cover
Contact Name
Rizal Kamsurya
Contact Email
rizalkamsurya01@gmail.com
Phone
+6285243611246
Journal Mail Official
ijset@indo-intellectual.id
Editorial Address
Sekretariat Lembaga Intelektual Muda (LIM) Maluku Jl. Walang LIM, Gang Pos Rendra Belkam IAIN Ambon, Kodepos 97128
Location
Kab. seram bagian barat,
Maluku
INDONESIA
PEDAGOGIC: Indonesian Journal of Science Education and Technology
ISSN : 2963606X     EISSN : 29630894     DOI : http://doi.org/10.54373/ijset
Core Subject : Education, Social,
PEDAGOGIC: Indonesian Journal of Science Education and Technology is a fully refereed (double-blind peer review) and an open-access online journal for academics, researchers, graduate students, early-career researchers and students, published by Lembaga Intelektual Muda (LIM) Maluku. IJSET is a periodical publication (two times a year, in June and December) with the primary objective to disseminate scientific articles in the fields of education. IJSET is indexed by Directory of Open Access Journals, Indonesian Scientific Journal Database, Google Scholar, and several others including Crossref, Sinta, Road, OneSearch, PKP Index and WorldCat
Articles 396 Documents
Efektivitas Deep Learning dalam Pembelajaran Informatika Kelas X.A di SMA Negeri 1 Ciledug Wibowo, Gilang Tri; Haerudin, Dodi Ahmad
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7149

Abstract

The development of learning in the digital era demands the implementation of strategies that are not only oriented towards mastery of material, but also capable of developing students' critical thinking and problem-solving skills. However, the Informatics learning process in schools is still often dominated by material delivery, so that active student engagement and higher-order thinking skills have not developed optimally. This condition encourages the need for the implementation of a deep learning approach that emphasizes in-depth conceptual understanding, meaningful learning, and active student participation. This study aims to describe the implementation of a deep learning approach and improve student learning outcomes in Informatics subjects. The study used the Classroom Action Research (CAR) method implemented in two cycles, each including the planning, implementation, observation, and reflection stages. The research subjects were class X.A students of SMA Negeri 1 Ciledug in the 2025/2026 academic year. Data were collected through observation and learning outcome tests, then analyzed descriptively quantitatively to compare the results between cycles. The results showed an increase in the quality of learning implementation, student participation, and learning outcomes from Cycle I to Cycle II. These findings indicate that the implementation of deep learning has the potential to support more active and meaningful Informatics learning, although this study was not designed to test its effectiveness inferentially.
Peningkatan Hasil Belajar Matematika Menggunakan Model Cooperative Learning Tipe TGT di Kelas III SDN 15 Rambatan Kabupaten Tanah Datar Nabila, Nurul; Masniladevi; Hendri, Sherlyane; Agusti, Fardatil Aini
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7155

Abstract

This study aims to improve mathematics learning outcomes in the area measurement material through the application of the Teams Games Tournament (TGT) type Cooperative Learning model to third-grade students of SDN 15 Rambatan, Tanah Datar Regency. This study is a Classroom Action Research (CAR) conducted in two cycles, with each cycle including the planning, action implementation, observation, and reflection stages. The research subjects consisted of 10 third-grade students, with the class teacher acting as the observer and the researcher as the action implementer. Data were collected through observation, learning outcome tests, and documentation, then analyzed using qualitative and quantitative data analysis techniques through data reduction, data presentation, conclusion drawing, and percentage and average value analysis. The results showed that the quality of the lesson plan increased from 81.25% (good) in cycle I to 91.67% (very good) in cycle II. The implementation of learning aspects of the teacher increased from 83.92% to 92.85%, while the student aspect increased from 82.14% to 89.28%. Student learning outcomes also increased from an average of 73.45 in cycle I to 87.50 in cycle II. These findings indicate that the implementation of the Teams Games Tournament (TGT) Cooperative Learning model can improve the quality of the learning process and student mathematics learning outcomes in the area measurement topic.
The Application of Scrapbook Learning Media in Improving Student Engagement and Learning Outcomes in Fiqh: A Classroom Action Research at Al-Hijrah Islamic Boarding School Ngawi Melati, Difa Rahma; Zarkasyi, Azmi; DIFA RAHMA MELATI, DIFA RAHMA MELATI
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7158

