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Contact Name
Gingga Prananda
Contact Email
ginggaprananda94@gmail.com
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+6282386890911
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ginggaprananda94@gmail.com
Editorial Address
Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Baitil Ashwatul Quran, Jalan Timor. Ulak Karang Utara, kec. Padang Utara, kota Padang, provinsi Sumatera Barat, Indonesia
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Kota padang,
Sumatera barat
INDONESIA
TOFEDU: The Future of Education Journal
ISSN : 29638135     EISSN : 29617553     DOI : -
Core Subject : Education,
TOFEDU Journal is a scientific journal related to research results, conceptual studies, critical/comprehensive studies in the field of education. The results of the work of the researchers are expected to make a positive contribution in the field of education in order to achieve equitable, inclusive and affordable dissemination of information for all people. The main focus of this journal is: Early Childhood Education Elementary School Teacher Education English Education Physical Education, Health and Recreation Mathematics Indonesian Language Education Science Education Social Studies Education Cultural Arts Education Citizenship Education (PKn) Religious Education General Education Character Education Education with Special Needs Curriculum and Educational Technology Educational Management and Leadership Guidance and Counseling Multicultural Education Educational Psychology Evaluation in Education
Articles 148 Documents
Search results for , issue "Vol 4 No 6 (2025)" : 148 Documents clear
The Influence of the Online Game Mobile Legend on Students' Attitudes in Islamic Religious Education Subjects at Muhammadiyah Middle School in Parepare Rahmaniah, Rahmaniah; Muis, Andi Abd.; Zaid, Muhammad; Herman, Sudirman; Da’te, Nurhidayah; Marasabessy, Nafsia; Assam, Abdul
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.598

Abstract

The aim of this thesis research is to find out Mobile Legend games are used among Muhammadiyah Parepare Middle School students. The type of research used was field research conducted at Parepare Muhammadiyah Middle School, using a quantitative approach, there were two data sources used, namely primary data sources including students and teachers in Islamic Religious Education subjects and secondary data sources including documentation results and various literature. in the form of books, journals, articles related to research, research instruments used, namely the researcher himself, questionnaire sheets, documentation guidelines, interview guidelines and documentation guidelines. The data analysis techniques used are descriptive analysis techniques and analysis requirements tests The results of the research obtained are that the use of Mobile Legend Online Games at Muhammadiyah Parepare Middle School is 41.7%, the influence of Mobile Legend online games on students' attitudes is 17.4%, the solutions in overcoming the negative influence of Mobile Legend games on students' learning attitudes, namely, limiting playing time, increasing parental involvement and having positive activities at school that can distract students from playing games, especially Mobile Legend games.
The Education Policy as Public Policy Nuriyah, Dewi Shinta; Azani , Fajriyan Megawati; Duryat, Masduki
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.599

Abstract

Education is a fundamental right of every citizen and is also categorized as a public good, which the state is responsible for fulfilling. Therefore, education policy cannot be separated from the framework of public policy. This article examines the formulation, implementation, and evaluation processes of education policy from a public policy perspective, while also linking it to the role of educational management on a macro scale. Using a descriptive-qualitative approach, this article discusses the principles of educational management, the stages of policy formation, and the challenges faced during its implementation in Indonesia. The findings indicate that education policy, as an integral part of public policy, requires multi-stakeholder involvement and a multidisciplinary approach in order to respond to societal needs fairly and equitably. It is hoped that this study will contribute to a better understanding and strengthening of education policies that are more responsive and oriented toward social justice.
Strategies for Indonesian Language Conservation in the Mindanao Diaspora: Educational and Cultural Identity Perspectives at the Indonesian School of Davao, Philippines Riski, Yunia Tiara; Huda, Muhammad; Gunansyah, Ganes; Nasution, Nasution
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.600

