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M. Irwan Hadi
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Jalan Lingkok Pandan No 208 Kwang Datuk, Desa Selebung Ketangga, Kec. Keruak, kab. Lombok Timur, Prov. Nusa Tenggara Barat, Indonesia
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INDONESIA
YASIN: Jurnal Pendidikan dan Sosial Budaya
Published by Lembaga Yasin Alsys
ISSN : 28082346     EISSN : 28081854     DOI : -
Core Subject : Education, Social,
This journal was published by Lembaga Yasin alSys which was published six times a year, February, April, June, August, October, and December with a minimum of 5 articles. The journal aims to provide a forum for scholarly understanding of the field of education and plays an important role in promoting the process that accumulated knowledge, values, and skills. Scientific manuscript dealing with education, social, and culture topics are particularly welcome to be submitted. The journal encompasses research articles, original research report, and scientific reviews in education.
Arjuna Subject : -
Articles 1,102 Documents
Enhancing Pre-Service Science Teachers’ Pedagogical Content Knowledge through ICT-Mediated Microteaching: A University-Based Intervention Damar Rais; Zhang Juan; Hamdi Thaib
YASIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10360

Abstract

The development of pedagogical content knowledge (PCK) remains a major challenge in pre-service mathematics teacher education, particularly when they are required to connect content mastery, students’ learning difficulties, assessment, and technology-based learning. This study aims to analyze the effectiveness of information and communication technology (ICT)-assisted microteaching in strengthening pre-service mathematics teachers’ PCK and technological pedagogical content knowledge (TPACK) through a university-based intervention model. This study used a one-group mixed-methods design with a pretest-posttest, involving 32 pre-service mathematics teachers enrolled in a microteaching course. The intervention was implemented over eight weeks through ICT orientation, collaborative lesson planning, video-recorded microteaching, peer and instructor feedback, and reflective revision. Quantitative data were analyzed using descriptive statistics, paired-sample t-tests, 95% confidence intervals, and Cohen’s dz, while reflection notes and peer-feedback forms were analyzed thematically. The synthetic data used in this manuscript showed substantial increases in PCK rubric scores from 63.70 to 77.62, TPACK self-efficacy from 3.22 to 3.91, ICT self-efficacy from 3.03 to 3.71, and microteaching performance from 67.29 to 80.83. The greatest improvement occurred in the ICT-based representation domain, followed by instructional strategies and diagnosis of students’ misconceptions. The qualitative findings showed that video-assisted peer feedback helped participants identify mismatches between content and pedagogy, refine instructional representations, and design formative assessment more effectively. This study shows that structured ICT-assisted microteaching can serve as a practical bridge between PCK development and technology integration in pre-service mathematics teacher education at the higher education level.
Pengembangan Media Video Animasi Berbasis Kearifan Lokal Riau pada Materi Pecahan untuk Siswa SD Kelas IV SDN 001 Khairiah Mandah Komang Rahma Triningsih; Siti Quratul Ain
YASIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10370

Abstract

The development of mathematics learning media based on digital technology and local culture is important because fraction learning in elementary schools is still often delivered conventionally and is less contextual. This study aims to develop animated video media based on Riau local wisdom on fraction material for Grade IV students at SDN 001 Khairiah Mandah. This study used a Research and Development (R&D) method with qualitative and quantitative approaches and an ADDIE model modified up to the Analysis, Design, and Development stages. The research subjects included Grade IV teachers, Grade IV students, and validators consisting of material experts, media experts, and language experts selected purposively. Data were collected through interviews, validation questionnaires, tests, and documentation, and were then analyzed descriptively, qualitatively, and quantitatively using validation percentages. The results showed that the animated video media obtained an average validation score of 87.50% in the very valid category, comprising the media aspect at 89.58%, the language aspect at 91.67%, and the material aspect at 81.25%. These findings indicate that animated video media based on Riau local wisdom is feasible for use as an alternative mathematics learning medium that is engaging, concrete, and contextual for fraction material. This study contributes to the development of mathematics learning media based on local culture in elementary schools. As a practical implication, teachers can use animated video media to present fraction learning that is more closely connected to students’ cultural experiences, while further research is recommended to test the effectiveness of the media with a broader student population.
Pengaruh Literasi Keuangan, Fintech E-wallet, dan Gaya Hidup Hedonisme terhadap Perilaku Konsumtif Mahasiswa di Kota Surakarta dan Sekitarnya Febriana Norchofifah Cahyani Azra; Indra Lila Kusuma; Wikan Budi Utami
YASIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10371

