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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
Multimedia Locawita Berbasis CTL untuk Meningkatkan Pemahaman Budaya Lokal Tulungagung bagi Siswa Kelas V SD Riska Elies Ristiani; Karimatus Saidah; Wahid Ibnu Zaman
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.v6i3.10621

Abstract

The low level of students’ understanding of Tulungagung local culture indicates the need for learning media that are contextual, engaging, and relevant to the learning experiences of elementary school students. This study aims to develop Contextual Teaching and Learning (CTL)-based LOCAWITA multimedia and to test its validity, practicality, and effectiveness in improving understanding of Tulungagung local culture among Grade V elementary school students. This study used the Research and Development (R&D) method with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were 30 Grade V students of SDN 2 Sukorejo Wetan. Data were collected through expert validation sheets, teacher and student response questionnaires, and local culture understanding tests through pretest and posttest. The results showed that LOCAWITA multimedia obtained a validity level of 92%, categorized as very valid. The practicality of the media was indicated by teacher responses of 96% and student responses of 90%, categorized as very practical. The students’ average score increased from 60.83 in the pretest to 89.58 in the posttest. The Wilcoxon Signed Rank Test results showed a significance value of 0.000 (p < 0.05), indicating a significant increase in local culture understanding after the use of the media. The conclusion of this study affirms that CTL-based LOCAWITA multimedia is declared valid, practical, and effective for improving understanding of Tulungagung local culture among Grade V elementary school students. These findings imply the use of CTL-based multimedia as an alternative contextual learning medium that supports the preservation of local culture in elementary schools.
Pengembangan Media Evaluasi Pembelajaran Berbasis Aplikasi Game Kahoot pada Materi Reaksi Redoks untuk Siswa Kelas X SMAN 5 Mataram Nabila Nurhaliza; Syarifa Wahidah Al Idrus; Sunniarti Ariani
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.v6i3.10635

Abstract

The development of digital technology-based learning evaluation media is needed to support more interactive chemistry learning, particularly on the topic of Redox Reactions, which is abstract and has the potential to cause conceptual difficulties for students. This study aims to describe the process of developing learning evaluation media based on the Kahoot game application on the topic of Redox Reactions and to determine its level of feasibility and practicality for Grade X students at SMAN 5 Mataram. This study used a Research and Development method with the 4D model, which includes the Define, Design, Develop, and Disseminate stages. The study was conducted at SMAN 5 Mataram by involving expert validators, chemistry subject teachers, and Grade X students as research subjects. Data were collected through validation sheets and practicality response questionnaires, then analyzed using quantitative descriptive techniques to measure material feasibility, media feasibility, and user responses in the field. The results showed that the developed Kahoot game media met the feasibility criteria, with an average validation percentage of 93.13% in the very valid category. The practicality level of the media based on teacher responses obtained a score of 85%, while student responses obtained a score of 86.68%, and both were included in the very practical category. The conclusion of this study affirms that Kahoot game-based learning evaluation media on the topic of Redox Reactions has met the standards of validity and practicality for use in Grade X chemistry learning. These findings imply the use of interactive digital evaluation media as a supporting tool for innovative learning, while also encouraging the optimization of feedback features in the final product to strengthen independent conceptual understanding and directly minimize students’ misconceptions.