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TRI WIYOKO
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yokostkipmb@gmail.com
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+6281329420395
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yokostkipmb@gmail.com
Editorial Address
LPPMUniversitas Muhammadiyah Muara Bungo Jl. Rang Kayo Hitam, Cadika, Rimbo Tengah, Kabupaten Bungo, Jambi 37211
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Kab. bungo,
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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 420 Documents
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA DAN QUIZIZZ UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS XI SMKN Ahmat, Nurul; Jennah, Rodhatul; Gofur, Abdul
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3612

Abstract

Lack of student motivation in learning Islamic Religious Education (PAI) is one of the challenges faced by teachers in the classroom. This study aims to develop learning media based on Canva and Quizizz to increase student motivation in learning the subject of Islamic Religious Education (PAI) for grade XI TKJ at SMKN 8 Palangka Raya. The research method used is Research and Development (R&D) with the ADDIE approach (Analysis, Design, Development, Implementation, Evaluation The Analysis stage identifies the needs of students and teachers for interactive media. In the Design stage, a media prototype is designed using Canva for attractive visual presentations and Quizizz for game-based evaluation. The Development stage involved expert validators for media, content, questions, and learning motivation questionnaires before testing. Expert validator results showed an average percentage of 91.47%, and evaluation results indicated that this media effectively increased student participation and enthusiasm, with learning motivation percentages rising from 49.8% (pre-intervention) to 84.6% post-intervention. These findings prove that the integration of Canva and Quizizz can be an innovative solution in PAI learning, while also offering an adaptive media development model for educators. This study recommends the use of gamification-based digital technology for other subjects to create more interactive and enjoyable learning experiences.
THE IMPACT OF CHATGPT-BASED ARTIFICIAL INTELLIGENCE ON THE DEVELOPMENT OF ENTREPRENEURSHIP SKILLS Sari, Dian Maya; Putri, Wisri Ardhita Manda; Sasmita, Rossy Luckita; Zulfiani, Putri Chairina; Sihombing, Mei Alsih
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3638

Abstract

The rapid advancement of artificial intelligence (AI) has brought transformative opportunities for higher education, particularly in strengthening entrepreneurship education. This study examines the impact of ChatGPT-based AI integration on the development of entrepreneurship skills among undergraduate students. Employing a quantitative research design with a sample of 32 students, data were collected through a structured questionnaire assessing four core dimensions of entrepreneurial competence: opportunity recognition, creativity and innovation, business planning, and problem-solving. Descriptive statistics and paired sample t-tests were applied to measure differences between pre-test and post-test scores. The results demonstrate that ChatGPT integration significantly improved students’ entrepreneurship skills, with the greatest gains observed in creativity and innovation, followed by business planning. The overall mean score increased substantially, and all improvements were statistically significant (p < 0.001), indicating a strong positive effect of AI-enhanced learning. These findings highlight ChatGPT’s potential as an effective pedagogical tool for fostering entrepreneurial competencies and preparing students for the challenges of the digital economy. The study recommends further exploration of generative AI applications in entrepreneurship education to optimize skill development and innovation capacity.
Bahasa Inggris untuk Broadcasting : Materi Pengajaran Need Analisis Masitoh; Oktavia, Diana; Trisnawati, Winda
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3640

Abstract

English plays a significant role in the broadcasting industry, particularly in mastering software, technical terminology, and professional communication skills. However, at SMKS Islam Andalusia, the English teaching materials currently used remain general and are not fully aligned with the specific needs of the Broadcasting concentration. This study aims to analyze the English teaching material needs that match broadcasting competencies in order to support the learning process while also preparing students for the workplace. This research employed a qualitative approach with a case study design. Data were collected through semi-structured interviews with the English teacher, broadcasting teachers, and the school principal. Thematic analysis was applied to identify themes emerging from the data. The findings indicate that English materials should emphasize technical vocabulary related to broadcasting equipment and software, as well as skills in scriptwriting and news reporting, accompanied by speaking practice in professional contexts. In conclusion, the existing materials are still too general and do not adequately meet students’ specific needs. Therefore, the development of teaching materials based on English for Specific Purposes (ESP) is essential to ensure learning becomes more contextual, vocationally oriented, and supportive of students’ readiness to face the challenges of the broadcasting industry.
PENGEMBANGAN MEDIA PEMBELAJARAN LITERASI TOLERANSI BERAGAMA BERBASIS ANDROID Supriyaddin; Idhar; Rahman, Arif; Prayudi, Andi; Juliadin
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3642

