cover
Contact Name
Gingga Prananda
Contact Email
ginggaprananda94@gmail.com
Phone
+6282386890911
Journal Mail Official
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
Location
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 159 Documents
Search results for , issue "Vol 4 No 7 (2025)" : 159 Documents clear
Design Thinking in Education: Developing a Cross-Subject Teacher Collaboration Platform for Creativity Assessment Masriani, Elsa; Haeny, Nanda Abqari
The Future of Education Journal Vol 4 No 7 (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.v4i7.956

Abstract

This study reports on the development of a digital platform designed to facilitate cross-subject collaboration among secondary school teachers in Indonesia for assessing students' creative works. Grounded in the Design Thinking methodology, the project progressed through the stages of Empathise, Define, Ideate, and Prototype. The platform addresses the gap in current assessment practices where creativity is undervalued due to limitations in teacher expertise and evaluation tools. By adopting a user-centred and co-design approach, involving teachers as active collaborators, the platform integrates principles of collaborative learning and computer-mediated communication. The article outlines the design process in detail, highlighting how Design Thinking guided the iterative development up to the prototyping phase, which produced a high-fidelity design ready for future testing.
Using Charades Games in Enhancing Eight Grade Students’ Speaking Skills Nurhidayah, Putri; Risnawati, Risnawati; Febriani, Hanura
The Future of Education Journal Vol 4 No 7 (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.v4i7.960

Abstract

The purpose of this study was to see the effect of the charades game method in improving the speaking skills of eighth grade students at PKKPS Wustha Hidayatul Qomariyah Bengkulu City. This type of research is experimental research with Quasi Experimental design. The population in this study were all eighth grade students at PKKPS Wustha Hidayatul Qomariyah as many as 67 students. While the sample used was only 30 students, namely students of class VIII A and VIII B female with the sampling technique used was purposive sampling, the instrument used in this study was a test instrument to test students' speaking ability. Then based on the calculation of the Independent Sample t Test, the value (sig) = 0.29> 0.05 is obtained so it can be concluded that there is an effect of the charades game method in improving the speaking skills of eighth grade students at PKKPS Wustha Hidayatul Qomariyah Bengkulu City.
The Effect of the RME Learning Model on Problem-Solving Ability of Grade X Students at SMK Negeri 2 Kediri Devi, Faradilla Candra; Katminingsih, Yuni; Widodo, Suryo
The Future of Education Journal Vol 4 No 7 (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.v4i7.962

Abstract

This study aims to determine the effect of the Realistic Mathematics Education (RME) learning paradigm on the problem-solving abilities of tenth-grade students at SMK Negeri 2 Kediri. The study uses a quantitative approach. Participants in this research were students from class X Hospitality 2 at SMK Negeri 2 Kediri. Students’ cognitive abilities acquired during the formal operational stage were considered when selecting the population. Each class was randomly sampled under the assumption that all classes were homogeneous. Not all students occupied seats in class X due to the study being conducted in a school environment, where researchers were required to comply with institutional regulations. Based on the research results, the experimental class scored 63.29 on the pre-test before receiving the Realistic Mathematics Education model and 86.32 on the post-test after being treated with the RME learning model. The problem-solving abilities of tenth-grade students at SMK Negeri 2 Kediri can be influenced by the application of the RME learning paradigm.
An Analysis of the Use of the Quizizz Application as a Learning Evaluation Tool in Pancasila Education Subject for Fifth Grade at SDN 09 Sitiung Faradesi, Syahnaz; Hasibuan, Rusdi Indra; Nanda, Dodi Widia
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.776

Abstract

This study aims to analyze the use of the Quizizz application as a learning evaluation tool in the Pancasila Education subject for fifth-grade students at SDN 09 Sitiung. The background of this research is the need for learning innovations that align with the Merdeka Curriculum, which allows teachers the flexibility to choose evaluation tools that suit the needs and characteristics of their students. One such innovation is the use of digital-based educational applications like Quizizz. This research employs a qualitative method with a case study approach and data collection through interviews. The research subjects include the fifth-grade homeroom teacher and all fifth-grade students at SDN 09 Sitiung. The results show that the use of Quizizz is effective as a learning evaluation tool. Quizizz not only assists teachers in preparing and distributing test questions but also provides students with an enjoyable learning experience through its interactive features and real-time feedback. The application also enhances students’ learning motivation and outcomes, as reflected in their enthusiasm during its use and improved evaluation scores. The advantages of Quizizz include easy access, an engaging interface, and instant feedback. However, there are some drawbacks, such as dependence on internet connectivity and limited question types. Thus, Quizizz can serve as an effective alternative to support digital-based learning evaluation at the elementary school level.
Development of Puzzle Media in Science Learning on Animal Life Metamorphosis Material for Grade III SDN 07 Koto Baru Darniyanti, Yulia; Asmaryadi, Ahmad Ilham; Annisa, Nur
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.777

