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Contact Name
Kun Hisnan Hajron
Contact Email
kun.hisnan@ummgl.ac.id
Phone
+6281917043791
Journal Mail Official
kun.hisnan@ummgl.ac.id
Editorial Address
Fakultas Ilmu Pendidikan dan Keguruan Universitas Muhammadiyah Magelang Jl. Tidar No. 21 Kota Magelang, Jawa Tengah, Indonesia
Location
Kab. magelang,
Jawa tengah
INDONESIA
Borobudur Educational Review
ISSN : -     EISSN : 27970302     DOI : https://doi.org/10.31603/bedr
Core Subject : Education, Social,
Aims BEDR is a peer-reviewed Journal of educational Studies published by Universitas Muhammadiyah Magelang. This journal published biannually and provides a forum for publishing the original research articles, review articles, and case study on the scope. This journal is issued twice a year and it is a tool for researchers, academics, and practitioners who wished to channel their thoughts and findings in the field of educational Studies. Scope Elementary School Learning Development, Thematic Learning, Elementary School Curriculum, Multiple Intelligences, Learning Strategy.
Arjuna Subject : Umum - Umum
Articles 99 Documents
Hubungan antara Intensitas Bermain Game Roblox dengan Keterampilan Menulis Karangan Narasi pada Siswa Kelas IV-VI Sekolah Dasar Anggraeni, Leni; Purnanto, Arif Wiyat; Wijayanto, Sukma
Borobudur Educational Review Vol. 6 No. 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.16372

Abstract

This study aims to examine the relationship between the intensity of playing Roblox and the narrative writing skills of fourth to sixth grade elementary school students in the Semangat Cluster, Secang District. The research employed a quantitative approach with a correlational method. The participants consisted of 64 students. Data were collected through a questionnaire measuring the intensity of playing Roblox and a performance test assessing narrative writing skills, and were analyzed using the Pearson Product Moment correlation test with the assistance of IBM SPSS Statistics 27. The results revealed a correlation coefficient of r = 0.344 with a significance value of p = 0.005 (p < 0.01), indicating a positive and statistically significant relationship in the weak category between the two variables. The coefficient of determination (11.8%) indicates that the intensity of playing Roblox contributes 11.8% to the variance in students’ narrative writing skills, while 88.2% is influenced by other factors beyond the scope of this study. Therefore, it can be concluded that a positive and statistically significant relationship at a weak level exists between the intensity of playing Roblox and students’ narrative writing skills.
Pengaruh Metode Silaba Berbantuan Multimedia Interaktif Terhadap Kemampuan Membaca Permulaan Jannah, Choirun Ni'matul; Madyawati, Lilis; Mardiana, Tria
Borobudur Educational Review Vol. 6 No. 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.16376

Abstract

This study aimed to analyze the effect of the syllabic method integrated with interactive media on the early reading skills of first-grade elementary school students. The research employed a quantitative approach using a pre-experimental design with a one-group pretest–posttest design. The participants consisted of all 15 first-grade students at Langgeng State Elementary School of Temanggung. Data were collected through an oral reading test designed to assess students' early reading skills. Data analysis was conducted using the Shapiro–Wilk normality test and hypothesis testing through a Paired Sample t-test. The results revealed a significance value of 0.000 (< 0.05), indicating a statistically significant difference between students' early reading skills before and after the treatment. Therefore, the implementation of the syllabic method supported by interactive media was proven to have a significant positive effect on improving the early reading skills of first-grade students at SDN Langgeng Temanggung.
Studi Kasus Pemanfaatan AI dalam Pengembangan Bahan Ajar Literasi Berimbang oleh Mahasiswa Pendidikan Guru Sekolah Dasar Amalia, Eva
Borobudur Educational Review Vol. 6 No. 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.16538

