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Contact Name
TRI WIYOKO
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yokostkipmb@gmail.com
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+6281329420395
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LPPMUniversitas Muhammadiyah Muara Bungo Jl. Rang Kayo Hitam, Cadika, Rimbo Tengah, Kabupaten Bungo, Jambi 37211
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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 736 Documents
PENGEMBANGAN GAME EDUKASI PETUALANGAN SI WUNDA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL (COMPUTATIONAL THINKING) SISWA KELAS IV SD Ahmad Irfan; Gusti Yarmi; Sendi Ramdhani
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 Riansyah Putra; 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.
Pengembangan E-LKPD Berbasis Problem Based Learning Berbantuan Quizizz untuk Meningkatkan Hasil Belajar Meriyenti zull; Amar Salahuddin; Estuhono
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.v11i1.3788

Abstract

This study aims to develop an e-LKPD based on Problem Based Learning (PBL) integrated with the Quizizz application. This development is a response to the low learning outcomes and the lack of interactive media that can trigger active participation and critical thinking of grade XI students in Economics material, especially National Income. Using the ADDIE model which is an acronym for Analysis, Design, Development, Implementation, and Evaluation. This study involved students of SMAN 10 Tebo. Data were collected through observation, interviews, expert validation questionnaires, practicality, and learning outcome tests. The results showed that this e-LKPD was suitable for use with a very good level of validity (above 85% for language, content, and media). This media was also considered very practical by teachers (95%) and students (81.33%). The effectiveness aspect was seen from the increase in students' average score from 76.60 (pretest) to 81.29 (posttest), indicating an increase of 6.12%. From the results of this research analysis, it can be recommended that PBL-based e-LKPD assisted by Quizizz is proven to be effective, valid, and practical in improving learning outcomes in the Economics subject on the National Income material.
ANALISIS KEBUTUHAN PENGEMBANGAN BUKU AJAR PENDIDIKAN KEWARGANEGARAAN BERBASIS ARTIFICIAL INTELLIGENCE UNTUK PENGUATAN SMART AND GOOD CITIZEN Dedek Helida Pitra; Sundari Utami; Lavandra Balti; Dara Nurfaizah
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.
Constructing Automated Lesson Plan Generators from Visual Sketches Using a Multimodal Generative AI Approach Setyo Ajie Wibowo
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.v11i1.3938

Abstract

The high administrative burden in developing lesson plans poses a significant challenge to teacher efficiency. Although Generative Artificial Intelligence technology offers potential solutions, its adoption is often hampered by general system outputs that are not structured in accordance with curriculum regulations. This study aims to develop a precise and applicable AI-based learning plan generator using a Design-Based Research approach. The novelty of this study lies in its multimodal development method, which integrates visual-to-code interface conversion, the use of structured data templates, and the injection of a national curriculum knowledge base. The research procedure consists of five phases of the DBR cycle, from problem analysis to design reflection. The results show that the developed system is capable of automatically generating planning documents that include components of identification, learning design, learning experiences, and assessment in accordance with the Ministry of Education and Culture guidelines. The ecological validity of the product was proven through the implementation phase in a real context, where 141 independent access transactions were recorded through the digital distribution platform. The high level of user adoption, including through paid schemes, indicates that this product has high practical value and relevance as a solution for teacher administrative efficiency in the era of digital transformation.
Peer Feedback in Writing: How Effective Is It for English Education Students? Verina Widyadhana; Noeris Meiristiani; Aisyah Najwa Noviana; Arina Khoiro Salma
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.v11i1.3945

Abstract

This study investigates the influence of peer feedback on the writing performance of English-major students, focusing on grammatical accuracy, content development, and text coherence. It also examines the conditions that support effective peer feedback and the challenges that hinder its implementation in academic writing classes. Employing a narrative review method, this study analyzes 10 empirical research articles published between 2019 and 2024. The findings indicate that peer feedback positively enhances students’ grammatical accuracy, content organization, and overall coherence of writing. In addition, it promotes learner autonomy and helps reduce writing anxiety when supported by clear guidelines, adequate training, and teacher facilitation. The effectiveness of peer feedback is further strengthened by factors such as trust among learners and appropriate scaffolding. The review is grounded in Vygotsky’s socio-cultural theory and Swain’s output hypothesis, which emphasize the role of interaction and self-correction in language development. Despite limitations in the reviewed studies, including small sample sizes and short research durations, this review concludes that peer feedback can be as effective as teacher feedback when properly implemented. Therefore, integrating peer review systematically into writing curricula is recommended.
Perancangan Media Pembelajaran Augmented Reality Menggunakan Metode User Centered Design pada Topik Energi Daniel Rinaldi; Wisnu Juli Wiono; B. Anggit Wicaksono; Anggreini
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.v11i1.3963

