cover
Contact Name
ASEF WILDAN MUFADLILA
Contact Email
acheif90@gmail.com
Phone
+6285790241092
Journal Mail Official
jsret.knpub@gmail.com
Editorial Address
Jalan Doro Putih No.12 Gogorante Kec. Ngasem Kab, Kediri
Location
Kab. kediri,
Jawa timur
INDONESIA
Journal of Scientific Research, Education, and Technology
Published by Kirana Publisher
ISSN : 29647843     EISSN : 29626110     DOI : https://doi.org/10.58526/jsret
FOCUS AND SCOPE JSRET (Journal of Scientific Research, Education, and Technology) encourages scientific and technological research, particularly with regard to Indonesia, but not just in terms of authorship or regional coverage of current issues. Scientists, instructors, senior researchers, project managers, research administrators, and students who are far along in their research are all required to contribute. The journal encompasses a variety of topics, including child development, curriculum, reading comprehension, philosophies of education and educational approaches, etc.. There will be a thorough screening process before an article is published in JSRET. The editorial contents and elements that comprise the journal include: Theoretical articles Empirical studies. Case studies Systematic Literature Review. Report evaluation and research findings; Treat conceptual and methodological issues; and/or Consider the implications of the above for action; and/or An extensive book reviews section and also occasional reports on educational materials and equipment. The editorial board welcomes innovative manuscripts from Science and Technology field. The scopes of this journal are Agriculture Architecture and Civil Engineering Astronomy and Space Engineering Biology, Biological and Bio System Engineering Chemistry and Chemical Engineering Computer Science and Engineering Curriculum Department of Education Developmental Education Economic education and research Educational technology (the use of electronic educational technology is also called e-learning) Educational animation Educational philosophies Educational psychology Electric, Electronic, and Electrical Engineering Environment Science and Engineering Food Science and Engineering Humanistic education Instructional technology Language education Medical education Management research and education Health science phenomenon Online learning community Mathematics and Mathematics Education Organization of Laboratories Physics, Material, and Mechanical Engineering Science and Engineering Education
Arjuna Subject : Umum - Umum
Articles 778 Documents
Development Of Smart Cube Learning Media To Improve Critical Thinking Skills In Children Aged 4–5 Years Badriah, Dewi; Priyanti, Nita; Susanti, Debie
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1065

Abstract

This study aims to develop Smart Cube learning media based on problem-solving activities to improve the critical thinking skills of children aged 4–5 years. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research subjects included children aged 4–5 years and early childhood teachers. Data were collected through observation, interviews, questionnaires, and documentation. The data were analyzed using descriptive quantitative and qualitative techniques. Product validation was conducted by media experts and material experts to determine the feasibility of the developed learning media. The results of the study indicate that the needs analysis revealed the importance of providing concrete, attractive, and interactive learning media capable of stimulating children's critical thinking activities. The developed Smart Cube met both theoretical and empirical feasibility criteria and was categorized as feasible to highly feasible based on expert validation results. Limited trials showed that the Smart Cube was easy for teachers to use and received positive responses from children during learning activities. Furthermore, the effectiveness test demonstrated that the use of Smart Cube learning media effectively improved the critical thinking skills of children aged 4–5 years. Quantitatively, there was an increase in children's critical thinking abilities after the use of the media. Qualitatively, children showed improvements in activeness, curiosity, simple problem-solving abilities, and confidence in expressing their opinions. Therefore, Smart Cube can serve as an innovative and practical learning medium to support the development of critical thinking skills in early childhood education.
Development Of The “Rumah Pintar Gembira (Maharia)” Learning Media To Improve Cognitive Abilities Of Early Childhood Nirwani, Nura Puspa; Puridawaty, Brigita; Susanti, Debie
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1066

