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Contact Name
Arif Wiyat Purnanto
Contact Email
arifwiyat@unimma.ac.id
Phone
+6282327610274
Journal Mail Official
arifwiyat@unimma.ac.id
Editorial Address
Jl. Tidar No. 21 Magelang
Location
Kab. magelang,
Jawa tengah
INDONESIA
PAEDAGOGIE
ISSN : 19078978     EISSN : 26217171     DOI : https://doi.org/10.31603/paedagogie.v20i2
Core Subject : Education,
Paedagogie bertujuan untuk mempublikasikan dan menyebarluaskan hasil penelitian berkualitas tinggi di bidang pendidikan. Jurnal ini menjadi wadah bagi peneliti, pendidik, praktisi, dan pembuat kebijakan untuk bertukar gagasan dan temuan ilmiah terkait teori, praktik, serta inovasi pendidikan. Ruang lingkup Paedagogie meliputi, namun tidak terbatas pada bidang-bidang berikut: Teori dan filsafat pendidikan Pengembangan kurikulum dan desain pembelajaran Strategi pembelajaran pada berbagai disiplin ilmu Evaluasi dan asesmen pendidikan Manajemen dan kepemimpinan pendidikan Bimbingan dan konseling Teknologi pendidikan dan pembelajaran digital Pendidikan inklusif dan kebutuhan khusus Pendidikan anak usia dini, dasar, dan menengah Kajian pendidikan tinggi Pendidikan guru dan pengembangan profesional Paedagogie menerima naskah dalam bahasa Indonesia maupun bahasa Inggris yang merupakan hasil penelitian asli di bidang pendidikan. Jurnal ini secara khusus menekankan publikasi studi empiris yang berkontribusi terhadap peningkatan mutu dan pemerataan pendidikan.
Articles 161 Documents
Pengaruh Model Pembelajaran Problem Based Learning (PBL) Bermuatan Game Wordwall Terhadap Hasil Belajar Siswa Mata Pelajaran Pendidikan Pancasila Kelas IV SD Sari, Ni Kadek Ayu Nirmala; Yasa, I Made Wiguna; Wijaya, I Komang Wisnu Budi
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16118

Abstract

Penelitian ini dilatarbelakangi oleh kondisi pembelajaran Pendidikan Pancasila di kelas IV SD Negeri 22 Dauh Puri yang bersifat konvensional dan berpusat pada guru (teacher-centered), terutama pada materi "Makna Sila-Sila Pancasila". Metode ceramah yang dominan tanpa variasi media yang menarik menyebabkan siswa menjadi pasif, kurang termotivasi, dan berujung pada rendahnya hasil belajar. Oleh karena itu, penelitian ini bertujuan untuk menguji dan menganalisis secara empiris pengaruh yang signifikan dari penerapan Model Pembelajaran Problem Based Learning (PBL) yang disinergikan dengan media digital Game Wordwall sebagai solusi inovatif untuk meningkatkan kualitas proses dan hasil belajar siswa. Penelitian kuantitatif ini menggunakan rancangan eksperimen semu (Nonequivalent Kontrol Group Design). Sampel penelitian terdiri dari 60 siswa kelas IV yang dibagi menjadi dua kelompok: kelas eksperimen yang menerima perlakuan model PBL bermuatan Game Wordwall, dan kelas kontrol yang menggunakan pembelajaran konvensional. Data hasil belajar dikumpulkan melalui instrumen tes, kemudian dianalisis menggunakan uji prasyarat (normalitas dan homogenitas) dan uji hipotesis Independent Sample t-test untuk membandingkan perbedaan rata-rata hasil belajar kedua kelompok. Hasil penelitian menunjukkan bahwa terdapat pengaruh yang signifikan dari Model PBL bermuatan Game Wordwall terhadap hasil belajar siswa. Hal ini dibuktikan oleh nilai rata-rata posttest kelas eksperimen (83,80) yang jauh lebih tinggi dan telah melampaui KKM (75), dibandingkan dengan rata-rata kelas kontrol (68,73). Secara statistik, hasil uji t-test menunjukkan nilai signifikansi (2-tailed) sebesar 0,000. Karena nilai 0,000 < 0,05, Hipotesis Alternatif (H1) diterima, yang menegaskan bahwa kombinasi strategis PBL dan Game Wordwall efektif dan layak dijadikan alternatif untuk meningkatkan hasil belajar Pendidikan Pancasila kelas IV SD Negeri 22 Dauh Puri Kota Denpasar.
Meninjau Ulang Peran Kesejahteraan Spiritual terhadap Stres Akademik Mahasiswa Pamungkas, Sukma Wisnu; Munadi, Muhammad
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to analyze the influence of spiritual well-being on stress levels among seventh-semester students of the Islamic Education Study Program at UIN Raden Mas Said Surakarta. Employing an explanatory quantitative approach, the study involved 156 participants selected using proportional random sampling. Spiritual well-being was assessed using the SHALOM scale, while academic stress was measured with the Academic Stress Scale. Data were analyzed through descriptive statistics, prerequisite tests, and non-linear regression. The findings indicate that both spiritual well-being and stress levels fall within the moderate range, and there is no significant association between the two variables. The exponential regression model produced the highest coefficient of determination at 3%, though the effect remained very weak. These results suggest that spiritual well-being has not yet functioned as a primary protective factor against academic stress, highlighting the need to consider additional elements such as time management, social support, and adaptive coping strategies in campus-based interventions.
Analisis Tekanan Keluarga terhadap Mental Health Mahasiswa Akhir Rahman, Surya; Wirtati, Ira
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16121