Abstract

The development of the digital era, financial literacy, fintech e-wallet innovation, and hedonistic lifestyles have become phenomena that influence people’s consumption behavior, particularly among young people. This study aims to examine the effects of financial literacy, fintech e-wallets, and hedonistic lifestyles on consumptive behavior. This study used a quantitative approach with a purposive sampling technique. Data were obtained by distributing questionnaires to 96 respondents. The results showed that, partially, financial literacy had no significant effect on consumptive behavior with a negative direction, while fintech e-wallets had no significant effect on consumptive behavior with a positive direction. Meanwhile, a hedonistic lifestyle had a significant effect on consumptive behavior with a positive direction. These findings indicate that respondents’ level of financial understanding has not been able to effectively control consumption behavior. In addition, the ease of using digital payment technology does not directly encourage consumptive behavior. Lifestyle factors, particularly an orientation toward pleasure and satisfaction, were proven to be more dominant in influencing consumption decisions. This study contributes to the development of studies on digital consumer behavior, especially in understanding the relationship between financial literacy, digital payment technology, and hedonistic lifestyles in the consumptive behavior of young people. As a practical implication, strengthening financial literacy needs to be accompanied by the development of awareness of consumptive lifestyles so that the use of digital financial services can be better controlled.
Perancangan Buku Pop-Up sebagai Panduan Menghadapi Menstruasi pada Anak Perempuan Sekolah Dasar Maria Veronika Br Halawa; Regita Nur Amalia Putri; Sunarsih Sunarsih
YASIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10377

Abstract

Menstruation is a biological process experienced by females as part of the reproductive cycle. However, the lack of education and limited access to information about menstruation still give rise to negative stigma in society, particularly among girls who are just entering puberty. This condition may affect children’s physical, psychological, and social aspects, so an educational medium that is engaging, communicative, and child-friendly is needed. This design aims to produce an educational medium in the form of a pop-up book as a means to help girls understand and face menstruation more positively. The design was carried out using the Design Thinking method, which consists of five stages, namely empathize, define, ideate, prototype, and test. Data were collected qualitatively through interviews, surveys, and literature study, then analyzed using the SWOT approach to evaluate the strengths, weaknesses, opportunities, and threats of the developed design concept. The design results show that a pop-up book can serve as an engaging and child-friendly educational medium for conveying information about menstruation. This medium helps improve girls’ understanding of menstruation and builds awareness of the importance of reproductive health from an early age. The conclusion of this design affirms that a pop-up book has relevance as a visual-interactive educational medium to reduce menstruation stigma and support girls’ readiness in facing puberty. The implications of this design provide practical contributions for parents, educators, and related parties in providing menstruation education media that are informative, communicative, and suited to children’s characteristics.
Penerapan Game Based Learning Berbasis untuk Meningkatkan Motivasi Belajar Anak Panti Asuhan Keysha Alisya Putri Sonatha; Khalida Nurluthfi; Suci Rahma Putri; Astri Anggraini Hapsara Wibowo
YASIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10382

Abstract

Low learning motivation among children living in orphanages is an important issue because it is characterized by a tendency to become easily bored, lack consistency in completing tasks, become easily distracted, and have low self-confidence. This condition is influenced by limited caregiver attention and the suboptimal implementation of a structured disciplinary system in the orphanage environment. This study aims to examine the effectiveness of an educational game-based intervention in increasing children’s learning motivation at Panti Asuhan X, West Jakarta. This study used a pretest-posttest design involving 8 children, consisting of 7 boys and 1 girl aged 6–13 years. The game-based learning intervention was developed based on Self-Determination Theory (SDT) through four games, namely “Human Body Monopoly,” “Flash Cards,” “UNO Stacko for Question Cards,” and “Cup Pyramid Quiz Game.” Data were collected using the Indonesian translated version of the Elementary School Motivation Scale (ESMS), which covers the dimensions of reading, writing, and completing tasks, then analyzed descriptively using IBM SPSS Statistics and Microsoft Excel. The results show an increase in the average learning motivation across the three dimensions after the intervention. The reading dimension increased from 33.00% to 34.50%, the writing dimension increased from 30.63% to 33.38%, and the highest increase occurred in the task-completion dimension, from 27.75% to 33.50%. The conclusion of the study affirms that educational game-based learning has the potential to be effective in increasing the learning motivation of children in orphanages. The implications of this study provide practical contributions for caregivers, educators, and social institutions in designing learning activities that are enjoyable, participatory, and aligned with children’s psychological needs.
Evaluation of the Industrial Work Practice Program (PRAKERIN) Curriculum at SMKN 1 Lembah Melitang, West Pasaman District Using the CIPP Model Aisatun Nadroh; Irja Eka Putri; Khaironita Khaironita; Fildya Rizki; Liza Efriyanti
YASIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10383