Abstract

Language conservation is a vital part of preserving cultural identity, particularly within diaspora communities living in multicultural environments. This study aims to describe the strategies for conserving the Indonesian language implemented at the Indonesian School of Davao (Sekolah Indonesia Davao/SID), Philippines, and to examine the perspectives, expectations, and beliefs of stakeholders regarding language preservation as an element of national identity. The research also explores the gap between the ideal definition of language conservation and the actual use of the Indonesian language in the daily lives of the diaspora community, especially within the Consulate General of the Republic of Indonesia (KJRI) in Davao City and SID. A qualitative approach was employed using a case study method. Informants were selected purposively, including the deputy head of curriculum, deputy head of student affairs, dormitory supervisors, Indonesian language teachers, students, and staff from the Socio-Cultural Affairs Division (Pensosbud) of KJRI Davao City. Data collection techniques included in-depth interviews, observation, and documentation, which were then analyzed thematically. The findings indicate that language conservation at SID is carried out through curricular, regulatory, and cultural strategies, supported by the KJRI through the Basic Indonesian Knowledge Course (Kursus Pengetahuan Dasar Indonesia/KPDI). However, there is a noticeable gap between the ideal program and actual practice, as Indonesian is not yet fully used in the informal domains of the community. This study recommends the need for more contextual strategies and the development of culturally responsive learning materials based on the diaspora experience to support sustainable language preservation.
Design of Concept Art and 2D Frame by Frame Animation in the Animation 'Spectrum Rise’ Antris, Ardhia Gagas Dhaifullah; Sheanny Ocmi Sakti
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.601

Abstract

This project addresses the issue of low literacy rates in Indonesia, highlighting the need for creative approaches to foster reading interest. An animation titled "Spectrum Rise" was developed as an educational medium by introducing storybooks in an engaging way. The project was carried out using the Multimedia Development Life Cycle (MDLC) method, which includes the stages of concept, design, material collection, assembly, testing, and distribution. The concept art was designed using a clean line art approach adapted to simple characters, supporting production efficiency. The 2D frame-by-frame animation technique was chosen for its ability to provide expressive control over character movements and maintain visual consistency with the script and concept art. The software used includes Toon Boom Harmony for the 2D frame-by-frame animation and Photoshop for the concept art. The final result shows that the integration of concept art and frame-by-frame techniques can produce expressive and efficient animation capable of delivering strong moral messages. With this approach, "Spectrum Rise" is expected to serve as an example of how powerful visual storytelling can be used as an effective tool for social communication.
Design and Development of the Moving Score Virtual Reality Game as a Game Programmer Maghribi, Muhammad Ridho; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.602

Abstract

The development of Virtual Reality (VR) technology opens up new opportunities to create exciting gameplay experiences while encouraging players to be more physically active. This study aims to design a VR-based game called Moving Score, focusing on the development of motion-based interaction systems and the implementation of responsive game mechanics. The game was developed using Unity and the XR Interaction Toolkit, featuring various elements such as a dynamic scoring system, visual and audio feedback, and real-time motion detection. The method used is prototyping, starting from needs identification, prototype development, to testing and iteration. The final results show that the game successfully delivers intuitive interaction, provides effective feedback, and enhances user engagement in a virtual environment. Moving Score not only offers entertainment but also holds potential as an educational medium that supports users' physical activity and movement coordination.
Design of 3D Modeling and Interaction on the SEAMOLEC Training Web Farhan, Muhammad; Fris Okta Falma
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.603

Abstract

This report is prepared as part of the Final Project titled "Design of 3D Modeling and Interaction on the SEAMOLEC Training Web." The main objective of this study is to fulfill one of the curriculum requirements for completing the Diploma Four (D-IV) Program at the Vocational School of Universitas Negeri Padang. During the completion of this final project, the author received considerable support from various parties, including intellectual guidance, moral encouragement, and material assistance. This project involved effective time management, where the author planned to complete the work within one week, starting from theme determination to the training publication. On the fifth day, the author conducted evaluations and revisions of the videos and prototypes created, and on the sixth and seventh days, focused on finalizing the training project. Visual appeal was one of the primary focuses of this training. An attractive design and layout are crucial to engage participants, making them feel comfortable and interested in joining the training. Furthermore, the 3D models used in the training must meet specific criteria to ensure the learning outcomes can be effectively tested, ranging from shape selection to color choices. Therefore, this report aims not only to meet academic requirements but also to contribute to the development of more interactive and engaging training methods through the use of 3D modeling technology. The author hopes that the results of this project will be beneficial for the advancement of education and training in the future.
Implementation of Storyboarding and Compositing in the 2D Animation “Spectrum Rise” Yuliendri, Afandra; Fris Okta Falma
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.604

