cover
Contact Name
Hesty Puspita Sari
Contact Email
Suggester Email josar.unisbablitar1@gmail.com
Phone
+6281216669219
Journal Mail Official
josar.unisbablitar1@gmail.com
Editorial Address
Jl. Majapahit No. 4a Blitar
Location
Kota blitar,
Jawa timur
INDONESIA
JOSAR (Journal of Students Academic Research)
JOSAR (Journal of Students Academic Research) is a national scientific journals are open to seeking innovation, creativity and novelty. The aim of this journal publication is to disseminate the conceptual thoughts or ideas and research results that have been achieved in the multidiscipline area First published in 2016 and regularly published two (2) times a year, in March and September.
Arjuna Subject : Umum - Umum
Articles 299 Documents
IMPLEMENTATION OF FACE PAINTING AS A STRATEGY TO DEVELOP SELF-CONFIDENCE IN CHILDREN WITH SPECIAL NEEDS IN SPECIAL SCHOOLS Fie Dzikry, Lataniya
JOSAR (Journal of Students Academic Research) Vol 9 No 2 (2024): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v9i2.4276

Abstract

Face painting activities have been widely used as an interactive art form that not only provides entertainment, but also has therapeutic potential in developing children's emotional and social skills, especially for children with special needs. This study aims to explore the implementation of face painting as a strategy to increase the self-confidence of children with special needs in Special Schools (SLB). The method used is a qualitative approach with the techniques used, namely observation and interviews. Participants in this study were teachers, students with special needs, and parents at SLB Kemala Trenggalek. The results of the study showed that face painting activities were able to create a pleasant learning atmosphere, strengthen social interactions, and encourage children to be more confident in expressing themselves. In addition, the involvement of children in the process of choosing the design and color of the face painting also increased their sense of autonomy and personal satisfaction. Children with special needs at SLB Kemala Trenggalek showed their self-confidence by forming face painting in a creative way. This study concludes that face painting can be implemented as an alternative strategy for developing the self-confidence of children with special needs in an inclusive school environment. The recommendation for education practitioners is to utilize creative and interactive methods that can be adapted to the needs of individual children. In addition, the recommendation for schools is as an additional learning model for children so that children are more creative and skilled in developing their qualities, then with face painting children can be creative and express emotions and creative abilities within themselves.
Development of STEM-based Earthquake Mitigation Educational Media for High School Students' Learning Yusofa, Devis; Lukma, Hazairin Nikmatul
JOSAR (Journal of Students Academic Research) Vol 10 No 1 (2025): March
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v10i1.4362

Abstract

Knowledge about earthquake disaster mitigation is mandatory, so the government includes this material in the education curriculum. Earthquake educational media based on science, technology, engineering, and mathematics (STEM) is considered capable of supporting learning that encourages students to be active, creative, and innovative in completing STEM-based experimental projects so that it can improve students' understanding of the material. The purpose of this study was to determine the effect of developing educational teaching media in the form of teaching aids equipped with STEM-based earthquake mitigation learning e-modules on the learning outcomes of students at SMAN 2 Blitar. The research method used in this study is research and development (R&D) with the analysis, design, development, implementation, and evaluation (ADDIE) development model. Data was collected from needs analysis, module validation, response, and student learning outcomes. The results of the T-test showed a significant difference, namely an increase in student learning outcomes, in classes that received learning with STEM-based educational media.
Interactive Math Learning Using Chopsticks in Early Childhood Education Novitasari; Sholihah, Izzatus; Hanur, Binti Suaidah
JOSAR (Journal of Students Academic Research) Vol 10 No 1 (2025): March
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v10i1.4278

Abstract

This study explores the impact of the use chopsticks in learning math interactively towards the development of fine motor skills among kindergarten learners in East Java Indonesia. Focusing on the use of chopsticks, this study was using a qualitative research design of case study. The study involved classroom observation and semi-structured interviews to gather insight into teacher-child interactions. The sample includes four and five-years-old children and their teacher., selected through purposive sampling. The findings emphasize that math learning using chopsticks assist teacher to recognize students’ prior knowledge. This promotes new learning model to support their concentration by linking new ideas to prior knowledge
The Influence of Socio-Economic Variables on Environmental Quality in Java Island in 2023: Application of Spatial Dependency Model Regression Bachtiar, Bayu Aji; Erawanto, Udin
JOSAR (Journal of Students Academic Research) Vol 10 No 1 (2025): March
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v10i1.4288

