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INDONESIA
JURNAL MUARA PENDIDIKAN
ISSN : 25286250     EISSN : 26210703     DOI : https://doi.org/10.52060/mp.v7i1
Core Subject : Education,
Jurnal Muara Pendidikan merupakan media publikasi berkualitas dalam bidang Pendidikan yang diterbitkan LPPM Universitas Muhammadiyah Muara Bungo. Jurnal Muara Pendidikan menerima naskah artikel penelitian dari akademisi, profesional, praktisi dan mahasiswa berdasarkan proses hasil review. Naskah yang diterima akan disunting untuk keseragaman format tanpa mengubah maksud. Jurnal Muara Pendidikan terbit dua kali dalam satu tahun yaitu bulan Juni dan Desember.
Arjuna Subject : Umum - Umum
Articles 453 Documents
PANDANGAN FILSAFAT TERHADAP ILMU KEOLAHRAGAAN PADA PENDIDIKAN GENERASI Z Maulana Putra, Ikhsan
Jurnal Muara Pendidikan Vol. 9 No. 2 (2024): Jurnal Muara Pendidikan, Vol 9 No 2, Desember 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i2.2597

Abstract

Philosophy of Sport is a branch of philosophy that analyzes the concept of sport as part of human activity. In its development, the philosophy of sport discusses metaphysics and ethical and moral philosophy. This study aims to understand the basic concept of the philosophy of sports science in Generation Z Education. It uses a literature study method with secondary data collection from books and scientific articles. The results of this literature research show the importance of conducting research in the form of searching for information about sports today from the perspective of sports philosophy. Philosophy and education are closely related to making each individual aware of constructive critical thinking. In line with that, learning activities in sports for Generation Z must prioritize cooperation and minimize unsportsmanlike competition for mutual progress. Generation Z must have the motivation to support the quality of sports education. So, every Generation Z needs to make sports philosophy a foundation in learning practices.
PENGARUH MEDIA VIRTUAL PHET BERDIFERENSIASI GAYA BELAJAR TERHADAP LITERASI SAINS Dian Rahmawati, Ika
Jurnal Muara Pendidikan Vol. 9 No. 2 (2024): Jurnal Muara Pendidikan, Vol 9 No 2, Desember 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i2.2626

Abstract

The low level of student scientific literacy still needs attention. The use of learning media is one solution to increase scientific literacy. The aim of this research is to determine differences in scientific literacy scores based on treatment in the form of using PhET media with differentiated learning styles. The subjects in this research were 25 class VI students at SDN Pandian 1. This research method uses a pre-experimental method with a one shot case study design. The data collection instrument for this research uses cognitive tests to measure students' scientific literacy using the one way ANOVA test data analysis technique with SPSS version 20. Previously, prerequisite tests were carried out, namely the normality test and homogeneity test. The results of the one-way ANOVA hypothesis analysis show that PhET virtual media with learning style differentiation has a significant influence on scientific literacy. The results of the analysis show a Sig value of 0.000, which is smaller than the significance level of 0.05. So it can be concluded that there is a significant difference in the scientific literacy scores of students with visual, auditory and kinesthetic learning styles.
REVIEW: STUDENTS’ ENGAGEMENT IN BLENDED LEARNING Nugroho, Nugroho
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2285

Abstract

One of the success factors in blended learning is student involvement. As a result, the use of technology to influence student engagement and the efficacy of learning experiences is worth investigating. This research aims to find out what type of student involvement is in the blended learning model. Student involvement includes three aspects, namely behavioral, cognitive, and emotional aspects. There are many learning management systems used to carry out blended learning, including schoology, canvas, quipper, and others. This research uses a literature review method. Data was collected from the Scopus database. Data filtering with inquest and inclusion criteria. The findings; In various investigations on behavioral, emotional, and cognitive participation, not all of the data indicated that student involvement in blended learning increased. Other publications may not identify certain categories of engagement, yet evidence indicates improved engagement in blended learning. One article discovered behavioral, cognitive, and affective engagement. This study also demonstrates improved student participation in blended learning. This research can be continued by expanding the database and period.
PENGARUH MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) TERHADAP HASIL BELAJAR SISWA MATEMATIKA SISWA KELAS III SEKOLAH DASAR Aprimadedi; Marlianda, Rendi; Verliana, Verliana
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2287

