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Arif Wiyat Purnanto
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arifwiyat@unimma.ac.id
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+6282327610274
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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 285 Documents
Pengembangan Media Ular Tangga Berbasis Augmented Reality untuk Meningkatkan Hasil Belajar IPAS Sekolah Dasar Ristiani, Rima; Faturrahman, Moh.
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16234

Abstract

This research is driven by the limited application of technology-based learning media in social studies education in elementary schools, which results in decreased student engagement and learning outcomes. This study aims to design an Augmented Reality-based snakes and ladders game media and evaluate its feasibility and effectiveness in improving the learning outcomes of fifth-grade elementary school students regarding the diversity of flora and fauna in Indonesia. The methodology used is Research and Development (R&D) using the Borg and Gall model, which includes phases such as needs assessment, product design, expert validation, revision, and product trials. The research participants consisted of fifth-grade elementary school students involved in small-scale and large-scale trials. Data collection methods include observation, interviews, expert validation questionnaires, and assessment of learning outcomes through pretest and posttest instruments. The results showed that the media achieved a very feasible classification based on validation by media experts (93.75%) and subject matter experts (87.5%). Statistical analysis showed a significant difference between pretest and posttest scores (significance <0.05), as well as a high category of N-Gain values ​​in both small-scale and large-scale trials. Therefore, the snakes and ladders game media based on Augmented Reality has proven effective as an innovative educational alternative to improve science learning outcomes among elementary school students.
Media Digital dan Pendekatan Saintifik: Membangun Kesadaran Lingkungan di SDN 060970 Medan Belawan Dekar, Muhammad; Widyastika, Dinda; Wahyudi, Dichi Akbar; Ramadhan, Teuku Muhmmad Hary; Armanda, Fahmy; Ritongga, Nazla
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16236

Abstract

The purpose of this study was to examine how the environmental awareness of third-grade students at SD Negeri 060970 Medan Belawan was influenced by a scientific approach focused on character education and digital-based interactive media. A 2 × 2 factorial design was used in the experimental methodology of this study. One hundred students were selected as the research sample using a simple random sampling method. An environmental awareness test instrument that had undergone validity and reliability testing was used to collect data. After successfully completing the normality and homogeneity tests, data analysis was conducted using a two-way ANOVA at a significance level of 0.05. The research findings indicated that: (1) students' environmental awareness was significantly influenced by a scientific approach focused on character education; (2) students' environmental awareness was significantly influenced by interactive digital media; and (3) there was a significant interaction between the scientific approach and digital media. The highest level of environmental awareness was achieved when both were combined. Therefore, it is recommended that digital media and a character-based scientific approach be combined as an efficient teaching method to help elementary school students develop their environmental awareness.
Memahami Poster Lingkungan sebagai Bentuk Edukasi melalui Pendekatan Tindak Tutur dan Mode Komunikasi Fauzi, Aziz; Swara, Marrieta Moddies; Gusvita, Widya; Aswandinata, Aswandinata; Abdillah, Surya
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16239

Abstract

Masalah lingkungan tidak hanya berkaitan dengan kebijakan dan aspek teknis, tetapi juga dengan strategi komunikasi yang mampu membangun kesadaran dan tanggung jawab moral publik. Poster edukasi lingkungan menjadi salah satu media yang efektif karena memadukan unsur visual dan verbal dalam menyampaikan pesan persuasif. Penelitian ini bertujuan menganalisis bagaimana poster edukasi lingkungan membangun ajakan moral melalui strategi pragmatik multimodal. Penelitian menggunakan pendekatan kualitatif deskriptif dengan data berupa 16 poster edukasi lingkungan yang dipilih secara purposive. Analisis dilakukan dengan mengidentifikasi kategori tindak tutur direktif serta relasi antara unsur verbal dan visual dalam membentuk daya ilokusi dan perlokusi pesan. Hasil penelitian menunjukkan bahwa strategi direktif ajakan kolektif merupakan kategori yang paling dominan, diikuti oleh direktif instruksional, larangan, peringatan, motivasional, dan regulatif-informatif. Unsur verbal seperti kalimat imperatif, ajakan inklusif, dan pertanyaan retoris bekerja secara simultan dengan elemen visual, seperti warna, ilustrasi, simbol, dan komposisi berperan untuk memperkuat konstruksi ajakan moral. Temuan ini menegaskan bahwa makna dalam poster tidak berdiri secara tekstual semata, melainkan terbentuk melalui integrasi multimodal yang membangun solidaritas sosial dan kesadaran ekologis. Penelitian ini memberikan kontribusi teoretis bagi kajian pragmatik multimodal serta implikasi praktis dalam perancangan media edukasi lingkungan yang lebih persuasif dan strategis.
Literasi Digital Berbasis Nilai Islami Sebagai Jawaban Terhadap Tantangan Globalisasi Era Revolusi Industri 4.0 Rosyid, Muhammad Iqbal; Aydalhaqq, Fathara; El Syam, Robingun Suyud
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16247