Abstract

Fiqh learning at the Al-Hijrah Islamic Boarding School in Ngawi still faces obstacles in the form of low student activity and learning outcomes due to the use of less varied methods and the lack of interesting learning media. This is evident from the average initial grade of grade 1 in the 2024/2025 academic year which only reached 3.8 and did not meet the completion criteria. This study aims to describe the application of Scrapbook media and analyze the increase in student activity and learning outcomes in Fiqh. This study uses the Classroom Action Research (CAR) method using the Kemmis and McTaggart model which was implemented in two cycles through the stages of planning, implementation, observation, and reflection. The research subjects were 43 students in grade 1. Data were collected through observation, written tests, and documentation, then analyzed descriptively quantitatively with percentages and comparisons between cycles supported by qualitative analysis. The results of the study showed an increase in learning activity from 48.8% in cycle I to 77.2% in cycle II, as well as an increase in the completion of learning outcomes from 46.5% to 100%. These findings indicate that Scrapbook media is effective in increasing female students' active participation and understanding of Fiqh material through visual, engaging, and interactive presentation. Thus, Scrapbooks can be an effective alternative learning medium for improving the quality of learning processes and outcomes.
Analisis Pemanfaatan Papan Tulis Digital Interaktif dalam Meningkatkan Motivasi Belajar Siswa Kelas XI SMK Negeri 1 Gunungsitoli Utara Zega, Yarman; Nduru, Mastawati; Halawa, Noibe; Zega, Imansudi
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7203

Abstract

Low student learning motivation remains a challenge in the learning process because it causes students' active involvement to be less than optimal. One alternative to overcome this problem is the use of interactive digital whiteboards that are able to present material visually, interactively, and participatory so that it is expected to increase learning motivation. This study aims to analyze the use of interactive digital whiteboards in increasing the learning motivation of grade XI students at SMK Negeri 1 Gunungsitoli Utara. The study used a qualitative method with a descriptive approach. Data were obtained through observation, interviews, and documentation with informants consisting of subject teachers and grade XI students, then analyzed using thematic analysis. The results showed that the use of interactive digital whiteboards increased student learning motivation as indicated by increased attention, interest, perseverance, and active participation during learning. The research findings also showed that material visualization, interactive features, and direct feedback created a more engaging learning experience, while the effectiveness of their use was influenced by teacher competence in operating the device and the support of school infrastructure. This study confirms that interactive digital whiteboards are a learning medium that has the potential to increase learning motivation if supported by teacher pedagogical readiness and adequate school facilities.
Pengaruh Metode Dakwah Digital, Interaksi Teman Sebaya, dan Pengawasan Orang Tua Terhadap Penguatan Karakter Islami Peserta Didik di SMKN 1 Bone Febriani, Iva; Arisal A; Kasmah
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7220

Abstract

Strengthening students' Islamic character is a crucial challenge in the digital era because the development of information technology influences adolescents' mindsets, attitudes, and behavior. Therefore, synergy is needed between the use of digital da'wah media, peer environments, and parental supervision to support Islamic character formation. This study aims to analyze the influence of digital da'wah methods, peer interactions, and parental supervision on strengthening students' Islamic character at SMKN 1 Bone. The study used a quantitative approach with an explanatory research design. The study sample consisted of 298 students selected using proportionate stratified random sampling. Data were collected through questionnaires and documentation, then analyzed using multiple linear regression. The results showed that digital da'wah methods, peer interactions, and parental supervision simultaneously had a significant effect on strengthening students' Islamic character (p < 0.05). The coefficient of determination (R² = 0.59) indicates that these three variables were able to explain 59% of the variation in strengthening Islamic character, while 41% was influenced by other factors outside the research model. These findings confirm that strengthening Islamic character requires collaboration between the appropriate use of digital da'wah, a positive social environment, and ongoing parental supervision.
Meningkatkan Kemampuan Mengenal Bangun Datar Menggunakan Media Geometri Digital Bagi Murid Disabilitas Intelektual Yolanda, Mutiara; Efrina, Elsa; Marlina, Marlina; Yuliana, Syari
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7260

Abstract

Geometry learning for students with intellectual disabilities requires media that can present the concept of plane figures in a concrete and engaging way due to their limitations in understanding abstract material. One alternative that can be used is digital geometry media that combines visual and interactive elements to support the learning process. This study aims to determine the effectiveness of digital geometry media in improving the ability to recognize plane figures in students with intellectual disabilities. The study used an experimental method with a Single Subject Research (SSR) type A-B design. The subject of the study was a ninth-grade student with intellectual disabilities at the Bima Padang Special Needs School for Autism who had not been able to recognize plane figures. Data were collected using a checklist test and analyzed through visual analysis within and between conditions. The results showed that the student's ability score increased from 35.7% in the baseline phase to 92.8% at the end of the intervention phase. The analysis also showed a level change of 42.8% with an overlap percentage between conditions of 0%. These findings indicate that digital geometry media is effective in improving the ability to recognize plane figures in students with intellectual disabilities.