Abstract

The purpose of this study is to analyze family pressure on the mental health of final year students, then discuss how family pressure affects the mental health of final year students, and how to effectively deal with family pressure on the mental health of final year students. This study uses a qualitative method with a case study type. The data collection techniques used are (1) direct observation of family pressure on the mental health of final year students, (2) interviews with 3 informants, namely final year students in semesters IX, XII, and XIII in the Islamic Counseling Study Program, Faculty of Da'wah and Communication, State Islamic University of North Sumatra, Medan. (3) documentation study through literature and references relevant to the research focus. The findings of this study indicate that students who have good and communicative relationships with their families tend to be able to cope with pressure more stably. The emotional support provided by families in the form of motivation, understanding, and physical presence has been proven to help students maintain their mental health. This means that family pressure does not always have a negative impact if it is conveyed in the right way and accompanied by strong moral support. Therefore, it is important for families to understand that the final phase of college is a stressful time for students, and the right support greatly influences their academic success and mental stability.
Pengembangan Media Ular Tangga Berbantuan Augmented Reality untuk Meningkatkan Hasil Belajar Keberagaman Budaya Indonesia pada Siswa Kelas IV Saadah, Syifa Nur; Bektiningsih, Kurniana
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16123

Abstract

This study was motivated by the limited number of studies on the development of educational game-based learning media integrated with augmented reality technology in Pancasila Education, even though the use of innovative media has a significant impact on improving students’ learning outcomes and engagement. The purpose of this study was to develop and examine the feasibility and effectiveness of an augmented reality–assisted snakes and ladders learning media to improve learning outcomes on the topic of Indonesian cultural diversity among fourth-grade students at SDN Karangtengah Kaliwungu. The research employed a Research and Development (R&D) method using the ADDIE model, involving 19 students selected through purposive sampling. Data were collected using media expert and content expert validation sheets, teacher and student response questionnaires, as well as pretest and posttest instruments, and were analyzed using normality tests, paired sample t-tests, and N-Gain analysis. The results showed that the augmented reality–assisted snakes and ladders media was categorized as very feasible based on media expert validation with a score of 91.6% and content expert validation with a score of 92.5%, while the small-scale trial yielded feasibility scores of 88% from students and 98% from teachers, and the large-scale trial obtained a student response score of 90%. The effectiveness test indicated a significant improvement in learning outcomes, as evidenced by an increase in the average pretest score of 51.16 to a posttest score of 80.63, a paired sample t-test significance value of 0.000 (p < 0.05), and an N-Gain score of 0.60 classified as moderate. In conclusion, the augmented reality–assisted snakes and ladders learning media is feasible and moderately effective in improving elementary students’ learning outcomes on Indonesian cultural diversity, contributing theoretically to the enrichment of game-based learning and augmented reality media studies and practically providing teachers with an alternative for implementing more interactive and contextual Pancasila Education learning.
Pengembangan Media Boardgame “Jelajah Nusantara” Berbasis Canva Interaktif untuk Meningkatkan Hasil Belajar Pendidikan Pancasila pada Materi Menjaga Keberagaman Budaya dan Agama Ramadhani, Dini Ashri; Junaedi, Akhmad
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16134