Abstract

The implementation of vocational internship curricula requires systematic evaluation to ensure alignment between school-based learning and labour-market demands. This study evaluates the implementation of the Industrial Work Practice Program (Prakerin) curriculum at SMKN 1 Lembah Melintang, West Pasaman Regency, using Stufflebeam’s Context, Input, Process, and Product (CIPP) model. A quantitative descriptive-evaluative design was employed, involving purposively selected participants comprising 99 students, 20 supervising teachers, one principal, and six business and industry representatives. Data were collected using a CIPP-based questionnaire with a 4-point Likert scale, supported by documentation and field observation. The scores for each CIPP dimension were converted into percentages and categorized. The results indicate that the overall implementation of Prakerin was positive, with the context dimension reaching 78.82% (good), input 74.20% (good), process 74.01% (good), and product 73.45% (good). Stakeholder-based analysis showed that tutors and the principal provided relatively higher ratings, ranging from very good to good, whereas industry representatives and students reported lower perceptions in several areas. These findings indicate that Prakerin aligns with vocational education objectives and supports the development of students’ technical competencies and work readiness. However, persistent gaps remain in soft skills, particularly communication, discipline, and adaptability, as well as in coordination between schools and industry partners. The study recommends strengthening formal school–industry agreements through shared competency standards, enhancing pre-internship soft-skills preparation, establishing integrated monitoring and evaluation mechanisms, and conducting regular facility audits and mentor training. This study contributes to vocational curriculum evaluation by demonstrating the usefulness of the CIPP model in identifying implementation strengths and gaps, with implications for improving technical and vocational education and training policy and optimizing Prakerin as a bridge between vocational schooling and the labour market.
Pengaruh Penggunaan Media Pembelajaran PAI Berbasis Aplikasi Educaplay terhadap Hasil Belajar Siswa di SMP Negeri 2 Ranah Batahan Sherly Herlianti; Jasmienti Jasmienti
YASIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10387

Abstract

The use of digital learning media in Islamic Religious Education (PAI) has received attention in various previous studies; however, studies that specifically discuss the effect of Educaplay application-based PAI learning media on the learning outcomes of Grade VII students at SMP Negeri 2 Ranah Batahan remain limited. This study aims to analyze the effect of using Educaplay application-based PAI learning media on students’ learning outcomes. This study used a quantitative approach with a quasi-experimental design through a Posttest Only Control Group Design. The research sample involved 56 students selected using a purposive sampling technique, consisting of 28 students in the experimental class and 28 students in the control class. Data were collected using an objective learning outcomes test instrument that had undergone validity and reliability testing, then analyzed using inferential statistics through normality testing, homogeneity testing, and an Independent Sample t-Test with the assistance of SPSS version 20. The results show that the average learning outcome score of the experimental class was 77.9286, which was higher than that of the control class at 67.7857. The hypothesis testing results show that the calculated t-value of 4.087 was greater than the critical t-value of 2.005, with a significance value of 0.000 < 0.05, indicating a significant effect of using the Educaplay application on students’ learning outcomes. These findings contribute to strengthening constructivist theory and the Cognitive Theory of Multimedia Learning and broaden understanding of the effectiveness of digital learning media in PAI. The conclusion of the study affirms that the use of the Educaplay application plays an important role in improving students’ learning outcomes through more interactive, engaging, and technology-based learning. The implications of this study provide practical contributions for teachers and schools in optimizing the use of digital learning media to improve the quality of PAI learning.
Implementasi Intervensi Berbasis Self-Determination Theory pada Remaja di Bawah Pengawasan Panti Asuhan X Samuel Fredericko Sherloe; Rasyatul Aini; Hanifatul Aisyah; Astri Anggraini Hapsara Wibowo
YASIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10395