Abstract

Java Island is one of the regions in Indonesia with low environmental quality. The high population and economic activities that do not pay attention to the environment cause environmental damage in districts in Java Island. Environmental damage caused by pollution and waste can spread to other surrounding areas. This study aims to examine the influence of socio-economic factors on environmental pollution in Java Island using a spatial analysis approach. The analysis method used is SEM. The results of the analysis show that the variables of GRDP at Constant Prices for industrial sector, Human Development index (HDI), urbanization rate, and other factors in neighboring districts significantly reduce the quality of the environment in districts. The results of this study are expected to be a reference for the government in carrying out economic development and improving Human Resources (HR) by prioritizing sustainable development
IMPLEMENTATION OF LESSON PLAN CIVICS SUBJECT IN JUNIOR AND SENIOR HIGH SCHOOL TRENGGALEK REGENCY Ramadhani, Syafira
JOSAR (Journal of Students Academic Research) Vol 10 No 1 (2025): March
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v10i1.4303

Abstract

This study aims to implement the Pancasila and Citizenship Education learning implementation plan at the Junior High School and Senior High School levels in Trenggalek Regency. The learning implementation plan is an important instrument in the learning process designed to achieve national education goals, especially in shaping the character and national insight of students. This study uses a qualitative approach with a descriptive method. Data were obtained through observation, in-depth interviews, and document studies of Pancasila and Citizenship Education teachers in several Junior High Schools and Senior High Schools in Trenggalek Regency.The results of the study indicate that most teachers have implemented the learning implementation plan in accordance with the guidelines set by the Ministry of Education, Culture, Research, and Technology. However, there are several obstacles such as limited time in implementing learning, lack of supporting facilities, and variations in the level of teacher understanding of the preparation of learning implementation plans based on the Merdeka Curriculum. In addition, the adaptation of project-based learning and the integration of Pancasila values ​​into teaching and learning activities are challenges in themselves.This study recommends ongoing training for teachers to improve their competence in preparing and implementing innovative and contextual learning implementation plans. In addition, support from schools and local governments is needed to create a conducive learning environment. With the implementation of an effective learning implementation plan, it is hoped that Pancasila and Citizenship Education learning can be more optimal in forming students who are characterful, critical, and nationalistic.
Strategies for Cultivating Cultural Literacy and Creativity for Early Childhood through Calligraphy Learning: Strategies for Cultivating Cultural Literacy and Creativity for Early Childhood through Calligraphy Learning Ulfa, Mutia; Harisman Saputra, Rocky
JOSAR (Journal of Students Academic Research) Vol 10 No 1 (2025): March
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v10i1.4339

Abstract

This study explores strategies for cultivating cultural literacy and creativity in early childhood through calligraphy learning. Cultural literacy plays a crucial role in shaping children's understanding of artistic heritage, while calligraphy serves as an effective medium for enhancing fine motor skills, creativity, and appreciation of cultural values. Using a qualitative approach, this research examines calligraphy education at PAUD Ishlahul Muslimin Senteluk, Batulayar, West Lombok, through observations, interviews, and document analysis. The findings highlight that calligraphy learning fosters cultural awareness, social skills, and creative thinking among young children. Additionally, integrating calligraphy into early childhood education helps develop patience, discipline, and cognitive abilities. The study emphasizes the need for teacher training and adequate resources to optimize calligraphy-based cultural literacy programs. Future research should explore the long-term impact of calligraphy learning on children's socio-emotional development and its implementation in diverse educational settings.
From Screens to Social Skills: The Effect of TikTok on Elementary Students' Social Behavior tpoi, beatris
JOSAR (Journal of Students Academic Research) Vol 10 No 1 (2025): March
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v10i1.4352

Abstract

The effect of Tiktok use on students' social behavior. This research aims To find out the influence of the use of tiktok on the social behavior of grade V students of SD Kristen Rantepao 5. There is excessive use of tiktok and makes students less concentrated in the learning process that occurs at school. The results of this study are a source of knowledge and overcome the influence of the use of TikTok on the social behavior of grade V students of SD Kristen Rantepao 5. In this study, the researcher used a quantitative approach and a type of correlation research, with observational data collection techniques, interviews and questionnaires. The results of data analysis show that there is an influence of TikTok use on students' social behavior where students tend to be unwilling to accept other people's opinions, ignore friends when talking and have no desire to help each other, reduced time to interact directly, boredom and peer influence in the use of TikTok, difficulty distinguishing useful and unuseful content, activeness in creating and sharing content, changes in social values such as honesty and tolerance
Development of Panda Adventure Game to Enhance Eighth Graders’ Narrative Reading Comprehension Saputra, Niko Andi; Sutanti, Nita; Primasari, Yusniarsi
JOSAR (Journal of Students Academic Research) Vol 10 No 1 (2025): March
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v10i1.4375

