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Arif Wiyat Purnanto
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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 347 Documents
Integrasi Model Talking Stick dan Trade A Problem melalui Media Interaktif untuk Meningkatkan Keterampilan Belajar Matematika Siswa Kelas IV SD Negeri 1 Ngronggah Devita Kusumaningrum; Aqidatul Munfariqoh; Ahmad Teguh Purnawanto
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/v59xrc20

Abstract

This study aims to describe the implementation of the integration of the Talking Stick and Trade a Problem learning models through interactive media, to explain the process of their application, and to determine the improvement of mathematics learning skills of fourth-grade students at SD Negeri 1 Ngronggah. This research employed a Classroom Action Research (CAR) approach using a spiral model consisting of planning, action, observation, and reflection stages conducted in two cycles. The research subjects were 15 students. Data were collected through observation, interviews, questionnaires, documentation, and tests. Data analysis used descriptive qualitative methods to describe the learning process and descriptive quantitative methods to measure the improvement of students’ learning outcomes. The results showed a significant improvement in students’ mathematics learning skills in each cycle, indicated by an increase in the average score from 67.3 in the pre-cycle to 72.5 in cycle I and 81.2 in cycle II, as well as an increase in learning mastery from 6% to 53% and then to 86%. In addition, students became more active, confident, and collaborative during the learning process. In conclusion, the integration of the Talking Stick and Trade a Problem models through interactive media is effective in improving students’ mathematics learning skills in cognitive, affective, and social aspects, and in creating a more interactive and meaningful learning environment.
Penerapan Model Project Based Learning Berbantuan Media Papercraft untuk Meningkatkan Keterampilan Berbicara Siswa Kelas II SDN 1 Ngronggah Gusti Riski Rahmadani; Husna Imro'athush Sholihah; Ika Nurwulandari
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/2zsr3v40

Abstract

Speaking abilities, particularly those of students, are vital to the learning process' success. According to field conditions, some kids' speaking abilities are still subpar. This situation necessitates the deployment of a different or successful innovation to enhance pupils' speaking abilities. The purpose of this study is to describe how the project-based learning model with papercraft medium is used and to ascertain if the project-based learning model with papercraft has improved the speaking abilities of SDN 1 Ngronggah second-grade children. Tono Suwartono's classroom action research (CAR) is the methodology employed. The planning stage, action implementation, observation, and reflection were all part of the two cycles (cycle I and cycle II) of the research process. Sixteen second-graders from SDN 1 Ngronggah served as the study's subjects. Techniques for gathering data included testing, interviews, observation, and documentation. Students' speaking abilities improved when the project-based learning paradigm was implemented with the use of papercraft medium. The findings demonstrated that students' speaking abilities had improved, as seen by their increased speaking fluency, improved intonation, clear expression, and capacity for basic conversations with instructors and classmates. Four students (25%) still required follow-up in the subsequent cycle, whereas twelve students (75%) attained mastery in the first cycle. The percentage of pupils who attained mastery rose to 15 (94%) in the second cycle. Based on the study's findings, it can be said that the papercraft-assisted project-based learning paradigm is useful for teaching Indonesian and may help students become more professional speakers. 
Pengaruh Pendekatan Structured Learning Approach (SLA) Terhadap Pemahaman Konsep IPAS Kelas IV Fitriana Aula Handayani; Syofnidah Ifriyanti; Ayu Reza Ningrum
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/6qpswe45

Abstract

This study aims to analyze the effect of the Structured Learning Approach (SLA) on students’ conceptual understanding in science and social learning (IPAS) at the fourth-grade level of elementary school. The research employed a quantitative approach with a quasi-experimental design, specifically a posttest-only control group design. The participants consisted of 38 students divided into an experimental group and a control group. Data were collected using an essay test that had been validated and tested for reliability. Data analysis included prerequisite tests (normality and homogeneity) and hypothesis testing using an independent sample t-test. The results revealed a significant effect of SLA on students’ conceptual understanding, with a significance value of 0.000 (< 0.05). The mean score of the experimental group (83.79) was higher than that of the control group (71.37). These findings indicate that structured, systematic, and activity-based learning effectively enhances students’ conceptual understanding. Theoretically, this study supports constructivist theory and the revised Bloom’s taxonomy by Anderson and Krathwohl. Practically, SLA can serve as an effective alternative instructional strategy to improve the quality of IPAS learning in elementary schools.
Efektivitas Penggunaan Model Cooperative Script Berbantuan  Flash card Terhadap Kemampuan Berbicara Bahasa Indonesia Peserta Didik Kelas III Lisa Rosdayanti; Chairul Amriyah; Yuli Yanti
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/v3f02b15

