cover
Contact Name
Astri Ayu Purwati
Contact Email
jkip.almatani@gmail.com
Phone
+6282283109433
Journal Mail Official
jkip.almatani@gmail.com
Editorial Address
Jalan Kaharudin Nst, Komplek UIR, Pekanbaru-Riau, Indonesia
Location
Kota pekanbaru,
Riau
INDONESIA
Jurnal Kajian Ilmu Pendidikan (JKIP)
ISSN : 27745074     EISSN : 27750531     DOI : -
Core Subject : Education, Social,
JKIP : Jurnal Kajian Ilmu Pendidikan is published by Lembaga Riset dan Inovasi Al-Matani as an information and communication media for practitioners, researchers and academics who are interested in the field of Business Management and Accounting Studies. First publish in November 2020. The Editorial Team invites scientists, scholars, professionals, and researchers to publish the results of their research after the selection of manuscripts, with the peer review and the editing process. JKIP : Jurnal Kajian Ilmu Pendidikan with registered number ISSN 2774-5074 (Print) and ISSN 2775-0531 (Online) is a peer-reviewed journal published two times a year (Mei and November). KIP : Jurnal Kajian Ilmu Pendidikan publishes any research-based articles on and about education i.e. articles which contribute to the understanding, theoretical development, theoretical concept and implementation of theories of education at any level.
Articles 958 Documents
Feasibility Test Of A Gamification-Based Fashion Adventure Board Game As A Learning Media For Basic Fashion Design Desi Fitrianita; Sri Endah Wahyuningsih
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.1998

Abstract

This study aims to develop and test the feasibility of a gamification-based Fashion Adventure board game for the Basic Fashion Design subject in the 2025/2026 academic year, targeting 10th-grade students at SMK Bina Nusantara Ungaran. This study employed a Research and Development (R&D) method with the ADDIE development model, which includes analysis, design, development, Implementation, and evaluation stages. The implementation and evaluation stages were not fully implemented because the research focused on testing the media's feasibility during the development stage. The research subjects consisted of media experts, material experts, and 10th-grade students, who served as respondents in the limited trial. Data collection techniques used validation questionnaires from media experts and material experts, as well as student response questionnaires. Data were analyzed using descriptive quantitative techniques by calculating the percentage of feasibility and user response. The results showed that the Fashion Adventure board game was categorized as very feasible based on the assessments of media experts and material experts. Furthermore, student responses were categorized as very good, indicating that the media was considered engaging, easy to use, and helpful in helping students understand the style and look of material in fashion design. Therefore, the Fashion Adventure board game is suitable for use as a learning support medium during the development stage. Keywords: board games, gamification, learning media, fashion design, SMK
Feasibility Of Augmented Reality-Based E-Modules On Seam Material To Increase Vocational Students' Interest In Learning Alfina Muzdalifah; Sri Endah Wahyuningsih
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.1999

Abstract

In the context of vocational education, learning emphasizes the mastery of practical skills that align with workforce demands. In the Basic Sewing Techniques subject, particularly the subtopic of seam types, students still face difficulties in understanding seam characteristics and their proper application when learning relies mainly on textbooks and conventional teaching methods. This condition shows that there is a need for new and engaging learning tools that can make educational content easier to understand. This study aims to create an e-module that uses Augmented Reality (AR) to assist in learning the Basic Sewing Techniques subject on seam types and to analyze its feasibility as a learning medium for vocational high school students. The study used a Research and Development (R&D) method based on the ADDIE model, which has five steps: analyzing, designing, building, putting into action, and assessing. Information was gathered through interviews, observing lessons, reviewing expert feedback forms, and collecting student opinions. These data came from subject matter experts, media specialists, teachers, and students who are part of the Fashion Design program. The results indicate that the developed AR-based e-module is categorized as very feasible, with validation scores of 94.84% from subject matter experts and 97.37% from media experts. Practicality testing shows that the e-module is highly practical, achieving a score of 96.95%. Furthermore, students' learning interest is classified as high, with improvement scores of 0.71 based on student questionnaires and 0.80 based on teacher observations. Keywords: E-module, Augmented Reality, Basic Sewing Techniques, Vocational School Students
Integrasi Pengajaran Bahasa Dan Budaya Dalam Kegiatan KKN Internasional Di Sekolah Tarikeeyahtul-Ummah Yumna Miasari; Mutia Febriyana
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.2000