Abstract

This article aims to analyze Islamic value-based digital literacy as a strategic solution to respond to globalization and maintain the moral integrity of students. The research method used is a literature study with a qualitative approach, examining various journals and studies related to digital literacy, Islamic education, and digital spiritual evaluation models. The research findings indicate that digital literacy in Islamic educational institutions is still diverse and uneven, with many teachers limited in using interactive digital platforms. The model of digital spiritual competence evaluation, which includes Islamic digital literacy, digital ethics, and the internalization of Islamic values, offers a tool to assess the extent to which Islamic values are applied in students' digital activities. The strategy for implementing Islamic digital literacy includes the use of interactive media, blended learning, teacher training, and adaptive leadership in Islamic education management. The main challenges include limitations in digital infrastructure, teacher competence, and the lack of systemic implementation of digital spiritual evaluation. The implications of this study emphasize that Islamic value-based digital literacy can enhance technological skills while strengthening the character, morals, and Islamic identity of students. With a structured implementation, Islamic education can serve as a moral fortress and an agent of transformation in facing digital globalization.
Pemahaman Peraturan, Plagiasi di Perguruan Tinggi, dan Implikasi Etis Penggunaan AI dalam Penyelesaian Skripsi Harida, Ratri; Arifin, Muh. Zainul; Novitasari, Lusy
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16267

Abstract

This study aims to identify the understanding of S-1 education students towards the Regulation of the Minister of National Education No. 17 of 2010 concerning the Prevention and Prevention of Plagiarism and their perception of the ethical implications of the use of artificial intelligence (AI) in thesis completion. The method used was quantitative descriptive with a purposive sampling technique for 40 final semester students at the Ponorogo private LPTK who were or had just completed their thesis. Data collection was carried out through an online questionnaire that included demographic data, understanding of plagiarism regulations, and perceptions of the use of AI. Data analysis was carried out descriptively through frequency distribution and score categorization. The results show that 97.5% of students have used AI with varying levels of frequency, driven by the need for time efficiency, especially for 60% of respondents who work while studying. Students have a fairly good understanding of conventional plagiarism and recognize the benefits of AI, but lack concrete ethical guidance due to regulatory ambiguities that have not explicitly regulated AI. This study concludes that it is necessary to update regulations, develop an AI literacy curriculum, strengthen the role of supervisors, and an educational approach that guides students to become critical and responsible AI users in order to maintain academic integrity in the era of artificial intelligence.
Pengembangan E-Modul Stoikiometri Berbasis Discovery Learning sebagai Bahan Ajar Pendukung Pembelajaran Kimia Kelas X Darlin, Dinda Malayka Anjani; Hanifah, Sarina; Astuti, Tiwi Nur
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16268

Abstract

This study aimed to develop a Discovery Learning-based Stoichiometry e-module that is feasible to be used as a supporting instructional material for Grade X chemistry learning. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. Data were collected through teacher interviews, student needs analysis questionnaires, expert validation sheets, and student response questionnaires administered in a limited trial involving 30 Grade X students. The data were analyzed to determine the validity, reliability, and feasibility of the developed teaching material.The results showed that the e-module achieved a content validity score of 0.95, categorized as highly valid. The construct validity test indicated that all instrument items were valid (r-count > r-table 0.361) and reliable, with a Cronbach’s Alpha value of 0.95 (> 0.70). The limited trial results revealed a feasibility level of 78.17%, categorized as highly feasible. Therefore, the Discovery Learning-based Stoichiometry e-module is considered suitable as a supporting instructional material that helps students understand stoichiometric concepts in a more structured, active, and meaningful learning.
Integrasi Pembelajaran Pesantren dalam Membentuk Santri Interpreneurship Mutaqin, Mohammad Toha Imammul; Khadavi, Muhammad Jadid
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16126

