cover
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
Strategi guru menumbuhkan Cinta Membaca pada anak PAUD dan SD Dzulaekha, Annisah Nurul; Iswatiningsih, Daroe; Ulzana, Yuhanita; Astuti, Rina Dwi
Borobudur Educational Review Vol. 5 No. 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.14975

Abstract

Reading is a crucial skill for children's cognitive, social, and emotional growth, yet interest in reading is waning in the digital age. This study investigates interactive reading strategies to enhance engagement in early childhood and elementary students, employing qualitative methods such as observation and interviews. It involved children aged 4-12 during a month-long reading program. Key findings demonstrate that techniques like storytelling, role-playing, open-ended questions, story mapping, paired reading, and book creation significantly boost children's focus and comprehension. The research supports Vygotsky’s social learning theory and Deci & Ryan’s self-determination theory, which highlight the importance of autonomy and relatedness in motivation. Despite some limitations, the study suggests that interactive reading can effectively enrich early literacy in educational environments.
Penerapan model Project Based Learning (PJBL) pada pembelajaran IPA untuk meningkatkan kemampuan Kerjasama dan Hasil Belajar Fitriyah, Ayu; Khoimatun, Khoimatun; Dewi, Ririn Andriani Kumala
Borobudur Educational Review Vol. 5 No. 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.14980

Abstract

Penelitian ini dilatarbelakangi karena adanya hasil observasi awal yang menunjukkan rendahnya hasil belajar pada pembelajaran IPA serta kurangnya kemampuan kerjasama siswa kelas V SDN 2 Karangampel. Hal ini dikarenakan adanya faktor yang beragam seperti penggunaan model yang kurang memberikan efektivitas atau partisipasi siswa dalam pembelajaran yang kurang aktif. Karena itu memerlukan upaya dalam perbaikan yang dilakukan yaitu melalui penerapan model pembelajaran Project Based Learning (PjBL). Penelitian ini memiliki tujuan guna mengetahui bagaimana efektivitas penggunaan model pembelajaran Project Based Learning (PjBL) mampu meningkatkan kemampuan kerjasama dan hasil belajar siswa. Metode penelitian ini menggunakan Penelitian Tindakan Kelas (PTK) dengan model yang dikemukakan Kemis dan Taggart. Populasi penelitian ini adalah SDN 2 Karangampel tahun ajaran 2025 dengan sampel siswa kelas V sebanyak 39 siswa. Instrumen penelitian yang digunakan meliputi lembar observasi penerapan model, angket kerjasama dan lembar soal tes. Hasil penelitian menunjukkan persentase penerapan model pada siklus I mencapai 85%, pada siklus II mencapai 92,5% dan pada siklus III mencapai 97,5%. Persentase kerjasama pada prasiklus mencapai 30%, pada siklus I menjadi 67,5%, pada siklus II mencapai 75,1%, dan pada siklus III mencapai 90,8%. Persentase ketuntasan hasil belajar prasiklus 33,3%, siklus I menjadi 63,1%. pada siklus II mencapai 71,8%, dan siklus III mencapai 87,2%. Sehingga disimpulkan bahwa penggunaan model pembelajaran Project Based Learning (PjBL) mamput meningkatkan kemampuan kerjasama dan hasil belajar siswa.
Improving students' English Vocabulary Mastery through the application of Minecraft Video Game-based Learning Media Royyan, Faris Mohammad; Priyatmojo, Arif Suryo
Borobudur Educational Review Vol. 5 No. 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.14995

Abstract

Vocabulary mastery is the main foundation in English language learning, but junior high school (SMP) students often face motivational constraints and boredom with conventional teaching methods. In response to this challenge, this study examines the effectiveness of using Minecraft video games as an innovative learning medium. The main purpose of this study is to quantitatively measure the influence of the use of Minecraft on the improvement of English vocabulary mastery in grade VIII students of SMP Negeri 2 Temanggung for the 2023/2024 school year. This study adopts a quasi-experimental method with a pre-test post-test control group design. The research sample consisted of 61 grade VIII students divided into two groups: the experimental group that received Minecraft-based learning treatment (n=31), and the control group that followed conventional learning (n=30). Data collection instruments include vocabulary mastery tests (before and after treatment), observation sheets to measure student involvement, and questionnaires to determine students' responses to learning media. The results showed a significant difference in performance between the two groups. The experimental group that used Minecraft showed a much higher increase in the average post-test score compared to the control group. In addition to improving cognitive learning outcomes, observational data and questionnaires also revealed that students in the experimental group showed superior enthusiasm, participation, and motivation to learn. Students view Minecraft as a fun, interactive, and effective learning tool in reducing the perception that learning vocabulary is difficult. Thus, the application of Minecraft as a learning medium has a significant and effective positive influence on improving the English vocabulary mastery of junior high school students.
Membongkar kurikulum tersembunyi: Studi Fenomenologis tentang Nilai Keadilan dan Bias Gender di Sekolah Dasar Wijayanto, Sukma; Purwandari, Septiyati; Widanarti, Novi Indah
Borobudur Educational Review Vol. 5 No. 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.14997