Abstract

This study aims to develop an innovative learning medium called Rumah Pintar Gembira (MAHARIA) to improve the cognitive abilities of early childhood. The research was conducted using a Research and Development (R&D) approach with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The study was carried out in two early childhood education institutions, namely TK Sukakarya and TK Cemerlang in Sukabumi City, with children aged 4–5 years as the research subjects. The needs analysis revealed that cognitive learning media used in both institutions were limited and mostly consisted of worksheets and static picture cards. Most teachers (78–90%) expressed the need for concrete, manipulative, and interactive learning media, while the average cognitive ability of children was still in the low category (43.7%). Based on these findings, the MAHARIA learning media was developed in the form of a three-dimensional miniature house equipped with eight learning activity components designed to stimulate number recognition, one-to-one correspondence, classification skills, and simple problem-solving abilities. The feasibility of the media was validated by three experts consisting of one media expert and two material experts, resulting in an average feasibility score of 75.3%, categorized as feasible with revision. The effectiveness test was conducted using a comparative experimental design. The experimental group obtained an average N-Gain score of 0.51 (moderate category), which was higher than the comparison group with an average N-Gain score of 0.28 (low category). These findings indicate that the MAHARIA learning media contributes positively to improving early childhood cognitive abilities compared to conventional learning media. Therefore, the MAHARIA learning media can serve as an alternative innovative learning medium to support cognitive development in early childhood education.
Development Of The “Langkah Ceria” Interactive Carpet Media To Improve Gross Motor Skills Of Early Childhood Janah, Rini Nurbaning; Patilima, Hamid; Yuliantina, Irma
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1067

Abstract

This study aims to develop the interactive carpet media “Langkah Ceria” to improve gross motor skills of early childhood. The research was motivated by the low level of gross motor development among children aged 5–6 years at TK Negeri Manonjaya, Tasikmalaya Regency, where many children had not achieved the expected developmental standards. The study employed a Research and Development (R&D) approach using the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation stages. The research involved 75 children from five classes of Group B. Data were collected using a modified Gross Motor Function Measure (GMFM) instrument consisting of 15 indicators covering five domains: static balance, locomotor walking, locomotor jumping, manipulative coordination, and dynamic balance. The effectiveness of the developed media was tested using a one-group pretest–posttest design. The results show that the interactive carpet media is feasible and effective for learning activities. Expert validation from two material experts and one media expert yielded an average feasibility score of 91.3%, categorized as very feasible. The implementation results indicate an increase in the average gross motor score from 18.87 (41.9%) in the pretest to 29.29 (65.1%) in the posttest, with an average N-Gain score of 0.40 in the moderate category. These findings indicate that the “Langkah Ceria” interactive carpet can serve as an innovative and practical learning medium to support the development of gross motor skills in early childhood.
Development Of The “Awi” Bamboo Bracelet Educational Media To Improve Early Childhood Cognitive Development Kurniasih, Nia; Budiarti, Erna; Apriyansyah, Chandra
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1068

Abstract

Cognitive development in early childhood is a crucial foundation for later academic achievement. However, many early childhood education institutions still face challenges in providing effective cognitive stimulation due to limited learning media and the dominance of conventional teaching approaches. This study aimed to develop an educational medium called the “AWI” Bamboo Bracelet as a manipulative learning tool based on local cultural resources to enhance the cognitive development of children aged 5–6 years. The research employed a Research and Development (R&D) approach using the 4D development model, which includes the stages of Define, Design, and Develop. The participants consisted of 20 children in Group B at TK Islam Nurul Huda, Cibalong District, Tasikmalaya Regency. Data were collected through structured observations, interviews, expert validation sheets, teacher response questionnaires, and cognitive development assessment sheets using a one-group pretest–posttest design. Data analysis involved validity percentage calculations, normalized N-Gain analysis, and the Wilcoxon Signed Ranks Test. The results indicated that the AWI Bamboo Bracelet media was highly valid according to material experts (87%) and media experts (85%). Teacher responses showed a practicality score of 93%, categorized as very practical. The effectiveness test demonstrated a significant improvement in children's cognitive development with an overall N-Gain score of 0.69, indicating a moderate-to-high improvement. Therefore, the AWI Bamboo Bracelet media can serve as an innovative, practical, and culturally relevant learning medium to support cognitive development in early childhood education.
Development Of Pugo Learning Media To Improve Early Childhood Cognitive Skills In Geometry Concepts Putri, Nuryani; Priyanti, Nita; Apriyansyah, Chandra
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1070

