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Desrianti Sahida
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Jl. Perintis Depati Parbo. RT. 001/000. Desa Pendung Hiang. Kecamatan Tanah Kampung. Kota Sungai Penuh. Provinsi Jambi
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INDONESIA
Edu Research : Jurnal Penelitian Pendidikan
ISSN : -     EISSN : 27158861     DOI : https://doi.org/10.47827/jer
EDU RESEARCH : Jurnal Penelitian Pendidikan merupakan jurnal yang diterbitkan oleh IICLS (Indonesian Institute for Corporate Learning and Studies), dan sebagai sarana publikasi hasil penelitian serta sharing perkembangan ilmu pengetahuan. Jurnal ini memuat artikel yang belum pernah dipublikasikan sebelumnya yang berupa artikel hasil penelitian ataupun penelitian terapan, artikel telaah yang berkaitan dengan perkembangan ilmu pengetahuan dan proses pembelajaran. Informasi mengenai pedoman penulisan artikel dan prosedur pengiriman artikel terdapat pada setiap penerbitan. Semua artikel yang masuk akan melalui ‘peer-review process’ setelah memenuhi persyaratan sesuai pedoman penulisan artikel. Penerbitan jurnal ini dilakukan sebanyak tiga bulan sekali yaitu pada bulan Maret, Juni, September, dan Desember.
Articles 515 Documents
USING KAHOOT AS EVALUATION MEDIA SCIENCE LEARNING DURING THE PANDEMIC COVID-19 Puspa Cantika Riana; Kiki Fatmawati; Ahmad Maghfur; Nurpaizah
EDU RESEARCH Vol 5 No 4 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i4.294

Abstract

In this era of the Covid-19 pandemic, learning activities have to be carried out from home. Due to network limitations, student interest in doing assignments is low. Thus, teachers tend to ignore the assessment of learning outcomes during the pandemic. Whereas assessing learning outcomes is very important to do, one of which is a daily test which aims to determine the extent to which students understand the lesson. For this reason, it is necessary to present an innovation in the field of education, especially in the evaluation process. Especially with the current situation where the level of technology is already high and on average each student already has a Smartphone. Therefore, there is a need for learning innovation by utilizing technology, namely the Kahoot application. This study aims to determine student learning outcomes in science subjects using Kahoot media. The research method used is applied research, namely by implementing the Kahoot application in science learning for online assessment. The data collection method used is a questionnaire. Quantitative data collection was obtained by closed questions. Questionnaires were given after students did daily tests using Kahoot which was oriented to science learning. The daily test consists of 10 multiple choice questions. Based on the results of daily tests, 15 students answered 9 questions correctly, as many as 3 students, 8 questions correctly as many as 6 students, 7 questions correctly as many as 4 students and 2 students answered 6 questions correctly. Based on the students' perception, the use of Kahoot is very interesting and motivates them to remember what they have learned.
PENGGUNAAN KOMIK PADA MATA PELAJARAN IPA UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK Arsy Putri; Rahmi Seri Hanida; Novebri
EDU RESEARCH Vol 5 No 3 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i3.298

Abstract

The research aimed to determine the effect of using comics on class IV science subjects at MI Model Panyabungan. The experimental method yielded the desired results. The resulThe post-test results showed an average value of 79.63 for students in class IVA (control class), and an average value of 81.43 for students in class IVB (experimental class), indicating improved and increased The paired sample t-test yielded the sig value. The 2-tailed t-test resulted in a sig value of 0.360 > 0.05, indicating that if the sig value exceeds 0.05, we accept Ho and reject Ha. This implies that the use of comic media does not impact or enhance the performance of students in class IV MI Panyabungan Model.
PENERAPAN MODEL PEMBELAJARAN EXPERIENTIAL TERHADAP HASIL BELAJAR MATERI CAHAYA DAN SIFAT-SIFATNYA PADA SISWA KELAS V SD 111 PIDOLI DOLOK Saidah Tunnur Nasution; Parulian Siregar; Resdilla Pratiwi
EDU RESEARCH Vol 5 No 3 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i3.299

Abstract

The aim of this research is to apply and determine the improvement in learning outcomes by using an experiential learning model related to light material and its properties in class V of SD Negeri 111 Pidoli Dolok. The method used is the Classroom Action Research (PTK) method which consists of 2 cycles, namely the first cycle and the second cycle. The population used was 28 class V students. In collecting data, several instruments were used, namely observation sheets and multiple choice tests. Qualitative data analysis was carried out using observation sheets and quantitative data was carried out using validity and reliability tests. The research results show that the application of the experiential learning model is effective and can be improved. The results show that students obtained a classical completeness score of 67.5% in cycle I and a classical completeness score of 72.86% in cycle II.
PENGGUNAAN MEDIA COUNTING BOX UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA KELAS I SEKOLAH DASAR Rumiah Siregar; Parulian Siregar; Resdilla Pratiwi
EDU RESEARCH Vol 5 No 3 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i3.300