Abstract

Penelitian mengungkap nilai-nilai gender dalam kurikulum tersembunyi (hidden curriculum) melalui keseharian guru di lingkungan sekolah dasar di Indonesia. Pendekatan fenomenologis digunakan dalam penelitian ini untuk menggali bagaimana tanggung jawab siswa di kelas, peran gender, dan memaknai keadilan dalam dimensi pendidikan. Pengumpulan data dilakukan dengan wawancara mendalam pada enam guru dan dianalisis menggunakan teknik pengkodean tematik untuk mengungkap makna di belakang keputusan pedagogis sehari-hari para guru. Hasil penelitian menggambarkan bahwa sebagian guru berupaya menciptakan kesetaraan dengan pembagia tugas secara heterogen, tapi sebagian guru lain secara tidak sadar mereproduksi bias gender, contohnya dengan menghubungkan kerja fisik dengan siswa laki-laki. Disamping itu, aspek pemahaman guru mengenai “keadilan” menggambarkan norma dan institusi budaya dimana perbedaan gender sebagai hal wajar, tidak sebagai konstruksi sosial. Penelitian ini menggarisbawahi betapa kesadaran kritis guru itu sangat penting pada praktik pedagogis yang bias gender dan perlunya sarana belajar reflektif untuk membongkar hierarki gender tersembunyi di pendidikan dasar
Peran pembelajaran berbasis komputer (computer based instruction) di Sekolah Dasar Aditama, Wiranda Bayu
Borobudur Educational Review Vol. 5 No. 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.15062

Abstract

Penelitian ini bertujuan untuk mengeksplorasi peran strategis Pembelajaran Berbasis Komputer (PBK) dalam pendidikan Sekolah Dasar (SD) melalui pendekatan studi pustaka. Teknologi komputer telah menjadi bagian integral dalam sistem pendidikan modern, khususnya di tingkat dasar, untuk mendorong pembelajaran yang adaptif, interaktif, dan menyenangkan. Data dikumpulkan melalui studi literatur dari berbagai sumber ilmiah terpercaya dengan jumlah 17 artikel yang dipublikasikan antara tahun 2016 hingga 2025. Hasil penelitian menunjukkan bahwa PBK mampu meningkatkan efektivitas pembelajaran, motivasi belajar siswa, serta mendukung pengembangan karakter seperti kedisiplinan dan tanggung jawab. Berbagai model dan media PBK seperti multimedia interaktif, simulasi, augmented reality, dan game edukatif terbukti mampu meningkatkan pemahaman konsep serta membentuk keterampilan abad ke-21. Namun, implementasinya masih menghadapi tantangan seperti kesenjangan infrastruktur digital dan kompetensi guru. Temuan ini merekomendasikan perlunya penguatan pelatihan guru, penyediaan sarana digital, serta kurikulum yang mengintegrasikan teknologi secara pedagogis. Keterbatasan penelitian ini terletak pada ruang lingkup data yang hanya berasal dari sumber sekunder dan terbatas pada literatur yang tersedia secara daring, sehingga tidak mencerminkan kondisi empirik di lapangan secara langsung.
Eksplorasi Penalaran Matematis Siswa SD Kelas Tinggi dalam Menyelesaikan Masalah Numerasi: Tinjauan Epistemologis Pangestika, Rintis Rizkia; Triyono, Ageng; Ngazizah, Nur; Sari, Septia Nurnita
Borobudur Educational Review Vol. 5 No. 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.15103

Abstract

Numeracy skills are a crucial foundation for developing logical and critical thinking among elementary school students. However, some students still struggle to connect mathematical concepts with real-life contexts. This study aims to analyze the mathematical reasoning patterns of elementary school students through an epistemological lens, focusing on how knowledge is acquired, structured, and utilized in solving contextual numeracy problems. This research employed a descriptive qualitative approach with a case study design. The participants consisted of six fifth-grade elementary students selected based on variations in their numeracy abilities. Data were collected through contextual numeracy tasks, observations of students’ thinking processes, and clinical interviews, then analyzed using an interactive model that involved data reduction, presentation, and verification. The findings indicate that students with high numeracy ability demonstrated conceptual and reflective reasoning patterns with well-organized knowledge structures, while students with moderate and low numeracy ability tended to exhibit procedural and fragmented thinking. Most students were unable to reflect on the validity of their knowledge, indicating a low level of epistemic awareness. These findings highlight the importance of numeracy learning that focuses not only on outcomes but also on students’ thinking processes and knowledge structures.
Pengembangan Articulate Storyline terintegrasi AL Islam Kemuhammadiyahan di Sekolah Dasar Purworejo Ratnaningsih, Arum; Pasa, Ike Yunia; Anggoro, Cahyo; Riyanto, Sabar
Borobudur Educational Review Vol. 5 No. 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.15123