Abstract

This study aims to develop an Android-based learning media for religious tolerance literacy among junior high school students. The researcher’s initial observation at SMP Negeri 1 Dompu revealed that students come from diverse backgrounds, including economic, social, and religious differences. Although the majority of students are Muslim, there are also non-Muslim students. Therefore, Islamic religious education at SMP Negeri 1 Dompu is required to consistently instill values of interreligious tolerance.The method used is Research and Development (R&D) with the 4-D model (Define, Design, Develop, Disseminate). The research subjects were 30 seventh-grade students of SMP Negeri 1 Dompu. Validation results from material experts and media experts indicated a “very valid” category, meaning the media is feasible for use. The practicality test involving teachers and students obtained a “very practical” category, showing that the media is easy to use and beneficial for learning. Effectiveness testing through pre-test and post-test showed an average improvement of 17 points, proving that the media is effective in improving students’ understanding of religious tolerance literacy. Teacher and student responses were also very positive, with teachers feeling assisted in delivering material and students becoming more motivated and active in learning. Thus, this Android-based learning media can serve as an innovative solution in instilling the values of religious tolerance in schools.
PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK BERMUATAN BUDAYA LOKAL DOMPU BERBASIS GAME Mahdin; Sasmita, Lita; Prayudi, Andi; Nabila; Dwi Aprilia, Sisca
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3643

Abstract

This study aims to develop an Integrated Science and Social Studies (IPAS) Student Worksheet (LKPD) based on an RPG (Role-Playing Game) integrated with Dompu local culture through the Discovery Learning model in order to enhance elementary school students’ critical thinking skills. The research employed the Research and Development (R&D) method using the 4D model (Define, Design, Develop, Disseminate). The research subjects were 25 sixth-grade students of SDN 5 Woja in the 2025/2026 academic year. The instruments used included expert validation sheets, student response questionnaires, and post-test questions. The findings indicate that the developed product was categorized as highly valid, with an average expert validation score of 4.55. Student responses to the LKPD obtained an average score of 4.65 in the very good category, indicating that the media was able to improve students’ motivation and engagement in learning. The post-test results showed an average score of 81, categorized as good, which indicates an improvement in students’ critical thinking skills, particularly in identifying problems, analyzing information, and drawing logical conclusions. Therefore, the IPAS LKPD based on RPG with Dompu local culture is proven to be valid, practical, and effective for use in learning and can serve as an innovative alternative for integrating local cultural values into 21st-century learning.
PENGEMBANGAN MODEL PEMBELAJARAN MEMBACA BERBASIS STORYTELLING INTERAKTIF TERINTEGRASI AI DAN GAMIFIKASI UNTUK MENINGKATKAN LITERASI SISWA SD Meirisa, Silvia; Yulianti, Andam
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3701

Abstract

This study aims to develop a reading learning model based on interactive storytelling integrated with AI and gamification to improve elementary school students’ reading literacy. The research background stems from the low reading literacy performance of Indonesian students as reported by PISA 2022 and the dominance of conventional teaching methods with limited innovation. The research method applied was R&D using the 4D model (Define, Design, Develop, Disseminate). The subjects consisted of 80 elementary school students in Kerinci Regency, comprising 40 lower-grade students and 40 upper-grade students. Research instruments included reading literacy tests, motivation questionnaires, and student engagement observation sheets. The results indicated that the developed model was valid, with expert validation scores averaging 92% (content), 90% (media), and 88% (language). In terms of practicality, teacher responses (86%) and student responses (89%) confirmed that the model was easy to implement. Effectiveness testing revealed a significant improvement in literacy scores from a pre-test average of 63 to a post-test average of 82, with a gain score of 0.61 (moderate to high category). The integration of AI provided adaptive feedback tailored to students’ abilities, while gamification enhanced students’ motivation and active engagement in reading activities. Therefore, this model offers an innovative alternative to strengthen elementary students’ reading literacy in the digital era and Society 5.0.
PENGEMBANGAN GAME EDUKASI PETUALANGAN SI WUNDA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL (COMPUTATIONAL THINKING) SISWA KELAS IV SD Irfan, Ahmad; Yarmi, Gusti; Ramdhani, Sendi
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3756