Abstract

This study aimed to develop PUGO learning media that is feasible and effective in improving early childhood cognitive abilities in understanding geometric concepts. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects were 57 children aged 4–6 years at TK Kemala Bhayangkari 11, Purwakarta Regency, divided into three groups: Group A with 17 children aged 4–5 years, Group B1 with 20 children aged 5–6 years, and Group B2 with 20 children aged 5–6 years. The research instruments included expert validation sheets and observation sheets measuring children's geometric cognitive abilities, covering four indicators: recognizing geometric shapes, naming geometric shapes, grouping geometric shapes, and arranging geometric shapes into patterns. The results showed that the PUGO media was highly feasible, with a validation score of 96.7% from three experts. Theoretical feasibility was supported by Piaget’s cognitive development theory, constructivist learning theory, play-based learning theory, multiple intelligences theory, and van Hiele’s geometric thinking theory. The media proved highly effective, increasing children's cognitive performance from 47.0% to 79.0%, representing a 68.1% improvement, with a gain score of 0.60 (moderate to high category). After implementation, 92% of children reached the “Developing as Expected” level or higher, indicating that PUGO media effectively supports early childhood understanding of geometric concepts through concrete and playful learning experiences.
Development Of Puji (Emoji Puzzle) Learning Media Assisted By Picture Cards To Improve Emotional Intelligence Of Children Aged 4–6 Years Sarikasdani, Isti Cintami; Priyanti, Nita; Apriyansyah, Chandra
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1071

Abstract

This study aims to develop an emoji puzzle assisted by picture cards to improve the emotional intelligence of children aged 4–6 years. The background of the study indicates that some children at TK Cinta Ibu experience difficulties in identifying and expressing their emotions, while others are not yet able to recognize the emotions of their peers. The limited availability of learning media specifically designed to support emotional intelligence development has become a major challenge in early childhood education institutions. This study employed a Research and Development (R&D) approach using the Four-D model (Define, Design, Develop, Disseminate). The define stage involved needs analysis through observation and interviews. The design stage produced a puzzle prototype representing eight basic emotions (happy, sad, angry, afraid, surprised, shy, proud, and disgusted) supported by contextual situation cards. The develop stage included expert validation and a limited trial using a one-group pretest–posttest design with 30 children (10 children aged 4–5 years and 20 children aged 5–6 years). Effectiveness was analyzed using the Normalized Gain (N-Gain). The results show that the emoji puzzle model is theoretically feasible, highly valid according to expert evaluation, and moderately effective in improving children’s emotional intelligence.
Psychoeducation on Emotional Regulation to Reduce Aggressive Behavior in Students of High School "X", East Java Yan Tamara Rosyida; Amherstia Pasca Rina
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1073

Abstract

Adolescence is a crucial transition period in human development, where individuals are between childhood and adulthood. During this period, adolescents experience significant changes that can be characterized by various striking changes, both in physical, cognitive, emotional, and psychological aspects, as well as in social relationships. These changes can give rise to negative behavior and violate the law or social norms if not properly addressed, such as aggressive behavior. Aggressive behavior refers to actions intentionally carried out to harm others, such as hitting, kicking, pushing. At High School "X" East Java aggressive behavior among students has become a serious concern that is growing, especially after a complaint from one of the parents revealed an increase in cases of fights between students. Therefore, the main objective of this study is to provide students with a deeper understanding of how to overcome aggressive behavior. The methods used in this study include psychoeducation and role-play. The results of the analysis showed a mean value of the pretest of .00 and a mean value of the posttest of 8.00. The significance value (2-tailed) of the pretest and posttest was 0.001 <0.05, which means there is a significant difference between before and after.
Schema Theory and Vocabulary Categorization: A Framework for Nursing English Fitriani; Olivia; Nurlian, Sri; Harfan, Dedi
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 1 (2026): Vol. 5 No. 1 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i1.1077

Abstract

The aim of this study is to investigate how the application of schema-based vocabulary categorization influences nursing students’ comprehension of medical English proficiency. To achieve this objective, a descriptive qualitative method was implemented. The subject in this research was 59 nursing students at STIKES IST Buton. The data were collected through observations, tests, questionnaires, and interviews. The process of data analysis was conducted by categorizing lexical knowledge to enhance contextual analysis. As a result, the point of conclusion is reached. The findings indicate that this method improves students' contextual analysis, resulting in more accurate and professional medical translations. By actively structuring lexical knowledge based on schema theory, this approach offers a practical framework for English for Specific Purposes (ESP) curricula. This study suggests that implementing vocabulary categorization helps nursing students overcome linguistic complexity in a global context, leading to better mastery of medical English.