Abstract

Penelitian ini bertujuan untuk mendeskripsikan pelaksanaan serta hasil pengajaran bahasa Indonesia yang terintegrasi dengan pengenalan budaya Indonesia kepada siswa Sekolah Tarikeeyahtul-Ummah di Thailand. Penelitian ini menggunakan pendekatan deskriptif kualitatif dengan teknik pengumpulan data berupa observasi, dokumentasi, dan refleksi kegiatan pembelajaran selama program KKN berlangsung. Subjek penelitian adalah siswa Sekolah Tarikeeyahtul-Ummah yang sebelumnya tidak memiliki pengetahuan tentang bahasa Indonesia. Hasil penelitian menunjukkan bahwa pengajaran bahasa Indonesia dapat berlangsung secara efektif apabila dilakukan secara bertahap, kontekstual, dan partisipatif. Materi dasar seperti kosakata warna, angka dalam bentuk tulisan, serta penggunaan bahasa dalam konteks sederhana terbukti membantu siswa membangun pemahaman awal terhadap bahasa Indonesia. Pendekatan pembelajaran yang aplikatif melalui praktik langsung, penggunaan media visual, dan interaksi dua arah mampu meningkatkan keterlibatan serta motivasi belajar siswa. Selain aspek kebahasaan, integrasi pengajaran budaya Indonesia melalui pengenalan Batik, Kerawang Gayo, dan daerah Takengon, Aceh, memberikan kontribusi penting dalam memperkaya pemahaman siswa terhadap bahasa Indonesia sebagai representasi identitas dan nilai budaya masyarakat penuturnya. Meskipun demikian, hasil pembelajaran menunjukkan bahwa pemahaman siswa terhadap bahasa dan budaya Indonesia masih berada pada tahap pengenalan awal dan belum sepenuhnya terintegrasi dalam kemampuan berbahasa yang lebih kompleks. Oleh karena itu, diperlukan keberlanjutan program pembelajaran agar kemampuan bahasa dan pemahaman budaya siswa dapat berkembang secara lebih mendalam. Secara keseluruhan, kegiatan KKN internasional ini menjadi langkah awal yang strategis dalam memperkenalkan bahasa dan budaya Indonesia serta mempererat hubungan antarbudaya melalui pendidikan.
Peningkatan Kemampuan Membaca Permulaan Menggunakan Model Discovery Learning Pada Peserta Didik Disabilitas Daksa Kelas 1 Aston Abraham Simanullang; Nurhastuti Nurhastuti; Mega Iswari; Antoni Tsaputra
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.2002

Abstract

Discovery Learning model for first-grade students with physical disabilities. The research employed a Classroom Action Research (CAR) design conducted at SLB Negeri Pematang Siantar. The research subjects consisted of three first-grade students with physical disabilities, identified as PS, GH, and BH. Based on the initial assessment, the students’ early reading abilities were categorized as low, with achievement percentages of 30% for PS, 30% for GH, and 30% for BH. The study was carried out in two cycles, each comprising the stages of planning, implementation, observation, and reflection. The observation results in Cycle I indicated an improvement in early reading skills, with PS achieving 45%, GH 50%, and BH 40%. Furthermore, a more significant improvement was observed in Cycle II, with achievement percentages increasing to 80% for PS, 80% for GH, and 75% for BH. Data were collected through observation using an early reading skills assessment sheet, while data analysis was conducted using descriptive quantitative techniques by comparing achievement results across cycles. The findings demonstrate that the application of the Discovery Learning model is effective in enhancing early reading skills among first-grade students with physical disabilities. These results indicate that learning activities emphasizing active student engagement in independently discovering concepts can optimally improve motivation, comprehension, and learning outcomes in accordance with the characteristics of students with physical disabilities.
Peningkatan Kemampuan Mengenal Lambang Bilangan 1 Sampai 10 Melalui Vidio Pembelajaran Animasi Bagi Anak Disabilitas Intelektual Ringan Savendi Sijabat; Mega Iswari; Nurhastuti Nurhastuti; Johandri Taufan
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.2003