Abstract

The integration of AI in education opens opportunities for developing more creative, adaptive, and efficient teaching materials. This study aims to describe the perceptions, processes, and reflections of elementary school teacher education students regarding the use of Artificial Intelligence (AI) in developing balanced literacy teaching materials. Using a qualitative case study approach, the research involved 60 students enrolled in a Balanced Literacy course. Data were collected through semi-structured online questionnaires and analyzed thematically. The results indicate that students hold a positive perception of AI, as it accelerates and simplifies the design of instructional materials. In the development process, AI was utilized to determine themes, design literacy activities, and integrate text, images, and interactive media. However, student reflections revealed that their confidence in the ethical use of AI remains relatively limited. These findings suggest that while students recognize the functional benefits of AI in learning, ethical concerns—such as misuse, academic dishonesty, privacy, and transparency—remain high. Consequently, institutions may need to strengthen ethical guidelines, digital literacy education, and clear policies on responsible AI use to enhance student trust in its ethical implementation.
Digitalisasi Kearifan Lokal Aceh melalui Pop-Up Book Digital dalam Pembelajaran Pancasila Sekolah Dasar Ayudia, Inge
Borobudur Educational Review Vol. 6 No. 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.16550

Abstract

This study aims to develop a digital pop-up book learning media based on Aceh local wisdom in Pancasila education for elementary school students. The bacground of this research is the lack of innovative and contextual learning media that integrates local cultural values into classroom learning. This study uses a research and development (R&D) approach with the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The results indicate that the developed media is highly valid (90.75%), practical (90%), and effective, with a significant improvement in students learning outcomes (from 60 to 85). The results show that the developed media is valid, practical, and effective in improving students understanding of Pancasila values and civic awareness. The integration of Aceh local wisdom in digital pop-up book media provides meaningful learning experiences and strengthens students cultural identity. Thus, this media is suitable to be used as an alternative learning tool in elementary schools. Keywords: digital pop-up book; local wisdom; Pancasila education; elementary school; civic awareness
Pengaruh Model Game Based Learning Berbantuan Media Paper Mode Wayground terhadap HOTS Siswa Kelas V SD Fahrizal, Muhammad Iqbal
Borobudur Educational Review Vol. 6 No. 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.16561

Abstract

This study aims to examine the effect of implementing the Game Based Learning model supported by an educational game medium, namely Paper Mode based on Wayground, on students’ Higher Order Thinking Skills (HOTS) in IPAS learning. The research employed a quantitative approach with a Pre-Experimental design, specifically the One Group Pretest”“Posttest Design. The sample consisted of 27 fifth-grade students at SD Negeri Karangroto 04. Data were collected through pretest and posttest instruments developed based on HOTS indicators within the cognitive domain, including C4 (analyzing), C5 (evaluating), and C6 (creating). The results revealed a significant improvement in students’ HOTS after the implementation of the learning model. The average pretest score was 41 with a learning mastery level of 3.7%, while the average posttest score increased to 76 with a mastery level of 70.37%. Furthermore, the Wilcoxon Signed Rank Test showed a significance value of 0.000, which is lower than 0.05, indicating a statistically significant difference between the pretest and posttest results. Therefore, it can be concluded that the Game Based Learning model assisted by Paper Mode based on Wayground is effective in enhancing students’ HOTS in IPAS learning.
Internalization of Pancasila Values through Community Run Character Education in Palu City Fath, Shofi Nurul; Sukri, Shara Rafiqa Nurulcholillah
Borobudur Educational Review Vol. 6 No. 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.16568

Abstract

Pancasila Education has often been implemented in a normative and predominantly cognitive manner, limiting the internalization of its values in real-life experience. This study examines how Pancasila values are internalized within a running community in Palu City as a form of experiential character education. Using a qualitative approach with an interpretative phenomenological design, the data were collected through in-depth interviews and participatory observation involving eight active members. The findings reveal that Divinity is expressed through reflection and gratitude; Humanity through empathy and sharing practices; Unity through inclusive togetherness across diverse backgrounds; Democracy through participatory dialogue; and Social Justice through equality and non-discrimination. Internalization occurs through embodied experience, sustained social interaction, habituation, and personal reflection. The running community functions as an effective non-formal pedagogical space for the transformative actualization of Pancasila values.
Pemahaman Konsep IPAS melalui Penerapan Model Pembelajaran Role Playing pada Materi Rantai Makanan di Sekolah Dasar : A Systematic Literature Review Ramadani, Nofeni; Al Fath, Ayatullah Muhammadin; Hutagalung, Erwin Efendi
Borobudur Educational Review Vol. 6 No. 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.16641

