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Contact Name
TRI WIYOKO
Contact Email
yokostkipmb@gmail.com
Phone
+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,
Jambi
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 736 Documents
PENGEMBANGAN MEDIA E-BOOKLET BERBASIS FLIPBOOK MAKER UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI SEL Febby Zilvania Saragih; Gunaria Siagian; Gloria Sirait
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.v10i2.3545

Abstract

Learning biology, particularly on the topic of cells, often poses challenges for students due to its abstract nature. In addition, the instructional media commonly used in the classroom remain simple and less interactive, which reduces students’ interest and limits their understanding. This condition affects learning outcomes that tend to be unsatisfactory. This study aims to develop an e-booklet learning media based on flipbook maker and to evaluate its feasibility, students’ responses, and its effect on improving learning outcomes. The research employed the Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The subjects were eighth-grade students of MTs Muhammadiyah 25 Marubun Jaya. Data were collected through expert validation sheets, student response questionnaires, and learning achievement tests. The results indicate that the developed e-booklet achieved an average feasibility score of 90% (categorized as “very feasible”) and received student responses of 88% (categorized as “very good”). Moreover, students’ learning outcomes improved after using the developed media. Therefore, the flipbook maker-based e-booklet is considered effective and feasible to be implemented as an alternative learning medium in biology, particularly in the topic of cells.
PENGEMBANGAN BUKU TEKS PERADABAN JEMBATAN BERBASIS PJBL UNTUK PENGUATAN KARAKTER KONTROL DIRI Vicensia Araya Reinita; Gregorius Ari Nugrahanta
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.v10i2.3549

Abstract

The low level of self-control among elementary school students poses a fundamental challenge in character education, requiring innovative pedagogical interventions. This study aims to develop the Bridge Civilization textbook based on Project-Based Learning (PjBL) as a strategic medium to strengthen students’ self-control character. Employing a Research and Development (R&D) approach, the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) was applied. The study involved two groups: an experimental group (n = 24) applying the PjBL model and a control group (n = 25) using the lecture method. Research instruments included summative tests (pretest–posttest) for both groups and formative tests for the experimental group only. Expert validation indicated the textbook achieved a “very good” rating (M = 3.78) with no revisions required. The Mann–Whitney U test showed a significant difference in self-control between the control (15,20%) and experimental groups (45.00%), with a large effect size (r = 0.772). N-gain scores indicated low effectiveness for the control (23.85%) and moderate for the experimental group (66.56%). Interrater reliability testing yielded an average α = 0.760 (high category). These findings confirm that the PjBL-based textbook is effective in enhancing elementary school students’ self-control character.
PENGEMBANGAN MEDIA PEMBELAJARAN ANIMASI PADA MATERI PENCIPTAAN MANUSIA DALAM AL-QUR’AN UNTUK MENINGKATKAN PEMAHAMAN MAHASISWA Indah Ayu Lestari; Muhammad Nasihin
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.v10i2.3566

Abstract

This study aims to develop animated learning media on the topic of human creation in the Qur’an to enhance students’ understanding. The study is grounded in the need for interactive and contextual learning media in the digital era, particularly in Islamic Religious Education at the university level. This research employed a research and development method involving need analysis, design, development, expert validation, product revision, and limited trials. The results indicated that the developed animated learning media demonstrated excellent feasibility based on evaluation by content and media experts. Limited trials revealed improved student understanding and positive responses regarding visual presentation, clarity of narration, and ease of comprehension. In conclusion, the animated learning media is considered feasible and effective as an innovative technology-based tool for teaching Islamic Religious Education in higher education.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA DAN QUIZIZZ UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS XI SMKN Nurul Ahmat; Rodhatul Jennah; Abdul Gofur
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 Dian Maya Sari; Wisri Ardhita Manda Putri; Rossy Luckita Sasmita; Putri Chairina Zulfiani; Mei Alsih Sihombing
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; Diana Oktavia; Winda Trisnawati
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; Arif Rahman; Andi Prayudi; 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; Lita Sasmita; Andi Prayudi; Nabila; Sisca Dwi Aprilia
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 Buku Cerita Bergambar Materi Simbiosis Makhluk Hidup untuk Sekolah Dasar Airindia zubaidah; Megawati Megawati; Zulqoidi R. Habibie
Jurnal Muara Pendidikan Vol. 11 No. 1 (2026): Jurnal Muara Pendidikan, Vol 11 Issue 1, June 2026
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v11i1.3658

Abstract

Scientific literacy skills at the elementary school level require learning media that can present concepts concretely and in accordance with students' cognitive development. The symbiosis of living things is one of the third-grade science topics that is still abstract and requires concrete examples for easy understanding. Available textbooks tend to display few examples of images, resulting in students' poor understanding of the subject matter. Therefore, this research focused on developing an illustrated storybook that combines text, illustrations, and audiobooks that can be accessed via QR Code to increase students' understanding and interest in reading. This research is a type of Research and Development (R&D) using the 4D model which consists of four stages: Define, Design, Develop, and Disseminate. The Define stage was carried out by analyzing the needs of students and teachers. The Design stage included drafting the story script, designing illustrations, and integrating the audiobook with QR Code. The Develop stage involved producing the initial product and conducting validation by material experts, language experts, and media experts. The Disseminate stage was conducted through limited trials on third grade elementary school students and teachers to assess product practicality. The research instruments used were validation sheets, response questionnaires, and interview guidelines. The results showed that the developed picture storybook obtained an average validity score in the very valid category. The practicality test from both students and teachers resulted in a percentage above 90%, which was categorized as very practical. Thus, the final product in the form of a picture storybook equipped with an audiobook and QR Code is feasible to be used as a science learning medium in elementary schools. This media has been proven to facilitate students’ understanding of the concept of symbiosis and to foster reading motivation and active engagement in the learning process.
PENGEMBANGAN MODEL PEMBELAJARAN MEMBACA BERBASIS STORYTELLING INTERAKTIF TERINTEGRASI AI DAN GAMIFIKASI UNTUK MENINGKATKAN LITERASI SISWA SD Silvia Meirisa; Andam Yulianti
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.

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