Abstract

This study aims to develop an Augmented Reality (AR)-based learning media called EcoTurbine using the User-Centered Design (UCD) method and to evaluate its usability through the System Usability Scale (SUS). The research subjects were 77 senior high school students who had studied energy-related material and possessed basic smartphone skills. The development process followed the UCD stages, placing teachers and students at the center of the design to ensure that the resulting media aligned with user needs and characteristics. The evaluation yielded an average SUS score of 78.34, which falls within the acceptable category, with an adjective rating of good and grade C. These findings indicate that EcoTurbine is suitable as a supporting medium for biology learning on renewable energy topics, although limitations remain in terms of device compatibility and students’ initial adaptation to AR technology. This study provides empirical contributions by demonstrating the effectiveness of UCD in developing AR-based learning media and offering quantitative evidence of usability through SUS evaluation, which supports the enhancement of student engagement and motivation in learning.
Keefektifan Model Pembelajaran Kooperatif Teams Games Tournament Terhadap Hasil Belajar IPAS Anggi Divia Anggraeni; M.Aniq Khairul Basyar; Arfilia Wijayanti
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.v11i1.3964

Abstract

This study aims to determine the effectiveness of the cooperative learning model of Teams Games Tournament (TGT) on IPAS learning outcomes of fourth-grade students at SD Negeri Sisalam 01 Brebes on living things material. This research employed a quantitative approach using a One Group Pretest–Posttest Design. The research sample consisted of 22 students. The results showed an improvement in students’ cognitive learning outcomes, where the average pretest score of 66.59 increased to 78.41 in the posttest, and classical learning mastery increased from 32% to 81.82%. The t-test analysis showed that the tcount value was 6.87, which was greater than the ttable value of 2.085 at a significance level of 0.05, indicating that H₀ was rejected and Hₐ was accepted. The effectiveness of the TGT model was also evident in the affective aspect with an average score of 80.14 (Good category) and achieved classical mastery, as well as in the psychomotor aspect with an average score of 89.31 (Very Good category) and 100% classical mastery. Therefore, the cooperative learning model of Teams Games Tournament (TGT) is effective in improving cognitive, affective, and psychomotor learning outcomes of students.
Peningkatan Literasi Bahasa Melalui Media Loose Parts Pada Anak Usia Dini Susi Susanti; Yuniarti; Firdaus Zar’in
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.v11i1.3978

Abstract

Language literacy ability is an important aspect of early childhood development; however, many children still demonstrate low achievement levels and limited active engagement in language activities. This condition highlights the need for engaging learning media to stimulate children’s participation and creativity. This study aims to improve early childhood language literacy skills through the use of loose parts media in learning activities. The research employed Classroom Action Research (CAR) conducted in two cycles, each consisting of two meetings. The research subjects were nine children from Group A at TK Kristen Aletheia Pontianak. Each research cycle included the stages of planning, action implementation, observation, and reflection. Data were collected through observations of children’s activities and interviews with teachers. The results showed an improvement in children’s language literacy skills after the implementation of loose parts media. This improvement was evident from the increase in the average literacy scores from Cycle I to Cycle II, accompanied by enhanced activeness, creativity, and participation of children in language activities. Therefore, loose parts media proved to be effective in improving early language literacy while simultaneously creating a more enjoyable learning experience.
Pengembangan Media Pembelajaran IPAS Board Game Genercha untuk Meningkatkan Hasil Belajar Peserta Didik Adella Dewi Oktavia; Desi Wulandari
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.v11i1.3991

Abstract

Low IPAS learning outcomes and limited use of instructional media necessitate the development of effective and engaging learning media. This study aims to develop, assess the feasibility, and evaluate the effectiveness of the IPAS board game learning media Genercha for the topic of energy transformation in Grade IV at SD Negeri Grugu, Wonosobo Regency. The study employed a Research and Development (R&D) approach using the ADDIE model. The research subjects consisted of 22 students, including 6 students in the small-scale trial and 16 students in the large-scale trial. Data were collected through pretest and posttest, as well as non-test techniques such as observation, interviews, documentation, and questionnaires. The feasibility evaluation showed that the media achieved a score of 96% from media experts and 92.5% from material experts, both categorized as very feasible, and supported by positive responses from teachers and students. The results of the small-scale trial indicated a significant improvement in learning outcomes, with a t-test significance value of 0.002 and an N-Gain score of 0.7231 (very high category). Similarly, the large-scale trial indicated a significant improvement, with a t-test significance value of < 0.001 and an N-Gain score of 0.7484 (very high category). Therefore, it can be concluded that the IPAS board game learning media Genercha is highly feasible and effective in improving student learning outcomes.

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