Abstract

The purpose of this research is to evaluate the effectiveness of using Counting Box media for teaching addition and subtraction of numbers from 1 to 20 to first-grade students at SD Negeri 100100 Simaninggir in Batang Onang District. It also aims to assess whether the use of Counting Box media enhances mathematics learning outcomes for these students. This study employs a classroom action research (CAR) methodology, structured with a pre-cycle, cycle I, and cycle II design. The research population consists of 14 first-grade students, and data collection methods include observations and tests. The data were analyzed using 1) qualitative descriptions obtained from student observations, 2) quantitative descriptions obtained from student learning outcomes through tests. Based on student learning outcomes in the pre-cycle, an average score of 63.57 was obtained from 14 students, only 4 (28.57%) reached the KKM and 10 students (71.43%) did not reach the KKM. In cycle I obtained an average score of 69 from 14 students, only 8 students (57%) achieved the KKM and 6 students (43%) did not reach the KKM and experienced an increase in cycle II with an average score of 86 from 14 students 13 students (93%) have reached the KKM and only 1 (7%) student has not reached the KKM with an average increase of 17. The results of this study indicate that the use of Counting Box Media is effective and can improve student learning outcomes Class I of SD Negeri 100100 Simaninggir, Batang Onang District.
PENERAPAN MODEL PEMBELAJARAN TEAM GAME TOURNAMENT UNTUK MENINGATKAN HASIL BELAJAR SISWA KELAS IV SD NEGERI 184 HUTATONGA Riska Ramadani; Parulian Siregar; Lia Agustina Damanik
EDU RESEARCH Vol 5 No 3 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i3.303

Abstract

This research aims to determine the improvement in student learning outcomes through the application of the Team Game Tournament learning model in energy learning and its changes in class IV students at SD Negeri 184 Hutatonga. This research is classroom action research involving 16 students, 7 men and 9 women. Which takes place in two cycles. This data was collected using observation sheets and test questions. The results of this research show that student learning activity in cycle I was 61.66% and increased in cycle II, namely 95%. And student learning outcomes in cycle I, namely 68, 37 %, increased in cycle II, namely 82.5%. Based on data analysis, it can be concluded that the application of the Team Game Tournament learning model can improve the learning outcomes of class IV students at SD Negeri 184 Hutatonga.
PENERAPAN MODEL PEMBELAJARAN REALISTIC MATHEMATIC EDUCATION (RME) DI SD NEGERI NEGERI 086 DALAN LIDANG Siti Rohani; Kasman; Novebri
EDU RESEARCH Vol 5 No 3 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i3.304

Abstract

This research was carried out with the aim of: 1) finding out how the Realistic Mathematic Education (RME) learning model is implemented in class V mathematics subjects at SD Negeri 086 Dalan Lidang. 2) find out whether the application of the Realistic Mathematic Education (RME) learning model can improve mathematics learning outcomes for students in class V of SD Negeri 086 Dalan Lidang. This type of research is classroom action research (PTK). The subjects were 36 class V students at SD Negeri 086 Dalan Lidang. The classroom action research (PTK) design uses the Kemmis and Taggart model which consists of 2 cycles which include planning, action, observation and reflection. Data collection techniques use tests, documentation and observation. Data analysis used descriptive analysis. The results of the research show that: 1) The implementation of learning in Mathematics learning by applying the Realistic Mathematic Education (RME) learning model went well in accordance with the plans that had been prepared by referring to the steps of the Realistic Mathematic Education (RME) learning model. 2) Student learning outcomes in cycle I were in the good category with a completion percentage of 47.22% with an average of 64.027 and increased in cycle II to a very good category, namely a completion percentage of 80.55% with an average of 80.41. So it can be said that student learning outcomes can be improved through the application of the Realistic Mathematic Education (RME) learning model. By implementing the Realistic Mathematic Education learning model, it can help students solve problems faced in mathematics subjects so that each student's learning outcomes can improve.
PENERAPAN MEDIA KOMIK PEMBELAJARAN DALAM MEMBANGUN MINAT BACA PESERTA DIDIK DI KELAS IV SDN 8 MAMBORO Steiffan Ovaldo Nyolo Nyolo; Nashrullah; Redna
EDU RESEARCH Vol 5 No 4 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i4.313