Abstract

This study developed and evaluated the effectiveness of an interactive board game learning medium titled "Jelajah Nusantara" designed using the Canva platform. The medium was intended to enhance elementary students' learning achievements on the topic of appreciation for cultural and religious diversity within the Pancasila Education curriculum. The research employed a Research and Development (R&D) approach adapted from a simplified Borg and Gall framework. The study involved 28 sixth-grade students from SDN Wates 01 Semarang as research subjects. Data collection techniques included field observations, in-depth interviews, questionnaires, and learning assessments through pre-tests and post-tests. Data analysis focused on comparing pre-test and post-test scores to measure students' learning progress and achievement of mastery standards. Pre-test results showed a mean score of 61.07, with only 3 out of 28 students (10.71%) meeting the minimum mastery criteria. Following the implementation of the "Jelajah Nusantara" board game, the post-test mean score increased to 74.64, with 9 students (32.14%) achieving mastery. These data indicate a significant improvement in learning achievement, marked by a 42.86 percentage point increase in the mastery rate. The research findings confirm that the Canva-based interactive board game "Jelajah Nusantara" is effective as an instructional medium for Pancasila Education, particularly in strengthening elementary students' understanding of cultural and religious pluralism in Indonesia.
Implementasi Metode Ekspresi Bebas dalam Menggambar sebagai Bentuk Ekspresi Diri Siswa pada Pembelajaran Seni Rupa Kelas IV SD Zumrotul Isnaini, Ana; Setiawan, Deni
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16136

Abstract

This study aims to describe the implementation of the free expression method in drawing as a form of self-expression among students in grade IV of Gubug 4 State Elementary School, Grobogan Regency. The study used a qualitative approach with a case study type. Data collection techniques included observation, interviews, and documentation. The study found that implementing the free expression method provided students with greater freedom to express ideas, feelings, and personal experiences through drawings. Students showed courage in choosing themes, colors, and drawing objects according to their respective imaginations. The form of student self-expression was seen through the diversity of works, symbols, and stories contained in the drawings. Supporting factors for the implementation of this method include the teacher's facilitative attitude and high student interest in drawing activities, while inhibiting factors include limited drawing tools and differences in student abilities.
Transformasi Pembelajaran Sains Kontekstual di Sekolah Dasar Pedesaan Menuju Quality Education Malik, Muh Syauqi; Indrawati, Delia; Wati, Ika Febriana; Wardani, Helda Kusuma; Putri, Melyza Vidhia; Safitri, Devi Wahyu
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16139

Abstract

The fundamental problem in elementary science education is the prevalence of rote learning, which creates a gap between high academic grades and low actual conceptual understanding. This phenomenon of pseudo-performance was specifically identified at Sekolah Dasar Negeri Sempol, where students achieved perfect scores through memorization but failed to explain simple scientific phenomena in their daily lives. To overcome this cognitive gap, this research implements the Contextual Teaching and Learning model, designed to connect abstract academic material with students' concrete real-world experiences. This study employs a quantitative approach with a Pre-Experimental One-Shot Case Study design, involving thirteen third-grade students selected through a total sampling technique. The novelty of this research lies in the specific use of rural environmental resources as an accessible natural laboratory to visualise abstract concepts of matter change, while simultaneously integrating the values of the Sustainable Development Goals regarding quality education and early environmental awareness. The empirical results demonstrate that this approach is highly effective. The data show that the average student learning outcome reached 96.15, with a classical mastery level of 100%. Furthermore, the analysis indicates that student enthusiasm and focus reached their peak. Although students demonstrated varying levels of understanding between concrete concepts, such as melting, and abstract concepts, such as sublimation, the overall learning process successfully transformed passive students into active knowledge constructors. This confirms that high-quality, inclusive science education can be achieved in rural schools with limited facilities.
Pengaruh Media Scrapbook Terhadap Hasil Belajar Siswa Materi Kerajaan-Kerajaan di Nusantara Kelas IV Sekolah Dasar Kholifah, Suci Nur; Andaryani, Eka Titi
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16145