Abstract

Articulate Storyline terintegrasi Al Islam Kemuhammadiyahan merupakan media pembelajaran digital interaktif berupa software APK yang diaplikasikan pada mata pelajaran Bahasa Indonesia dan nilai Al Islam Kemuhammadiyahan. Penggunaan Articulate Storyline dapat meningkatkan literasi digital siswa, memudahkan siswa dalam memahami materi Bahasa Indonesia, meningkatkan kreativitas dan keterampilan berbahasa (menyimak, berbicara, membaca, dan menulis), siswa bijak dalam menyaring informasi dari media digital, serta memudahkan siswa dalam memahami nilai-nilai Kemuhammadiyahan meliputi sabar, ikhlas, tawadu’, dan jujur. Hal ini terbukti dari hasil kelayakan produk oleh ahli media diperoleh skor rerata 4,24, ahli materi diperoleh skor rerata 4,48, dan praktisi diperoleh skor rerata 4,25 dengan kriteria “Valid”. Hasil respon kelompok pertama, SD Muhammadiyah Purworejo dengan jumlah 33 siswa memeroleh skor 39 dan persentase 85,15% masuk kategori sangat praktis. Hasil respon kelompok kedua, SD Muhammadiyah Kutoarjo dengan jumlah 94 siswa memeroleh skor 71 dan persentase 75,53% masuk kategori praktis. Dengan demikian, Articulate Storyline terintegrasi Al Islam Kemuhammadiyahan siap dan layak untuk diterapkan dalam pembelajaran Bahasa Indonesia siswa kelas IV Sekolah Dasar.
Integrasi Teknologi Digital dalam Pembelajaran STEAM di Sekolah Dasar: Analisis Bibliometrik Publikasi Scopus 2016-2025 Ahmad, Zulfa Nafisah; Kurniawan, Muhammad Ragil
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.16272

Abstract

This study aims to map the development, thematic structure, and emerging research trends related to the integration of digital technology in STEAM learning at the primary school level through a bibliometric approach. Data were collected from Scopus-indexed publications published between 2016 and 2025 and analyzed using Bibliometrix R-Package and VOSviewer. The analysis examined publication growth, subject area distribution, patterns of authorship and international collaboration, and keyword co-occurrence to identify thematic clusters and research dynamics. The findings indicate a steady growth of publications with a strong interdisciplinary orientation, primarily involving social sciences, computer science, and engineering. Thematic mapping reveals a noticeable shift from the use of digital technology as a supportive learning tool toward its role as a pedagogical component in developing computational thinking, interactive digital learning environments, and 21st-century competencies within primary STEAM education. Emerging topics such as artificial intelligence, game-based learning, robotics, and teacher-related pedagogical design have gained increasing attention in recent years, although their conceptual integration within a holistic STEAM framework remains limited. Overall, this study provides a comprehensive overview of the current research landscape and highlights evolving directions in digital technology–integrated STEAM education at the primary level.
The The Influence of Smart Box Media on Basic Mathematical Skills in Children Aged 5-6 Years Ernawati, Meilisa; Madyawati, Lilis; Astuti, Febru Puji
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.16304

Abstract

This study aims to determine the effect of Smart Box Media on basic mathematical skills. The research design is pre experimental with a one group pre test and post test model. The sample was selested using purposive sampling. The subjects  of this study were 10 children aged 5 to 6 years at Pertiwi Gondowangi Kindergarten, Sawangan District, Magelang Regency. This study used a quantitative approach with an experimental design. Mathematical ability was measured using an observation sheet. Data analysis using Wilcoxon analysis showed that the significance value was 0,000 < 0,05 , so Ho was rejected and Ha was accepted, meaning that there was a difference between the pre test and post test result. It can be concluded that Smart Box Media Affects the Basic Mathematical Skills of Children Age 5- 6 Years.
Pengembangan dan Validasi Tes Komik Soal Berbasis Certainty of Response Index (CRI) Untuk Mendeteksi Miskonsepsi Siswa Sekolah Dasar Qatrunnada, Assita Azka; Kurniawati, Wahyu
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.16362

Abstract

Misconceptions in science learning in elementary schools are often not properly identified because conventional evaluation tools usually only assess whether answers are right or wrong without revealing the level of students' confidence in their answers. This makes it difficult for teachers to distinguish between correct conceptual understanding, strong misconceptions, and answers obtained through guessing. This study aims to develop and validate a comic-based test using the Certainty of Response Index (CRI) as a diagnostic instrument to detect students' misconceptions about the material on the forms of matter and their changes. The research method used the 4D development approach developed by Thiagarajan. Validation was conducted through expert judgment involving one subject matter expert and one evaluation expert to assess content appropriateness, instrument construction, language clarity, and illustration quality. The validation results showed that the instrument had good content validity, communicative illustrations, and appropriate application of the CRI scale to identify students' confidence levels. Thus, CRI-based comic tests have the potential to be an interesting, contextual, and more comprehensive misconception detection tool compared to conventional tests in science learning in elementary schools.

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