Abstract

Penelitian ini bertujuan untuk mengeksplorasi penggunaan komik sebagai alat pembelajaran untuk meningkatkan minat baca siswa sekolah dasar. Di era digital, pentingnya minat baca dalam pendidikan semakin ditekankan, sehingga pemanfaatan media yang menarik dan relevan sangat diperlukan. Komik, yang menggabungkan teks dan gambar, dapat menarik perhatian siswa dan memudahkan pemahaman materi. Penelitian ini menggunakan pendekatan kualitatif dengan studi kasus dan menilai dampak penggunaan komik terhadap minat baca siswa yang diikuti keterampilan membaca dan pemahaman. Data dikumpulkan melalui observasi, wawancara, dan analisis hasil belajar siswa sebelum dan sesudah menggunakan komik. Hasil penelitian menunjukkan bahwa komik meningkatkan minat baca dan pemahaman materi siswa. Komik memberikan gambaran visual yang jelas, membantu siswa memahami konsep abstrak, dan membuat pembelajaran lebih menyenangkan. Selain itu, pembelajaran dengan komik mendorong partisipasi aktif dalam diskusi kelas, meningkatkan keterampilan berbicara dan berpikir kritis.Temuan ini diharapkan memberikan pandangan berharga bagi pendidik dalam merancang strategi pembelajaran yang efektif, sekaligus membangun minat baca siswa di sekolah dasar.
IMPLEMENTATION OF THE WORDWALL PLATFORM IN ELEMENTARY SCHOOL LEARNING TO OVERCOME STUDENT BOREDOM DURING LEARNING Sutrisno; Nashrullah; Redna
EDU RESEARCH Vol 5 No 3 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i3.314

Abstract

This research aims to evaluate the effectiveness of implementing the Wordwall platform in overcoming student boredom during learning at SDN 8 Mamboro. Wordwall is a web-based application that allows teachers to create interactive quizzes, educational games, and engaging assessment tools. This research uses an experimental pre-test post-test method with a control group, where one class group uses Wordwall as an interactive learning medium, while the control group uses conventional learning methods. This research was conducted in three cycles which included initial implementation stages, strategy adjustments, and optimization of Wordwall use. Data was collected through initial tests (pre-test), direct observation, final tests (post-test), and questionnaires to evaluate student experiences. The results showed that implementing Wordwall significantly increased student engagement and motivation. In the first cycle, students showed increased enthusiasm and participation in class. Adjustments in the second cycle included increasing the variety of educational games and technical training, which more evenly increased student engagement. The third cycle focused on optimizing Wordwall use and comprehensive evaluation, showing improvements in students' understanding of the material and academic achievement. The conclusion of this research is that Wordwall is effective in overcoming student boredom and improving the quality of learning at SDN 8 Mamboro. Recommendations for further development include the continued integration of technology in learning to create a dynamic and engaging learning environment.
ISLAM IN INDONESIA A STUDY OF VISUAL AND VIRTUAL MUSLIM IDENTITY FORMATION Syofrianisda; Yondrizal; Dasrizal Dahlan; Desi Asmaret
EDU RESEARCH Vol 5 No 3 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i3.315

Abstract

ABSTRACT Islam is the majority religion in Indonesia and plays a central role in shaping the country's social, cultural and political landscape. With more than 230 million adherents or about 87% of the total population, Indonesia has the largest Muslim community in the world. This phenomenon is often identified through the term Islam Nusantara, which describes a distinctly Indonesian form of Islam. The concept emphasizes harmony, mutual cooperation and tolerance, while adhering to the core teachings of Islam. This article aims to discuss the dynamics of thought between two groups of Muslims in Indonesia: visual Muslims (traditional) and virtual Muslims (modern). The study explores how these two groups understand Islam Nusantara and construct their identities. The research approach is conducted through a structured literature study and includes important methodological steps to achieve the objectives of the analysis. The research reveals significant differences between the two groups. Visual (traditional) Muslims are more inclined towards preserving local traditions as the core of religious practice, while virtual (modern) Muslims tend to accept global influences and focus on innovation and renewal in understanding religion.
UTILIZING CANVA IN INTERACTIVE LEARNING MEDIA ON THE LEARNING INTEREST OF GRADE 4 STUDENTS OF SD NEGERI 8 MAMBORO Wahyuni; Rizal; Kalsum Hiola
EDU RESEARCH Vol 5 No 3 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i3.316

Abstract

This research aims to determine the use of Canva in interactive learning media on students' interest in learning at SD Negeri 8 Mamboro. This type of research is classroom action research (PTK). This research consisted of 3 cycles. Cycle 1 involves planning, action, observation, reflection or evaluation in interactive learning in the classroom. The data obtained is from observations, and interviews or questions and answers related to students' understanding of the material presented. The tools and materials used in this research are laptops, infocus, and PPT media which have been created using the Canva application. Meanwhile, the sample in this study was Class IVA students at SD Negeri 8 Mamboro, with a total of 19 students consisting of 11 female students and 8 male students. The research results show that the percentage of success results is that an average of 79% of students understand the concept of the material so they are included in the good category and an average of 81% of students have very good learning outcomes. So it can be concluded that it is included in the maximum category for students' learning interest.