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Contact Name
Atika Maulidina Hs
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maktab.journal@gmail.com
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INDONESIA
maktab: Jurnal Pendidikan dan Teknologi
ISSN : 28292901     EISSN : 28290925     DOI : https://doi.org/10.56480/maktab
maktab: Jurnal Pendidikan dan Teknologi, will be published three times a year. ISSN 2829-2901 e- ISSN 2829-0925. The Maktab Journal is a scientific journal that presents original articles on knowledge, information and research applications as well as the latest development topics related to education and technology. About This journal is a means of publication and an arena for various research and development works in the fields of education and technology.
Articles 125 Documents
Analisis Dampak Game Online Terhadap Moral Siswa Kelas VI SDN Tanjung Jati 2 Qodaria, Rizka Lailatul; Setyawan, Agung; Widayati, Sih
maktab: Jurnal Pendidikan dan Teknologi Vol. 3 No. 2 (2024): maktab: Jurnal Pendidikan dan Teknologi. Vol. 3 No. 2 July – October 2024
Publisher : Citra Dharma Cindekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56480/maktab.v3i2.1172

Abstract

Increasingly advanced technological developments have brought us the emergence of online games (online games). Currently, online games have penetrated the world of children, as can be seen from the large number of elementary school students who play them. The activity of playing online games certainly has a certain impact on its users. This research aims to analyze the level of addiction to playing online games and describe its impact on student morale in class 6 Tanjung Jati 2. The research results showed that the majority of students showed a tendency towards addiction, where 85% or 17 students admitted to being addicted to playing online games, and 70% or 14 students reported increasing playing duration. The average level of student addiction was recorded as playing every day of the week with the highest percentage reaching 60%, and the average playing time was more than 5 hours per day with a percentage of 55%. The impact of online games on student morale is more negative than positive. The positive impact found was that students gained experience and skills in technology, and were able to enjoy entertainment. However, the negative impacts include increasing emotions that are difficult to control, students who lose track of time, often ask for money for games, tend to be dishonest, lack concern for the environment, health problems, and lazy behavior that causes neglect of other important activities.
Analisis Keterampilan Menulis Karangan Narasi Siswa Kelas V SDN Tanjung Jati 2 Tahun Ajar 2024/2025 Ilmiarah, Firdausi Atiqah; Setyawan, Agung; Widayati, Sih
maktab: Jurnal Pendidikan dan Teknologi Vol. 3 No. 2 (2024): maktab: Jurnal Pendidikan dan Teknologi. Vol. 3 No. 2 July – October 2024
Publisher : Citra Dharma Cindekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56480/maktab.v3i2.1173

Abstract

This research aims to analyze the narrative essay writing skills of fifth grade students at SDN Tanjung Jati 2 in the 2024/2025 academic year. Writing skills are an important aspect of language learning, especially for developing students' critical and creative thinking abilities. The research method used is descriptive qualitative, with data collection through documentation studies and interviews. The research results show that students' writing skills are generally in the sufficient and poor categories. Eleven students were able to write essays with good structure, although there were still errors in the use of punctuation and word choice. On the other hand, seven students showed poor writing skills, with some of them still having difficulty in constructing sentences cohesively, using spelling and correct punctuation. This research also reveals that students do not understand the basic rules for writing narrative essays and are rarely given writing assignments by teachers. The conclusion of this research emphasizes the importance of teacher support in familiarizing students with writing in order to improve their writing skills.
Penggunaan Aplikasi Pembelajaran Interaktif dalam Meningkatkan Keterampilan Dasar Siswa Sekolah Dasar di UPTD SD Negeri Dlambah Laok 2 Tanah Merah Mulyadi, Ariep; Kusmiyati
maktab: Jurnal Pendidikan dan Teknologi Vol. 3 No. 3 (2024): maktab: Jurnal Pendidikan dan Teknologi. Vol. 3 No. 3 November 2024 - Februari
Publisher : Citra Dharma Cindekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56480/maktab.v3i3.1202

Abstract

This study aims to explore the use of interactive learning applications in enhancing students' basic skills at UPTD SD Negeri Dlambah Laok 2, Tanah Merah District. The research method used is qualitative with a descriptive approach. The research subjects consisted of 30 students from grades IV and V and 5 subject teachers. Data collection was carried out through questionnaires, basic skills tests, and interviews. The results of the study indicate that the use of interactive learning applications significantly contributes to increasing student learning motivation, with 80% of students reporting improved interest and participation in learning. The average score for students' basic skills increased by 15% after 6 weeks of using the application. However, challenges such as limited technological infrastructure and the need for teacher training need to be addressed. This study provides important implications for the development of learning media in elementary schools and encourages the utilization of technology in education to create a more interactive and enjoyable learning environment.
THE EFFECT OF GAMIFIED LEARNING METHOD ON STUDENTS THEMATIC LEARNING OUTCOMES IPS LOAD Atika, Putri; Febrianto , Priyono Tri
maktab: Jurnal Pendidikan dan Teknologi Vol. 2 No. 2 (2023): maktab: Jurnal Pendidikan dan Teknologi (on process)
Publisher : Citra Dharma Cindekia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this study was to determine the effect of theGamified Learning method on student learning outcomes onsocial studies content, theme 7, sub-theme 3 class V atUPTD SDN Gili Barat, Kamal District, Bangkalan Regency.This study uses quantitative research methods with QuasiExperimental Design (pseudo-experimental) form of nonequivalent Control Group Design. The population in this studywere all students of class V UPTD SDN Gili Barat KamalBangkalan, totaling 43 students divided into classes V-A andV-B. The sampling technique used in this study is nonprobability sampling, saturated sampling. Data was collectedusing multiple choice test questions with a total of 20questions and observation. The results showed that theresults of statistical calculations using the IndependentSample T-Test formula (T test) at a significant level a = 0.05with the results of Tcount = 5,630 and Ttable = 2,020. Basedon the results of these calculations, Tcount ≥ Ttable then H0is rejected and Ha is accepted. So, the Gamified Learningmethod has a positive influence on student learningoutcomes.
Membangun Generasi Kritis: Peran Literasi Kewarganegaraan dalam Meningkatkan Keterampilan Berpikir Mahasiswa PPKn Universitas Cenderawasih Lintong, Fikstif Donal; Ginting, Inriyatni Sri Pertiwi
maktab: Jurnal Pendidikan dan Teknologi Vol. 3 No. 3 (2024): maktab: Jurnal Pendidikan dan Teknologi. Vol. 3 No. 3 November 2024 - Februari
Publisher : Citra Dharma Cindekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56480/maktab.v3i3.1355

Abstract

This study examines the role of context-based citizenship literacy in enhancing critical thinking skills among Civic Education (PPKn) students at Universitas Cenderawasih, Papua, Indonesia, addressing the gap between national curriculum and local socio-cultural dynamics. Using a qualitative case study approach, data were collected through in depth interviews, focus group discussions, document analysis, and participatory classroom observations involving 20 students, 5 lecturers, and 3 curriculum stakeholders. Results revealed that 38% of students initially demonstrated high level critical thinking, but participatory learning interventions such as debates on Papua’s special autonomy and local resource conflicts increased systemic analysis skills by 40%. The integration of Papuan cultural elements, fostered inclusive participation and contextual problem-solving. The study concludes that locally adapted citizenship education models significantly strengthen critical thinking while bridging national and regional identities. Practical recommendations include collaborative curriculum design with indigenous communities, replication of the model in marginalized regions, and the incorporation of digital storytelling to amplify skills. This research contributes a novel framework for citizenship education in multicultural contexts, emphasizing reconciliation and equity through pedagogy.

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