Abstract

This study aimed to improve the ability to recognize number symbols from 1 to 10 through the use of animated learning videos for children with mild intellectual disabilities. The research employed a Classroom Action Research (CAR) method conducted at SLB Negeri Simalungun. The research subjects consisted of three students with mild intellectual disabilities, identified by the initials RP, RS, and K. Based on the initial assessment, the students’ ability to recognize number symbols was categorized as low, with achievement percentages of 20% for RP, 30% for RS, and 40% for K. The study was carried out in two cycles, each consisting of the stages of planning, implementation, observation, and reflection. The results of observations in Cycle I showed an improvement in students’ ability to recognize number symbols, with RP achieving 50%, RS 60%, and K 60%. Furthermore, in Cycle II, students’ abilities increased significantly, with RP reaching 80%, RS 90%, and K 90%. Data were collected through observation using an assessment sheet of number symbol recognition skills, while data analysis was conducted using descriptive quantitative analysis by comparing the results between cycles. The findings indicate that animated learning videos are effective in improving the ability to recognize number symbols from 1 to 10 among children with mild intellectual disabilities. This study confirms that the use of engaging and visual learning media that align with the learning characteristics of children with mild intellectual disabilities can effectively enhance students’ attention, understanding, and learning outcomes.
Meningkatkan Kemampuan Membaca Permulaan Melalui Video Interaktif Pada Anak Disabilitas Rungu Delvi Maria Damanik; Damri Damri; Mega Iswari; Johandri Taufan
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.2004

Abstract

This study aims to improve early reading skills through the use of interactive videos for children with hearing impairments. The research employed a Classroom Action Research (CAR) design conducted in Grade II at SLB Negeri Simalungun. The research subjects consisted of two students with hearing impairments, identified by the initials AD and VN. Based on the initial assessment, both students’ early reading abilities were categorized as low, with achievement percentages of 30% for AD and 30% for VN. The study was implemented in two cycles, each comprising the stages of planning, action implementation, observation, and reflection. The results of Cycle I indicated an improvement in early reading skills, with AD achieving 50% and VN achieving 50%. Furthermore, in Cycle II, students’ early reading abilities increased significantly, with achievement percentages reaching 80% for AD and 80% for VN. Data were collected through observation using an early reading skills assessment sheet, while data analysis was conducted using descriptive quantitative techniques by comparing achievement results across cycles. The findings demonstrate that the use of interactive videos is effective in enhancing early reading skills among children with hearing impairments. These results confirm that interactive, visually based learning media aligned with the learning characteristics of children with hearing impairments can effectively improve students’ attention, comprehension, and overall learning outcomes.
Implementasi Manajemen Dan Inovasi Guru Dalam Meningkatkan Mutu Pendidikan Di SMP Negeri 2 Manado Neiles Wakur; Elni J. Usoh; Romi J. Mongdong
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.2005

Abstract

Penelitian ini fokus menganalisis bagaimana pengelolaan di sekolah, ide baru dari guru, dukungan atasan dan guru BK, serta dampaknya pada mutu belajar di SMP Negeri 2 Manado. Hasilnya memperlihatkan bahwa tata kelola sekolah dilakukan dengan cara melibatkan semua orang, saling dukung, dan transparan dengan cara melibatkan dari bawah, sehingga guru leluasa ikut andil dalam merancang dan menjalankan program sekolah. Guru mulai memakai cara belajar yang lebih hidup dan memanfaatkan betul media digital, ditambah penilaian pakai lembar penilaian kemampuan dan rekaman digital. Perubahan ini berdampak baik pada semangat, keaktifan, dan hasil belajar murid. Dorongan dari kepala sekolah dan guru BK berupa penyediaan sarana, pelatihan, serta bimbingan ke siswa menciptakan lingkungan sekolah yang mendorong munculnya ide baru. Walaupun ada beberapa masalah seperti waktu yang sempit, keterbatasan sarana TIK, dan beda kemampuan guru, sekolah mampu menanganinya lewat pelatihan, perbaikan sarana, dan gotong royong internal. Kesimpulannya, cara sekolah dikelola dengan melibatkan guru dan inovasi mereka sangat berarti dalam memajukan mutu pendidikan di SMP Negeri 2 Manado.
Efektivitas Media Pembelajaran Papan Perkalian Dalam Peningkatkan Kemampuan Operasi Hitung Perkalian 1–5 Pada Anak Dengan Disabilitas Intelektual Ringan Duke Ulima Rahma; Johandri Taufan; Nurhastuti Nurhastuti; Setia Budi
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.2007

