text material that is engaging, interactive, and contextual. The material is generally presented through conventional printed textbooks and lacks integration of interactive visual elements and local wisdom. This condition results in low student interest and understanding of the material. In fact, various studies have shown that integrating digital technology and regional cultural content can increase student engagement and learning experience. However, the development of interactive flipbooks that combine descriptive text with regional cultural insights remains limited. This study aims to develop digital flipbook learning media with regional cultural insights for tenth-grade students. The method used is research and development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The feasibility test was conducted through validation by media and material experts, as well as user testing with students. The results showed that the developed flipbook media received a very feasible rating from media and material experts. In addition, student responses were very positive, indicating that this media is interesting, easy to use, and helps improve students' understanding of descriptive text. Digital flipbooks with regional cultural insights are effective and suitable as learning media for descriptive texts in class X. They can integrate digital literacy with efforts to preserve local culture in the learning process.