Abstract

The mathematics learning process in class III of Sitiung State Elementary School 20 has been found to lack interest and has not been effective in encouraging active student participation. The present situation has a deleterious effect on students' achievement in mathematics, which remains comparatively low. Consequently, there is a necessity for the implementation of effective and engaging learning methodologies to enhance mathematics learning outcomes. The objective of this study is to ascertain the extent to which the Teams Games Tournament (TGT) learning model exerts an influence on the mathematics learning outcomes of third grade elementary school students. This research employs an experimental study design, utilizing a true experimental research design, specifically a posttest-only control design. The research was conducted at State Elementary School 20 Sitiung, Sitiung District, Dharmasraya Regency. The research sample consisted of 49 students who were all third grade students. The data collection instrument employed was a multiple-choice test comprising 20 items, which had previously undergone rigorous validity and reliability testing. The findings indicated that the mean value of the experimental class posttest was 73.54, while the mean value of the control class posttest was 44. The research data from the posttest data analysis, utilizing the Independent Sample Test, yielded a significance value of 0.000 <0.05. Pursuant to the established criteria, when the significance is less than 0.05, the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted. Therefore, it can be concluded that the application of the Teams Games Tournament (TGT) learning model has a significant effect on the learning outcomes of third grade mathematics students at SDN 20 Sitiung.
PENGEMBANGAN E-LKPD BERBASIS PROBLEM BASED LEARNING MENGGUNAKAN APLIKASI LIVE WORKSHEET PADA PEMBELAJARAN IPAS DIKELAS V SD Estuhono, Estuhono; Ilham, Ahmad; Rizki Jayanti, Dian
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2292

Abstract

The implementation of IPAS learning faces difficulties in students' understanding of the learning material, because teachers only focus on books and inadequate learning tools, resulting in students' lack of participation in the learning process. In order to confront this challenge, there is a necessity to integrate innovative learning methodologies and leverage technological advancements to develop learning tools in the form of E-LKPD.This research is classified as research and development. The development model employed is the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The E-LKPD was validated by lecturers from the Faculty of Teacher Training and Education, UNDHARI, with practicality assessed by observing the responses of educators and students, and effectiveness assessed from the results of the test questions provided. The research on the E-LKPD yielded a validation score averaging 87.75%, thus indicating its high validity. The practicality of the E-LKPD was assessed, yielding an average score of 84.50%, which is categorized as "highly practical." Consequently, it can be concluded that the E-LKPD based on problem-based learning using the Live Worksheet application in IPAS lessons for fifth-grade elementary school students is both attractive and suitable for use in the learning process and can be further developed.
PENGGUNAAN TEKNOLOGI GAMIFIKASI PADA PEMBELAJARAN IPA DI SEKOLAH DASAR Sundahry; Yantoro
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2512

Abstract

The purpose of this study is to conduct a systematic literature review (SLR) on the utilization of gamification technology in primary school science learning. Gamification is a learning method that integrates game elements to increase student engagement in the learning process. In this study, researchers analyzed papers published between 2020 and 2024 that focused on the application of gamification in primary education. The research shows that gamification is effective in creating an interactive and fun learning environment and can increase students' science learning motivation. The method also helps teachers present material in a way that is more interesting and easy for students to understand. Therefore, the use of gamification in science learning not only improves learning outcomes but also encourages students to actively participate in the learning process. This study recommends that teachers consider using gamification as an innovative teaching strategy to achieve more optimal learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS WEBSITE UNTUK MENINGKATKAN LITERASI DIGITAL SISWA SMP Rosita, Dewi; Isnaynun, Isnaynun; Andrea, Reza; Pratama, Angga
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2596