Abstract

This study aims to evaluate and synthesize previous research findings regarding the use of the role-playing learning model in enhancing science concept understanding among elementary school students, particularly on the topic of food chains. This study employed a Systematic Literature Review (SLR) method using the PRISMA 2020 protocol, which includes identification, screening, eligibility, and inclusion stages. The data analyzed consisted of 14 scientific articles obtained from databases such as Google Scholar, ERIC, ResearchGate, and Garuda, published between 2020 and 2026. The results indicate that the role-playing model consistently improves students’ understanding of science concepts through active, interactive, and contextual learning processes. In addition, this model contributes positively to students’ learning outcomes, motivation, and social skills, particularly in communication and collaboration. However, the effectiveness of this model is highly dependent on the quality of classroom implementation, student readiness, and the accuracy of lesson planning. Therefore, the role-playing model can be considered an effective instructional strategy in elementary science education, especially for explaining abstract concepts such as food chain processes.
Implementasi Inquiry Based Learning Berbantuan Pop-Up pada Pembelajaran IPAS Kholifah, Siti; Mubaidilla, Irfa'i Alfian
Borobudur Educational Review Vol. 6 No. 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.16741

Abstract

This study aims to examine the effect of the Inquiry Based Learning model assisted by Pop-Up Book media on students’ learning motivation and cognitive ability in science and social learning at the elementary level. The study used a quantitative approach with a one group pretest-posttest design involving 20 third-grade students. Data were collected through tests and questionnaires, then analyzed using statistical techniques including normality test, homogeneity test, and paired sample t-test with SPSS 24. The results showed a significant improvement in both learning motivation and cognitive ability after the implementation of the learning model. Statistical analysis indicated that the significance value was less than 0.05, confirming a meaningful difference between pretest and posttest scores. The findings suggest that active learning through inquiry processes combined with interactive visual media can enhance student engagement and understanding. In conclusion, the Inquiry Based Learning model supported by Pop-Up Book media is effective in improving learning motivation and cognitive outcomes in elementary education.
The The Effect of a Creative-Productive Model Using a Flipchart on the Memory Retention of Fifth-Grade Students in the IPAS Subject Tri Puji Astuti, Bibit; Sukmarani, Dhuta; Istiningsih, Galih
Borobudur Educational Review Vol. 6 No. 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.16854

Abstract

This study aims to determine the effect of the Productive Creative Model assisted by flipchart media on the memory of fifth-grade students in the IPAS subject at SD Negeri Magelang 6. The method employed in this study is a quasi-experimental design using the Non-Equivalent Control Group Design. The samples for this study consisted of class 5B as the experimental group and class 5A as the control group, each comprising 24 students at SD Negeri Magelang 6. Data were collected through essay tests and observations. Prerequisite tests in this study included the Shapiro-Wilk normality test and the Levene homogeneity test. Hypothesis analysis was conducted using the Independent Sample T-test. The data obtained from this study indicate a significant influence of the creative productive model and flipchart media on the memory of fifth-grade students. Through the Independent Sample T-test, a p-value of 0.000 (< 0.05) was obtained. Quantitatively, achievement differences were observed, with the mean pretest score of the experimental class at 39 and the control class at 31.5, while the mean posttest score for the experimental class reached 73.71 and the control class at 70.92. These results validate a significant difference between the pretest and posttest outcomes. Given that the t-calculated value of -6.020 falls outside the H₀ acceptance region (t-table 2.012), it can be concluded through this study that the creative productive model effectively influences the memory of fifth-grade students in the IPAS subject.

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