Abstract

This final project report discusses the process of designing the storyboard and compositing in the production of a 2D animation titled “Spectrum Rise.” The animation aims to convey the importance of literacy through an engaging visual approach. The development method employed is a pipeline, which includes pre-production, production, and post-production stages to ensure an efficient and structured workflow. In the storyboard design phase, thumbnail sketching techniques are applied to quickly and effectively explore visual ideas. In the compositing stage, layering techniques are used to assemble visual elements into a cohesive frame. This process is supported by the use of Clip Studio Paint for storyboarding and Adobe After Effects for compositing. The final outcome demonstrates that the applied methods and techniques successfully result in a communicative storyboard and compositing that effectively enhances the atmosphere and emotion of the story. This report is expected to serve as a reference for practitioners and students in the field of animation, particularly in the visual design stage.
Designing a Moving Score Game Based on Virtual Reality from a UI/UX Designer Perspective Fernandes, Roy; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.605

Abstract

This final project discusses the design process of the Moving Score game based on Virtual Reality (VR), with a focus on developing a User Interface (UI) and User Experience (UX) that are easy to understand for users who are new to virtual reality. The game is designed to train users’ experiences in playing virtual reality through active interaction in an immersive virtual environment. The method used is a prototyping approach that includes observation, prototype development, testing, and revisions based on user feedback. The UI is designed to be simple, intuitive, and responsive to the user's body movements. Evaluation is conducted through SWOT analysis to identify the strengths, weaknesses, opportunities, and challenges of the UI/UX design. The results of the study show that proper implementation of UI/UX in VR games can enhance user engagement and provide an enjoyable and educational gameplay experience.
21st Century Skills and School Culture as Predictors of Teaching Performance among Secondary School Techers of Region XI: A Convergent Design MONTEBON, LEAH MARY; DAYAGANON, AVEE JOY
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.610

Abstract

This mixed methods study determined the status of 21st century skills and school culture as predictors of teaching performance among secondary school teachers in Region XI using a convergent design. Quantitative findings revealed that public secondary school teachers in Region XI, Philippines, exhibited a very high level of 21st century skills, indicating consistent use of modern teaching methods and essential competencies for effective instruction. The status of school culture was also rated as very high, signifying a positive, supportive, and nurturing environment conducive to both teaching and learning. Teaching performance was similarly rated as very high, reflecting teachers’ proficiency in delivering quality instruction, strong professional commitment, and positive student outcomes. Furthermore, the data showed minimal variability in teachers’ performance, suggesting a well-organized and supportive educational system. Qualitative findings provided deeper insights into these results. Teachers were found to be dedicated to fostering positive classroom interactions, creating innovative learning opportunities, and addressing the diverse needs of their students. However, challenges were also noted, particularly in managing the emotional and logistical complexities of modern classrooms. From the participants’ lived experiences, six essential themes emerged: using assessment data to guide students, designing innovative learning opportunities, demonstrating high regard for the profession, fostering positive classroom interactions, supporting the 21st century skills of students, and prioritizing meaningful relationships. The integration of both quantitative and qualitative data provided a comprehensive perspective on teaching performance. The findings revealed that 21st century skills and school culture significantly influenced teaching performance. These results underscore the belief that outstanding teaching performance is achieved through the merging and converging of 21st century competencies and a strong, supportive school culture.
The Influence of the Problem-Based Learning (PBL) Model on Students’ Active Participation in the Pancasila Education Subject at Elementary School Asmaul Husna, Vinanda; Genisa, Tiara; Syadira, Riri; Maulidia, Rani; Maylanda, Refina; Ajma'in, Syazwana Nur Amalina; Reinita, Reinita; Salmaini, Salmaini
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.611

Abstract

Pancasila Education learning in elementary schools often faces challenges in increasing students’ active engagement. One method that can address this issue is the Problem-Based Learning (PBL) model, which focuses on solving real-world problems to encourage student participation. This study aims to examine the influence of the PBL model on students’ active involvement in Pancasila Education subjects. The research employs a literature review method by analyzing 10 scientific journals and research articles. Data collection was carried out through literature studies and document analysis, while data analysis applied a descriptive-qualitative approach to identify patterns of findings from various sources. The results indicate that the PBL model can enhance students’ active engagement in learning through discussion, collaborative problem-solving, and increased responsibility in the learning process. Furthermore, the implementation of PBL also supports students in developing critical thinking skills and understanding the values of Pancasila in everyday life.

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