Abstract

The limited use of engaging and interactive learning media during the learning process, particularly in the subject of informatics at junior high schools, has reduced students' interest in learning. One application of technology in the field of education is the development of a website as an e-learning medium. This study aims to determine the feasibility level of website-based learning media and analyze the level of digital literacy among junior high school students. This research is a development study (R&D) using the Brog and Gall model, which includes the stages of needs analysis, planning, initial product development, validation, testing, first product revision, second product revision, effectiveness testing, and dissemination. The results of the study from material expert validation showed a score of 4.7 in the "Very Feasible" category; from three media experts, a score of 4.8 in the "Very Feasible" category; and from students, a score of 4.6 in the "Very Feasible" category. Overall, the results obtained a score of 4.6 in the "Very Feasible" category. Furthermore, the analysis of digital literacy levels among 102 junior high school students showed a Digital Skill score of 82% in the "Very High" category, a Digital Safety score of 71% in the "High" category, a Digital Ethics score of 83% in the "Very High" category, and a Digital Culture score of 82% in the "Very High" category.
APLIKASI TARTEEL SEBAGAI MEDIA BELAJAR UNTUK MENGATASI KESULITAN SISWA DALAM MEMBACA AL-QUR’AN Hamdani, Moch. Ilyas; Udin ByArifin, Moch. Bahak
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2600

Abstract

This study is based on the phenomenon of many vocational high school students struggling to read the Qur'an due to their limited understanding of proper Qur'anic pronunciation. This issue arises because the teaching methods used are less acceptable to the students. The study aims to improve the understanding and pronunciation skills of the Qur'an among 10th-grade students at SMK Telkom Sidoarjo through the implementation of the Tarteel method. The research employs a quasi-experimental design using pretest and posttest, involving 33 students as participants. The results indicate a significant improvement between the pretest and posttest scores, with the highest posttest score reaching 90. Based on statistical analysis, the tvalue (-8.144) > ttable (1.69839), indicating that the application of Tarteel has a positive impact on Qur'anic reading skills. These findings recommend the use of technology in religious education to enhance the quality of Qur'anic teaching and provide insights into the potential of technology in addressing challenges in Islamic education in Indonesia.
SYSTEMATIC LITERATURE REVIEW: IMPLEMENTASI CULTURO-TECHNO-CONTEXTUAL APPROACH DALAM PEMBELAJARAN IPA DI SEKOLAH DASAR Megawati; Yantoro
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2621

Abstract

Culturo-Techno-Contextual Approach (CTCA) is a new approach in science learning. CTCA integrates three main pillars: culture, technology and context, to create meaningful and relevant learning experiences for students. This research is a systematic review of 9 scopus and WoS indexed articles related to CTCA in science learning in 2019-2024. It addresses questions about the suitability of its application at the primary school level, as well as practical steps to implement it. Although CTCA has been widely applied at the upper secondary level, this research shows that the approach is also highly relevant for education in primary schools, where integrating local wisdom and technology can improve students' understanding of science materials. The findings highlight the importance of adapting learning methods that are responsive to students' needs and context, as well as the need for better introduction of technology in the learning process.
IMPLEMENTASI UNPLUGGED CODING GAMES DALAM MENINGKATKAN KEMAMPUAN BERPIKIR ANAK USIA DINI Hutabarat, Eka Putri Sulistia; Rachmy Diana, Raden; Sri Rezeki, Afriya
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2690

Abstract

Getting to know children in technology, especially computers, is very important to do as a provision for children to face future challenges and improve their thingking skill. The learning can be done through a game and without using technological device or what is called unplugged coding games. This study aims to find out how the implementation of unplugged coding games in improving thingking skills is carried out. The method used is qualitative method with a descriptive approach through a type of field research conducted at PAUD Harapan Ummat Medan Polonia with data sources 1 Principal, 2 teachers and 15 children from the mecca class. The results of the study found that in the implementation of unplugged coding games activities were included in the opening activities, core activities, and closing activities. Unplugged coding games activities carried out were in form of tradisional games of engklek, tansoa (sholeh-sholeha children’s ladder), origami, playing loosepart-based puzzels, combining dots, coloring pictures with codes, filling in missing numbers and solving secret codes using numbers and letters. By implementing unplugged coding games in learning, it can improve children’s thingking skill so that children are able to show experiencing failure, showing ideas, recognizing and solving problems.