Abstract

This study aims to determine and analyze the effect of scrapbook media on student learning outcomes of the material of kingdoms in the archipelago of grade IV of Ciwuni 01 Kesugihan State Elementary School. This study applies a quantitative approach with a pre-experimental method using a one group pretest-posttest design. The subjects of the study were 30 grade IV B elementary school students who were determined as saturated samples. Data collection was carried out through interviews, observations, pretest-posttest. The data obtained were then analyzed using paired sample tests and N-Gain tests. The results showed an average pretest of 68,50 increased to 85,83 in the posttest. The results of the paired sample t-test of the study obtained a t-test value (-12.095) with a significance of 0,000 <0,05 and the N-Gain Test obtained an average of 59,69 "quite effective" with t count> t table, namely 12,095> 2,045, so it can be seen that Ha is accepted and H0 is rejected. This shows that scrapbook media has a significant and effective influence in improving the learning outcomes of fourth grade students of Ciwuni 01 Kesugihan Elementary School on the material of kingdoms in the archipelago.
Pengaruh Team Games Tournament dan Numbered Heads Together terhadap Hasil Belajar Siswa Daga, Agustinus Tanggu; Paila, Agustina Mersiana; Lende, Petrus
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16154

Abstract

This study aims to compare the effects of the Team Games Tournament (TGT) and Numbered Heads Together (NHT) models on elementary students' mathematics learning outcomes. Conducted with fifth-grade students at SDK Bali Loura using a quasi-experimental design, data were collected via a validated 10-item multiple-choice test, as verified by mathematics education experts. Data analysis encompassed descriptive statistics (pretest and posttest means), prerequisite tests (normality and homogeneity), and hypothesis testing (paired samples t-test and independent t-test). Results revealed: (1) TGT group pretest and posttest means of 40.7 and 85, respectively, versus NHT's 38.6 and 71.4; (2) Normality tests yielded significance values of 0.115 (TGT) and 0.251 (NHT), both >0.05, indicating normal distribution; homogeneity significance was 0.889 (>0.05), confirming homogeneity; (3) Paired samples t-tests for both groups showed significance of 0.000 (<0.05), signifying significant pretest-posttest differences; the independent t-test yielded 0.001 (<0.05), indicating significant mean differences between TGT and NHT groups.
Studi Komparasi Model Problem-Based Learning (PBL) dan Project-Based Learning (PjBL) terhadap Kemampuan Berpikir Kreatif Siswa Sekolah Dasar Cucini, Cucini; Suryani, Ela
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16159

Abstract

The modern educational paradigm currently emphasizes various essential competencies, with creative thinking capacity being a primary element in the learning process. Nevertheless, empirical evidence in the field suggests that the development of creativity among fifth-grade students still encounters several obstacles, resulting in suboptimal outcomes. Consequently, this study was conducted to analyze and compare the effectiveness of Problem-Based Learning (PBL) and Project-Based Learning (PjBL) models in optimizing students' creative thinking dimensions, while identifying the instructional intervention that yields the most significant impact.The methodology applied in this research is quantitative, utilizing a pre-experimental design with an intact-group comparison framework. The findings indicate that the implementation of the PjBL model produces superior outcomes compared to the PBL model. This is evidenced by the mean posttest score of the PjBL group, which reached 85.90 (categorized as excellent), whereas the PBL group attained a mean score of 80.54 (categorized as good). The disparity in these results was validated by a differential test showing a significance value of 0.003 ($< 0.05$). Based on these findings, it can be concluded that the PjBL model possesses a higher level of efficacy than PBL in accelerating the creative thinking proficiency of students.