Abstract

Islamic boarding schools play a strategic role in shaping the character of students and empowering the muslim community economically. Therefore, they are required to develop educational models that are adaptive to social and economic changes without losing their Islamic identity. This study aims to examine the integration of Islamic boarding school learning in shaping entrepreneurial students at Al-Haqiqy Islamic boarding school, Probolinggo regency. This study uses a descriptive qualitative approach with data collection techniques through in-depth interviews, participatory observation, and documentation studies involving pesantren leaders, supervising teachers, student entrepreneurs, and alumni. The data were analyzed interactively through a process of reduction, presentation, and conclusion drawing, and tested for validity through source and technique triangulation. The results show that the integration of pesantren learning and entrepreneurship is not carried out through a formal curriculum, but rather through the internalization of spiritual values, the habit of independent living, the involvement of santri in pesantren business units, and the exemplary behavior of leaders, which effectively shapes the character of entrepreneurial santri based on Islamic business ethics, independence, and social responsibility. This study concludes that a value- and pesantren culture-based integrative approach is an effective and sustainable strategy in building the entrepreneurial spirit of santri.
Pengaruh Media Pembelajaran Berbasis Digital terhadap Keterampilan Memahami Teks Bacaan pada Materi Pelajaran Bahasa Indonesia di SD Wulandari, Bintang; Ihwanah, Al; Jadidah, Ines Tasya
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16129

Abstract

This research was motivated by low reading comprehension skills among third-grade students at SD Negeri 233 Palembang due to monotonous lecture methods and limited digital media use. The objective was to determine the effect of digital-based learning media on Indonesian language reading comprehension skills. Employing quantitative experimental method with true experimental design (posttest-only control group), the study involved a population of 49 third-grade students and a purposive sample of 49 students (Class III A: 25 experimental; Class III B: 24 control). Data collected via 5-item essay posttest were analyzed using Shapiro-Wilk normality test, Levene homogeneity test, and Mann-Whitney U test via SPSS 27. Results revealed experimental class mean score of 83.36 versus 60.6 for control class, with 88% experimental students achieving KKM 75 standard. Mann-Whitney U test (p=0.000) rejected the null hypothesis. It is concluded that digital learning media (YouTube videos, Wordwall) significantly enhance students' reading comprehension skills.
Permainan Tradisional Dakon sebagai Intervensi pada Anak Diskalkulia Ama, Heronimus Dappa; Bessu, Lidia Vera
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16148

Abstract

This study aims to test the effectiveness of the traditional dakon game in improving children's numeracy skills. The study involved 15 kindergarten students in Loura District, Sumba, as research subjects. The study used a quantitative research method with a quasi-experimental pretest-posttest design. Data were collected using observation sheets. Data were analyzed using the Shapiro-Wilk normality assumption test (priority for n < 50), followed by a paired samples t-test (SPSS IBM, α = 0.05, two-tailed) to test the difference in pretest-posttest means. The normality test showed that the data were normally distributed. The paired t-test showed a significant difference between the pretest and posttest. These findings indicate that the traditional dakon game can improve the numeracy skills of children with dyscalculia. Therefore, the traditional dakon game can be a learning tool to introduce and improve the numeracy skills of children with dyscalculia.
Pengembangan Media Pembelajaran (FlashCard) Matematika Berdasarkan Kreativitas Mahasiswa PGMI Azura, Wan; Sari, Ira; Mursida, Mursida
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16183

Abstract

The research aims to develop flashcard learning media based on the creativity of prospective elementary school teacher students in creating mathematics flashcard learning media. This type of research uses the R&D (Research & Development) method with the application of the ADDIE approach, namely analysis, design, development, implementation, and evaluation. Research for flashcard implementation uses a pre-experimental design with one-shot case study Design. Sample selection is done by purposive sampling technique, the sample studied is elementary school students 05 Sam-sam, Kandis grade 5 who take tutoring at Pondok Cerdas Zhafira. Based on the results of the flashcard media that have been made by PGMI students, describing the students' creativity abilities through aspects of fluency of thinking, flexibility, elaboration and originality is classified as good, because it has provided ideas and material coverage simply with innovative examples, exercises and answer keys on the flashcard. Based on the feasibility analysis obtained in the form of content feasibility with a result of 3.4, language feasibility is 3.25, presentation feasibility obtained a value of 3.75, while graphic feasibility obtained a value of 4, so the flash card learning media is suitable for use as a mathematics learning media. The use of flashcards in learning activities by fifth grade students of SD 05 Sam-sam obtained an average value of 80.36, more than the KKM value of 75.00 and a one-sample t-test hypothesis test obtained significant results (0.000 <0.05) which means that the flashcard media for geometric shapes has an effect on mathematics learning, because students are interested and enthusiastic in learning.