Abstract

This research is motivated by the problem of students who are less enthusiastic in following the learning process, in the learning process students feel bored and play alone so that they pay less attention to learning and the lack of interesting learning media so that students often feel bored during the learning process. To overcome this, the author tries to develop teaching materials in the form of puzzle learning media with the aim of helping students understand learning materials, especially animal metamorphosis material, adding to the learning media available in schools and producing the development of valid, practical, and effective puzzle media in grade III elementary schools so that it can increase students' interest in learning at SDN 07 Koto Baru. The type of research is research and development (R&D) which uses the ADDIE development model consisting of the analysis stage, the analysis includes material analysis, student needs analysis, and student characteristics analysis. The design stage is the design of the Puzzle learning media, namely the instrument design and framework design. The development stage is the development stage is a validation test. The implementation stage is the implementation stage is carried out for practicality and effectiveness. The evaluation stage is carried out at each stage starting from analysis, design, development, and implementation. that the validity results that have been carried out by the material feasibility validator with an average value percentage of 90% are categorized as very valid, the teaching module feasibility validator with an average value percentage of 97.2% is categorized as very valid, the graphic feasibility validator with an average value percentage of 93.5%, and the language feasibility validator with an average value percentage of 88.1% are categorized as very valid. Thus, the results of the Puzzle Media validity assessment that have been designed by researchers have been averaged with a percentage of 92.1% categorized as very valid, the results of practicality with an average score of 98.7% are categorized as very practical, meaning that puzzle media can be used easily for the learning process while the results of effectiveness with a score of 82.3% are categorized as very practical, meaning that the application can increase students' interest in learning.
An Analysis of the Obstacles in Implementing Differentiated Learning in the Merdeka Curriculum at SD Negeri 02 Tiumang Darniyanti, Yulia; Nanda, Dodi Widia; Husnah, Deati Nadiatul
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.782

Abstract

This study aims to describe the inhibiting factors in the implementation of differentiated learning at SD Negeri 02 Tiumang. In the Independent Curriculum, there is a differentiated learning approach which provides freedom for teachers to adjust learning to the needs of students. However, in its implementation, there are quite a few obstacles that arise in the field. The method used in this study is descriptive qualitative with data collection techniques through observation, interviews, and documentation. Data analysis techniques use data reduction techniques, data presentation and drawing conclusions. The validity of the data is tested by triangulation techniques and using reference materials. Based on the results of the study, the researcher can conclude that there are several inhibiting factors in the implementation of differentiated learning, including: lack of teacher understanding of the independent curriculum itself, both in terms of structure and planning of learning devices, difficulties in implementing differentiated learning in the learning process, obstacles in implementing differentiated learning, limited facilities and infrastructure, stuttering in using technology, lack of supporting media in the learning process in the classroom, time constraints, and difficulty in finding creative idea references. These findings indicate that the implementation of differentiated learning still faces obstacles that require attention and strategic solutions so that differentiated learning can be achieved optimally.
The Effect of Fraction Board Learning Media on Students' Learning Outcomes in Mathematics at SDN 08 Tiumang Ratnawati; Asmara, Dwi Novri; Suryanti, Delvi
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.783

Abstract

This research was motivated by the mathematics learning process that has not been optimal, as it has not yet utilized engaging learning media. As a result, students’ learning outcomes have been unsatisfactory. Therefore, this study aimed to apply fraction board learning media to help students achieve learning objectives more effectively. The purpose of this study is to determine the influence of fraction board learning media on students' learning outcomes in mathematics at SDN 08 Tiumang. This study employed a Pre-Experimental Design using the One Group Pretest–Posttest type. The design involved only one group, which was the experimental group from the third grade at SDN 08 Tiumang. The data collection technique used was testing. Furthermore, data analysis was conducted using SPSS 25, which involved two stages: a normality test and a hypothesis test. The results of the study indicate that the implementation of the fraction board learning media positively affected the mathematics learning outcomes of third-grade students at SDN 08 Tiumang. This is evidenced by the students' posttest scores. In the normality test, if the significance value is greater than 0.05, the data is normally distributed; if it is less than 0.05, the data is not normally distributed. The normality test results showed a pretest significance value of 0.889 > 0.05 and a posttest significance value of 0.966 > 0.05, indicating that the learning outcome data in the experimental class is normally distributed. Furthermore, the hypothesis test using the paired sample t-test at a 95% significance level (α = 0.05) showed that the p-value (sig. 2-tailed) was 0.000 < 0.05. According to the hypothesis testing criteria, this means that Ha is accepted and Ho is rejected.
Development of Word Wall Learning Media to Support Sentence-Building Skills in Grade II Elementary School Students at SDN 09 Sitiung Novitasari, Ana; Darniyanti, Yulia; Ulfa, Aina
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.784