Abstract

This study aims to analyze the effect of the Cooperative Script learning model assisted by flashcard media on elementary students’ speaking skills. This research employed a quantitative approach with a quasi-experimental design, specifically a posttest-only control group design. The sample consisted of two groups, namely the experimental class and the control class, using saturated sampling technique, in which all members of the population were included as research subjects. The research instrument was a speaking test based on indicators of fluency, pronunciation, vocabulary, grammar, and comprehension. Data were analyzed using t-test and effect size. The results showed that the average speaking ability of students in the experimental class was higher than that of the control class. Furthermore, hypothesis testing indicated a significant difference between the two groups, with the effect size categorized as moderate to high. These findings suggest that the Cooperative Script model assisted by flashcards is effective in improving students’ speaking skills. This study implies that the integration of cooperative learning models with visual media can be an effective strategy in teaching Bahasa Indonesia at the elementary level.
Pengembangan Model Pembelajaran Motorik dengan Pendekatan Bermain Menggunakan Agility Ladder untuk Anak Sekolah Dasar Bungsu Ulung Prakoso; Bhayu Billiandri
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/657tkd70

Abstract

This research is based on the fact that the implementation of physical education learning in elementary schools has not achieved optimal results, because the learning process still tends to be oriented towards conventional approaches, resulting in low motor skill development in students. This study aims to develop a game-based motor skill learning model that utilizes agility ladders. This study used a Research and Development (R&D) approach, adopting the ADDIE model, which consists of five main stages: analysis, design, development, implementation, and evaluation. Data collection was conducted through motor skill measurements, accompanied by the use of non-test techniques, including observation, interviews, questionnaires, and documentation as supporting data. The results showed that the developed model had a high level of feasibility based on expert validation and was able to increase student engagement. However, the effectiveness test results showed an N- Gain value of 0.16, which is considered low. This finding indicates that the model has a positive impact, although its effectiveness is still limited. Therefore, this learning model has the potential to be used as an alternative in physical education learning in elementary schools, with further refinement needed.
Paradigma Baru Manajemen Pembelajaran MI dalam Menghadapi Tantangan Era Society 5.0 Ahmad; Yessika Destiana Lahabu; Dila Nurlaila Zannah
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/1249h395

Abstract

This research aims to examine the new paradigm of learning management in Madrasah Ibtidaiyah in facing the challenges of the Society 5.0 era, especially in the aspect of integrating digital technology and Islamic values. The background of this research is based on the demands of educational transformation in the digital era which requires a paradigm shift in learning from teacher-centered to student-centered learning, as well as the importance of strengthening competencies in the 21st century. This research uses a qualitative approach with the type of case study carried out at MIN 1 Manado. Data collection techniques are carried out through observation, in-depth interviews, and documentation, while data analysis uses an interactive model that includes data reduction, data presentation, and conclusion drawn. The results of the study show that learning management in madrasas is still in the transition stage from a conventional approach to technology-based learning. Learning planning, implementation, and evaluation have not fully integrated technology systematically. Teachers' digital competence is still limited, so the use of technology in learning tends to be partial. In addition, the integration of Islamic values in learning has gone well, but it is not optimal in the context of digital learning. The various challenges faced include the limitations of teachers' competencies, facilities and infrastructure, as well as resistance to change. Therefore, efforts are needed to improve teachers' digital competence, strengthen madrasah policies, and develop adaptive and contextual learning models. This research makes a theoretical contribution to the development of Islamic learning management as well as a practical contribution to improving the quality of learning in the era of Society 5.0. 
Pengaruh Media Scrapbook terhadap Pengendalian Perilaku Prokrastinasi Akademik Siswa Warosatun Ni&#039;mah; Isnawati Nur Afifah Latif
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/a0xxh244

Abstract

This study aims to identify the level of students’ academic procrastination, analyze the effect of using scrapbook learning media on controlling such behavior, and measure the magnitude of its effect in Islamic Cultural History (SKI) learning. The study employed a quantitative approach using a quasi-experimental method with a Non-Equivalent Control Group Design. The research was conducted at MAN 1 Tuban with a sample of 62 students, consisting of 30 students in the experimental group and 32 students in the control group. Data were collected using a Likert-scale questionnaire administered through pretest and posttest stages. Data analysis was conducted using a paired sample t-test. The results showed that the mean pretest score of 60.07 increased to 64.00 in the posttest. The significance value of 0.039 was lower than 0.05, indicating that the use of scrapbook learning media had a significant effect on controlling students’ academic procrastination behavior. An effect size of 0.39 indicated a small-to-moderate effect. Therefore, scrapbook learning media can be considered sufficiently effective in helping reduce students’ academic procrastination behavior while making the Islamic Cultural History (SKI) learning process more engaging, structured, and meaningful for students. 
Analisis Faktor Penyebab Perilaku Doomscrolling Di Media Sosial: Studi Kasus Siswa Di SMPN 1 Takalar Nurul Qolbi; Sahril Buchori; Zulfikri; Syahril
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/hfgqfx03