Abstract

Computational thinking is an essential 21st-century skill that remains low among elementary school students, particularly in Science and Social Studies (IPAS) learning on the topic of changes in the state of matter. This study aims to develop and evaluate the feasibility, practicality, and effectiveness of an educational game entitled The Adventure of Wunda as an interactive learning medium. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The instruments included expert validation sheets, student response questionnaires, and pre-test and post-test assessments of computational thinking skills. The results showed that the game was valid according to experts, received “practical–very practical” responses from students, and effectively improved computational thinking skills, as indicated by a high N-Gain score and a significant difference based on the Wilcoxon test. Therefore, The Adventure of Wunda is feasible and effective for IPAS learning in elementary schools.
PENGEMBANGAN MEDIA AJAR INTERAKTIF BERBASIS WEB PADA MATERI DIGITASI PETA MATA KULIAH SISTEM INFORMASI GEOGRAFIS Putra, Riansyah; Sutrisno, Sutrisno; Naufal Tinov, Naufal Tinov
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3768

Abstract

The advancement of digital technology in education necessitates the development of innovative, interactive, and adaptive learning media. This study aims to develop an interactive web-based learning medium designed to enhance students’ technical skills in the Map Digitization topic of the Geographic Information Systems course through the integration of interactive features. The research employed a Research and Development (R&D) method using the Richey and Klein model, which includes the stages of Design, Production, and Evaluation. The participants consisted of 31 students from the Building Construction Education Study Program who were directly involved in learning activities on the Map Digitization material. The data were analyzed using a quantitative descriptive approach to interpret the improvement in students’ learning performance. Based on the research findings, the developed web-based interactive learning media was declared highly valid by expert validators, with a validity percentage of 89% from material experts, 90% from media experts, and 94% from user feasibility assessments. These results indicate that the developed media meets the criteria of content accuracy, visual design quality, and interactivity, demonstrating its feasibility and effectiveness for use in the learning process of Map Digitization within the Geographic Information Systems course.
CHARACTER EDUCATION FOR MENTAL RESILIENCE: A SYSTEMATIC LITERATURE REVIEW ON CHILDREN'S WELL-BEING IN THE AI ERA Fatrizal; Evi Fussalam, Yahfenel
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3773

Abstract

This study analyzes the relationship between character education and children's mental resilience in the era of artificial intelligence, focusing on protective factors and developing an integrative conceptual model. Using a Systematic Literature Review (SLR) approach with the PRISMA protocol, 144 articles from Scopus-indexed journals published between 2020 and 2025 were screened, and 15 relevant studies met the inclusion criteria. The study results indicate that character education plays a strategic role in strengthening children's resilience through the values of self-regulation, empathy, responsibility, solidarity, and the search for meaning in life. Identified protective factors include positive parent-child bonds, peer support, family resilience, and community involvement, while risk factors include device dependence, family conflict, poverty, and parental stress. The proposed conceptual model emphasizes a holistic, differentiated, and multilevel approach with simultaneous involvement of schools, families, and communities. The findings of the majority of studies confirm that character education not only shapes morality but also functions as an ecosystem strategy to strengthen children's mental resilience in facing digital and social challenges in the era of artificial intelligence. This study recommends the development of a multidimensional resilience theoretical framework, its integration into the curriculum
ANALISIS KEBUTUHAN PENGEMBANGAN BUKU AJAR PENDIDIKAN KEWARGANEGARAAN BERBASIS ARTIFICIAL INTELLIGENCE UNTUK PENGUATAN SMART AND GOOD CITIZEN Pitra, Dedek Helida; Utami, Sundari; Balti, Lavandra; Nurfaizah, Dara
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3821

Abstract

The development of artificial intelligence has driven the need for innovative learning materials capable of addressing the demands of digital literacy, media ethics, and twenty-first-century citizenship competencies. This study aims to analyze the needs for developing an Artificial Intelligence–based Civic Education textbook as an effort to strengthen the concept of the Smart and Good Citizen in higher education. The research employed a Sequential Explanatory Mixed-Methods approach involving 107 students and 4 lecturers through questionnaires, interviews, and curriculum document analysis. Data were analyzed qualitatively and quantitatively to map essential content, digital features, and relevant citizenship competencies. The findings show that 87% of respondents require an AI-integrated textbook to enhance students’ understanding of digital ethics and responsible AI use, thereby fostering citizens with integrity in the technological era. The study also reveals the need for adaptive learning features, digital democracy case studies, and the integration of AI-use ethics. The results further highlight a significant gap between conventional Civic Education materials and the demands of technology-based learning. The study concludes that the development of an AI-based Civic Education textbook is highly necessary to support contextual, interactive, and technologically relevant learning, and to effectively shape students into Smart and Good Citizens.