Abstract

This study aimed to examine the effectiveness of multiplication board learning media in improving multiplication operation skills of numbers 1–5 in a tenth-grade student with mild intellectual disability at SLB Work Shop Padang. The study employed a Single Subject Research (SSR) method with an A–B design. The research subject was one student with mild intellectual disability. The baseline phase (A) was conducted over three sessions and showed an initial multiplication operation ability of 30%. Subsequently, the intervention phase (B) was implemented over seven sessions using multiplication board learning media, resulting in a gradual improvement in multiplication operation skills with achievement levels ranging from 70% to 100%. Data were collected through observation, while data analysis was carried out using visual graph analysis to examine changes in the subject’s performance across each research phase. The findings indicate that multiplication board learning media are effective in improving multiplication operation skills of numbers 1–5 in students with mild intellectual disability. The novelty of this study lies in the use of multiplication boards as concrete and visual learning media that support the understanding of basic multiplication concepts in accordance with the learning characteristics of students with mild intellectual disability.
Peningkatan Pembelajaran Operasi Hitung Nilai Mata Uang Melalui Pendekatan Realistic Mathematics Education (RME) Pada Siswa Disabilitas Intelektual Ringan Firdika Linda; Arisul Mahdi; Antoni Tsaputra; Syari Yuliana
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.2008

Abstract

This study aimed to enhance students’ currency value calculation skills through the implementation of the Realistic Mathematics Education (RME) approach for learners with mild intellectual disabilities. The research addressed a pedagogical gap related to the limited use of contextual and student-centered mathematics instruction in special education settings, particularly in teaching functional numeracy skills. A Classroom Action Research (CAR) design was employed and conducted in Grade VIII at SLB Workshop Padang, involving two students with mild intellectual disabilities. The intervention was implemented across two cycles, each consisting of planning, action, observation, and reflection stages. Data were collected through performance-based tests and structured observations and analyzed using descriptive quantitative methods. The findings revealed a consistent and meaningful improvement in students’ ability to perform currency value calculations across the two instructional cycles. The results indicate that the RME approach effectively supports conceptual understanding by linking mathematical operations to real-life contexts, thereby enhancing students’ engagement and learning outcomes. This study contributes pedagogically by demonstrating the practical value of RME as a contextual and meaningful instructional approach for teaching functional mathematics in special education classrooms, particularly for students with mild intellectual disabilities.
Meningkatkan Membaca Permulaan Melalui Media Interaktif Pada Anak Dengan Gangguan Spektrum Autisme Di Kelas II Di SLB Negeri Autis Sumatera Utara Nadiana Nasution; Johandri Taufan; Zulmiyetri Zulmiyetri; Rilla Muspita
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.2009

Abstract

This study aims to improve early reading skills and to describe the learning process through the use of interactive media for children with Autism Spectrum Disorder (ASD). The research employed a Classroom Action Research (CAR) method conducted at a Public Special School for Autism in North Sumatra. The research subjects consisted of three second-grade students with Autism Spectrum Disorder, identified as MS, FA, and MR. Based on the initial assessment, the students’ early reading abilities were categorized as low, characterized by difficulties in letter recognition, syllable blending, and maintaining learning focus. The study was carried out in two cycles, each consisting of planning, action implementation, observation, and reflection stages. The results indicated a gradual improvement in the learning process through the use of interactive media. In Cycle I, students began to show increased attention, learning interest, and basic reading abilities, although intensive teacher guidance was still required. Quantitatively, early reading achievement in Cycle I reached 60% for MS, 57.5% for FA, and 58.5% for MR. In Cycle II, the learning process became more optimal, as reflected in higher active participation, greater independence, and improved reading fluency. Learning outcomes also showed a significant increase, with achievement scores of 71.2% for MS, 71% for FA, and 71.5% for MR. These findings indicate that interactive media are effective in improving both the learning process and early reading outcomes of second-grade students with Autism Spectrum Disorder at the Public Autism Special School in North Sumatra.