Abstract

This research is based on learning at SDN 09 Sitiung, precisely in class II, it was found that student literacy was still low, especially in the Indonesian Language subject. During the learning process, the media used were only teacher books and student books so that the learning process became uninteresting or boring for students in learning. This study aims to develop Word Wall Media in Indonesian Language Subjects to overcome this problem. Word Wall learning media is a media that helps students understand the material. This study aims to produce learning media that can facilitate students in understanding Indonesian language material and can improve students' knowledge of literacy. This study uses the ADDIE model (Analysis, Design, Develop, Implementation, Evaluation). Data collection techniques use validation sheets to see validity, student and teacher response questionnaire sheets to assess practicality. The results of the research that has been conducted indicate that the Wall of Words learning media meets the valid criteria, the percentage of expert assessment results from language experts is 82%, meets the valid criteria, the percentage of expert assessment results from language experts is 82%, the percentage of media experts is 87%, the percentage of question experts is 80%, the percentage of material experts is 82% and the category is valid. Based on the percentage of teacher response questionnaire results, 100% are in the practical category, the category is very practical. Based on these results, the Wall of Words learning media in Indonesian language learning meets the criteria for feasibility and practicality, so it can be used in learning
Development of Interactive Video Learning Media Using Canva Application in Social and Natural Sciences (IPAS) Subject for Grade V at SDN 10 Koto Baru Anggrayni, M.; Asmara, Dwi Novri; Septiara, Rahmi
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.785

Abstract

This study is motivated by the lack of student interest and focus on the learning material delivered by the teacher. During the learning process, the teacher only explained and provided examples, which made it difficult for students to develop their thinking patterns and express their ideas comprehensively. The purpose of this research is to explore the development of interactive video learning media using the Canva application for the IPAS subject in Grade V at SDN 10 Koto Baru. This research is a type of Research and Development (R&D) using the ADDIE development model. Based on validation results, the language aspect scored 86% (very valid), material validation 94% (very valid), media validation 96% (very valid), test item validation 73% (valid), and module validation 95% (very valid). The practicality level of the interactive video learning media, as assessed by teachers, reached an average score of 98% (very practical), while students rated it at 97.04% (very practical). The effectiveness of the interactive video learning media, based on student learning test results, reached an average of 88.88%. Therefore, it can be concluded that the interactive video learning media using the Canva application for the IPAS subject in Grade V of elementary school is valid, practical, and effective.
Development of Local Wisdom-Based Puzzle Media to Improve Early Reading Skills of Grade II Students at SDN 04 Koto Baru Asmaryadi, Ahmad Ilham; Hader, Antik Estika; Sartika, Mia
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.795

Abstract

This study is motivated by the lack of engaging learning media at SD 04 Koto Baru, which has led to students showing low interest in participating in the learning process. An effort to overcome this issue involves the use of supportive learning tools that can attract students' attention specifically, the use of puzzle media. The objectives of this research are: to develop a valid puzzle media for early reading skills, to develop a practical puzzle media based on local wisdom to improve early reading, and to develop an effective puzzle media based on local wisdom to enhance early reading. This study is a type of research and development using the ADDIE development model, which consists of the stages: Analyze, Design, Development, Implementation, and Evaluation. The analysis stage includes needs analysis, curriculum analysis, media analysis, children's characteristics analysis, and material analysis. The design stage involves content design and media layout. The development stage includes validity testing; the implementation stage consists of practicality and effectiveness testing conducted at SD 04 Koto Baru, Dharmasraya Regency; and the evaluation stage assesses the overall results. The validation results from three experts indicate an average score of 91.06%, categorized as very valid. The practicality test achieved an average score of 100%, categorized as very practical. The effectiveness test, conducted with 25 students, yielded an average score of 81%, falling into the category of very effective. Based on the above results, it can be concluded that the puzzle media based on local wisdom for early reading supports students in better understanding the learning process. This research has produced a puzzle-based learning medium that is highly valid, highly practical, and highly effective.

Page 10 of 16 | Total Record : 159