Abstract

Penelitian ini bertujuan untuk menganalisis faktor penyebab perilaku doomscrolling pada siswa berinisial P kelas VIII di SMPN 1 Takalar. Penelitian menggunakan pendekatan kualitatif dengan metode studi kasus klinis. Data dikumpulkan melalui wawancara semi-terstruktur secara mendalam, observasi, dan dokumentasi dengan teknik triangulasi melibatkan guru BK, wali kelas, sahabat, serta orangtua. Analisis data mencakup reduksi, penyajian, dan penarikan kesimpulan. Temuan menunjukkan bahwa terindikasi siswa melakukan perilaku doomscrolling di media sosial, ditandai dengan kebiasaan menggulir konten negatif secara terus-menerus tanpa disadari. Perilaku doomscrolling tersebut dipicu oleh faktor internal berupa bias kognitif, dan kurangnya kontrol diri. Faktor eksternal meliputi algoritma digital di media sosial dan FoMO. Penelitian ini menegaskan bahwa doomscrolling bukan sekadar kebiasaan digital biasa, melainkan kombinasi antara pembentukan bias kognitif dan takut ketinggalan berita. Kontribusi ilmiah penelitian ini adalah memperkaya kajian perilaku digital remaja, khususnya fenomena doomscrolling dalam konteks psikologi pendidikan dan menyediakan landasan bagi guru BK untuk merancang intervensi pendekatan kognitif-perilaku yang adaptif dan berkelanjutan.
Pengaruh Penggunaan Game Edukasi Wordwall terhadap Minat Belajar Bahasa Inggris Siswa Kelas VII Vaness J.X. Gerungai; Tellma M. Tiwa; Gloridei L. Kapahang
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/rkbwxw74

Abstract

This study aims to determine the effect of using the Wordwall educational game on English learning interest in seventh-grade students of SMP Negeri 2 Tomohon. Considering the importance of learning interest in increasing student motivation and engagement in learning, the use of technology-based learning media, such as educational games, is an attractive alternative. This study used a quasi-experimental design with the experimental group given learning using the Wordwall educational game and the control group given conventional learning. Data collection methods were carried out through pre-tests and post-tests using a Likert-scale English learning interest questionnaire. The results of the analysis showed that although there was a tendency for increased learning interest in the experimental group, the difference between the two groups was not statistically significant at the α = 0.05 level. However, the calculated effect size (Cohen's d) showed that the use of Wordwall had a small to moderate effect on increasing English learning interest. This study suggests that educational games such as Wordwall can be an effective learning medium in increasing students' interest in learning with more consistent and sustainable use in the learning process.
Peningkatan Hasil Belajar Matematika Melalui Media Video Interaktif dengan Model Pembelajaran Problem Based Learning (PBL) Kelas V SDN 2 Bedingin Kintan Agustina; Anna Mariyani; Fulusia Nurmawati
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/5ht4fb75

Abstract

This study aims to describe the implementation of interactive video media integrated with the Problem Based Learning (PBL) model, to improve students’ learning activities, and to enhance mathematics learning outcomes on the topic of plane figures in Grade V of SDN 2 Bedingin. The research employed Classroom Action Research (CAR) with a cyclical design consisting of planning, action, observation, and reflection stages conducted in two cycles. Data were collected through observation to measure student and teacher activities, tests to assess students’ learning outcomes, and documentation as supporting data. Data analysis was conducted qualitatively to describe the learning process and student activities, and quantitatively to calculate the mean scores and the percentage of learning mastery based on the Minimum Mastery Criteria. The results showed an improvement in both student activities and learning outcomes in each cycle. The percentage of learning mastery increased from 35% in the pre-cycle to 60% in Cycle I, and reached 85% in Cycle II. In addition, students’ learning activities improved from moderately active to active and highly active categories. The implementation of interactive video media combined with the PBL model created a more engaging, interactive, and student-centered learning environment, enabling students to understand plane figure concepts more concretely and meaningfully. In conclusion, the use of interactive video media integrated with the Problem Based Learning model is effective in improving students’ learning activities and mathematics learning outcomes at the elementary school level. This approach can serve as an innovative alternative to enhance the quality of mathematics instruction, particularly for abstract topics.