Abstract

Basic psychological needs in Self-Determination Theory (SDT), which include autonomy, competence, and relatedness, play an important role in supporting adolescents’ psychological development. However, adolescents under the supervision of an orphanage may face obstacles in fulfilling their basic psychological needs due to limited personal support and the dynamics of the caregiving environment. This study aims to support the fulfillment of the basic psychological needs of adolescents under the supervision of Orphanage X through an SDT-based intervention program. This study used observation, interviews, and pre-test and post-test measurements using the Basic Psychological Need Satisfaction and Frustration Scale (BPNSFS). The research participants consisted of eight adolescents aged 14–16 years who were selected based on pre-test results indicating high need frustration, low need satisfaction, or a condition in which frustration was higher than satisfaction in several aspects of basic psychological needs. The intervention program was implemented through several activities, namely “Mading Surat,” letter writing, “Content Creator Challenge,” “Poster Challenge,” and “Buku Mini Cita-Citaku.” The results show an increase in the average scores for autonomy satisfaction, relatedness satisfaction, and competence satisfaction after the implementation of the intervention. In addition, several aspects of frustration decreased among some participants, although changes in each participant showed different dynamics and did not always occur linearly. The conclusion of the study affirms that an SDT-based intervention program can be a relevant approach to help support the fulfillment of adolescents’ basic psychological needs in an orphanage environment. The implications of this study provide practical contributions for caregivers, educators, and social institutions in designing intervention activities that support adolescents’ autonomy, competence, and social relatedness in a more targeted manner.
Penguatan Self-Control Anak melalui Program Intervensi Berbasis Aktivitas di Panti Asuhan X Putri D. Riyani; Ghadhidha D. Cinta; Hasina Raisa; Astri A. Hapsara
YASIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10401

Abstract

Self-control ability is an important aspect of child development because it plays a role in regulating emotions, behavior, and decision-making. Based on observations and interviews at the Muhammadiyah PCM Kembangan Children’s Orphanage, children still experienced difficulties in controlling their behavior, understanding the consequences of their actions, and making appropriate decisions. Children’s discipline also tended to depend on external supervision, so an intervention program is needed to improve self-control ability independently. This study aims to improve children’s self-control ability through a series of intervention activities designed based on James R. Averill’s self-control theory, which includes the aspects of behavioral control, cognitive control, and decisional control. This study used a quantitative approach with a one-group pretest-posttest design. The research subjects consisted of 12 children aged 8–13 years who were under the care of the Muhammadiyah PCM Kembangan Children’s Orphanage. Data were collected through observation, interviews, and a self-control questionnaire adapted from Nurfaujiyanti (2010). The intervention was implemented through five programs, namely “Misi Penjaga Ketenangan,” “Teater Cermin Ajaib,” “Buku Petualangan,” “Estafet Kuas Ajaib,” and “Misi Detektif Seribu Wajah.” The results showed a significant improvement in children’s self-control ability after participating in the intervention, with the mean total score increasing from 41.67 in the pre-test to 49.25 in the post-test. The statistical test results showed a significance value for the total score of 0.000 (p < 0.05), indicating that the intervention was effective in improving behavioral control, cognitive control, and decisional control among children in the orphanage. The conclusion of the study affirms that structured activity-based psychological intervention can be a relevant approach to strengthening children’s self-control ability. The implications of this study provide practical contributions for caregivers, educators, and social institutions in designing guidance programs that support children’s independence, discipline, and decision-making in a more adaptive manner.
Pemanfaatan ARCore Geospatial untuk Simulasi Banjir sebagai Media Edukasi Kebencanaan I Gede Dhananjaya; Kadek Yota Ernanda Aryanto; I Gede Partha Sindu
YASIN Vol 6 No 3 (2026): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10421

Abstract

Although Augmented Reality (AR) technology has been widely applied in various educational contexts, studies that specifically integrate ARCore Geospatial technology for location-based flood simulation as a disaster education medium remain limited. This study aims to develop and evaluate an ARCore Geospatial-based flood simulation application as a disaster education medium. This study used a Research and Development (R&D) approach with the Multimedia Development Life Cycle (MDLC) model, involving 30 students selected using a convenience sampling technique. Data were collected through black-box testing, expert validation instruments, and the User Experience Questionnaire (UEQ), then analyzed using functional testing results, Gregory validity analysis, and descriptive UEQ analysis. The results show that all application features function according to the development objectives. The expert validation results show that the media and application design aspects received very high ratings, although several suggestions were provided to improve the content aspect. In addition, the UEQ results show a positive user experience across all evaluated dimensions, namely attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. These findings contribute to the development of disaster education media by demonstrating the potential of geospatial-based Augmented Reality in supporting contextual and interactive learning experiences. The conclusion of the study affirms that location-based flood simulation through ARCore Geospatial can support disaster education and increase flood mitigation awareness through contextual and interactive visualization. The implications of this study provide practical contributions for educational institutions and disaster stakeholders in developing educational strategies that are more engaging, innovative, and location-based. Future research is recommended to integrate real-time environmental data and expand the application implementation to broader geographical areas.