Abstract

Reading comprehension is an essential skill in language learning, particularly for students studying English as a foreign language (EFL). However, many students struggle with understanding narrative texts due to limited vocabulary and a lack of engagement with traditional teaching methods. This study aims to develop and evaluate the effectiveness of the Panda Adventure Game, an interactive educational game designed to enhance students' reading comprehension of narrative texts. The research follows a Research and Development (R&D) approach, employing a modified version of Sugiyono’s model, which includes stages such as data collection, design and development, expert validation, teacher and student feedback, evaluation, and final product publication. The game was tested in three junior high schools: SMPN 1 Sutojayan, SMPN 2 Sutojayan, and SMPN 2 Panggungrejo. The results from expert validation indicate high validity, with material experts rating it at 97% and media experts at 96%. Additionally, teacher and student feedback suggest positive engagement, with 94% of teachers and 83.7% of students responding favorably. These findings suggest that the Panda Adventure Game is an effective alternative learning medium for teaching narrative texts, making reading comprehension more interactive and engaging for students. Future research could explore its implementation in broader contexts and its impact on different language skills.
The Effectiveness Of Use Of Rewards And Punishments In The Stad Cooperative Learning Method To Increase Motivation And Science Learning Outcomes Of Class 4 Students Of Kolursari II SDN Bangil Dewi Nurjannah; Sulistiana, Devita; Anggraini, Dian Puspita
JOSAR (Journal of Students Academic Research) Vol 10 No 2 (2025): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/v0wmsd70

Abstract

The importance of using Reward and Punishment as a stimulus to improve learning outcomes and student motivation. This research aims to determine the effect of using Rewards and Punishments on motivation and learning outcomes. This type of quasi-experimental research design is "pretest-posttest control group design". The research population was 40 students with a sample of 20 class IV A students as the experimental class and 20 class IV B students as the control class. The sampling technique uses saturated sampling. Motivation data collection uses a motivation questionnaire instrument and learning outcomes data collection uses a pretest-posttest learning outcomes instrument. Data analysis used the One Way Anova test. The research results of the use of Reward and Punishment on learning motivation obtained Fcount 23.37 > Ftable 4.10 with a sig level. 5% so H0 is rejected, meaning that the rewards and punishments given to the experimental class have a significant effect on student learning motivation. The research results of the use of Reward and Punishment on learning outcomes obtained Fcount 21.198 > Ftable 4.10 with a sig level. 5% so H0 is rejected, meaning that the rewards and punishments given to the experimental class have a significant effect on student learning outcomes. From this research, it can be concluded that the use of Rewards and Punishments in STAD type cooperative learning is effective in increasing the motivation and science learning outcomes of class IV students at SDN Kolursari II Bangil.
Sentiment Analysis On Evos Esports Team Instagram Social Media Using Convolutional Neural Network (CNN) Zen, Mohammad Amir Fatkhi; Yuana, Haris; Mawaddah, Udkhiati
JOSAR (Journal of Students Academic Research) Vol 10 No 2 (2025): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/4xw3mn98

Abstract

The rapid growth of the esports industry in Indonesia presents unique challenges for professional teams such as EVOS Esports, particularly in strengthening fan engagement and loyalty in the digital era. This study aims to analyze fan sentiment toward the official Instagram posts of EVOS Esports using a deep learning approach with a Convolutional Neural Network (CNN). The research process involved data collection through web scraping, followed by preprocessing stages such as cleaning, case transformation, normalization, tokenization, stopword removal, and stemming. The dataset was then labeled, split into training and testing sets (90:10), and used for CNN model training and evaluation through a confusion matrix. The results demonstrate that the CNN model successfully classified comments into three sentiment categories—positive, negative, and neutral—with an accuracy of 92%. The model also achieved a precision of 0.92, recall of 0.92, and an F1-score of 0.92, indicating very good classification performance. Sentiment distribution analysis of 11,305 comments showed that neutral sentiment dominated (47.24%), followed by positive (30.12%) and negative (22.64%). These findings provide valuable insights into fan perceptions of esports team performance on social media. For future research, expanding the sentiment lexicon with terms commonly used in online communities is recommended to further enhance classification accuracy.