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Tria Mardiana
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edukasi.journal@ummgl.ac.id
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+6285727075091
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edukasi.journal@ummgl.ac.id
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Jl. Tidar No. 21 Magelang, Central Java, Indonesian 56125
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INDONESIA
EDUKASI : Jurnal Penelitian dan Artikel Pendidikan
ISSN : 20851472     EISSN : 25794965     DOI : https://doi.org/10.31603/edukasi.v17i1
Core Subject : Education,
Edukasi publishes research manuscripts in the field of education. Work must be of a quality and context that the Editorial Board think would be of interest to a reader. The aims and scope of the journals are to: • Provide a journal that reports research on topics that are of significance across educational contexts • Publish high quality manuscripts that are of significance in terms of design and/or findings. The coverage in our journal is about classroom learning research for Early Childhood Education, and Primary School Education levels. The scopes are, educational multimedia, distance learning, classroom management, learning media, learning models, learning methods, learning strategies, learning technology, and development around learning. Other coverage in our journal is related to the field of counseling for elementary, junior high, and high school levels.
Articles 284 Documents
Pengembangan Media Permainan Edukatif Jenga Pintar (Jetar) Tema Ekosistem Untuk Meningatkan Minat Belajar Peserta Didik Sekolah Dasar Khasanah, Sholekhah Nur; Hendracipta, Nana; Andriana, Encep
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 15 No 2 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v15i2.10508

Abstract

The aim of this research and development is to understand the process of developing the educational game media Jenga Smart with the ecosystem theme, its feasibility, student responses, and the students' learning interest after using this media. This media contains content related to thematic learning, specifically Theme 5 "Exploring Ecosystems" and Sub-theme 1 "Ecosystem Components," Lesson 2. The research method used is the Research and Development (R&D) method. The development model employed in this study follows the ADDIE development model, consisting of five stages: Analysis, Design, Develop, Implement, and Evaluation. Data collection techniques include interviews, observations, questionnaires, and documentation. The subjects of this study are 20 fifth-grade students from SDIT Tarbiyah Rabbaniyyah. The research findings indicate that the average validation score from the expert team is 89.09%, falling under the "Very Eligible" category. Additionally, students' responses to this media have an average score of 88.83%, which falls under the "Very Good" category. Similarly, the students' learning interest has increased, with an average score of 66% before using the media, categorized as "Moderate", and 92.25% after using the media, categorized as "High". In conclusion, the Jenga Smart educational game media is suitable for use and can enhance students' learning interest.
Pengembangan Media Pembelajaran Interaktif Berbasis Video Animasi Doratoon Pada Pembelajaran Di Kelas V Sekolah Dasar Rahayu, Listia; Dewi, Ratna Sari; Hakim, Zerri Rahman
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 15 No 2 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v15i2.10525

Abstract

Research on the development of doratoon animated video-based learning media was carried out based on needs at SDN Singarajan, especially in class V, which required novelty or innovation in the use of media in learning, especially digital-based media used by teachers. The research was conducted with the aim of describing the process of developing interactive learning media based on Doratoon animated videos, finding out the feasibility of interactive learning media based on Doratoon animated videos and knowing students' responses to interactive learning media based on Doratoon animated videos. The research method used is the Research and Development (R&D) method using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The final results of media validation obtained an assessment of 88.5% in the "Very Eligible" category. The results of material validation obtained an assessment of 90.6% in the "Very Eligible" category. And the final results of language validation obtained an assessment of 79.3% in the "Decent" category. So the results of all validators received a final score of 86.1% in the "Very Eligible" category. And students' responses to interactive learning media based on Doratoon animated videos received a score of 95.3% in the "Very Good" category.
Pengembangan Media Pembelajaran Audio Visual Berbasis Website Canva Pada Mata Pelajaran IPAS Topik Perkembangbiakan Tumbuhan di Kelas IV Sekolah Dasar Kamila, Lila; Taufik, M; Dewi, Ratna Sari
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 15 No 2 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v15i2.10528

Abstract

This research aims to develop audio visual learning media based on the Canva website in the science and sciences subject on the topic of plant reproduction in class IV elementary school. This research is development research/R&D (Research and Development) using the ADDIE (Analyze, Design, Development, Implementation, Evaluation) model. The subjects of this research are teachers and students of class IV at SDN Singarajan, based on the lack of utilization of existing facilities at the school. , one of which is the use of digital-based learning media. The trial results show a very high level of feasibility of the learning media, the resulting learning media has a level of validity from the two material expert validators, obtaining an average percentage of 89.9% of the "very feasible" criteria. Validation media experts from the two validators media experts from the two validator experts obtained 89.2% of the "very feasible" criteria. The average percentage of validation of language experts from the two validators obtained 87.9% of the "very feasible" criteria. The overall average percentage of the validators material experts, media experts, language experts obtained a score of 89% with the criteria "very feasible". The overall percentage of student responses to the product being developed obtained an average percentage of 88% with the criteria "very feasible". Based on the results of expert validation and student responses, the development of audio visual learning media based on the Canva website can foster students' learning motivation and make learning more practical by providing a more concrete picture in delivering material on plant breeding topics in class IV elementary schools.
Pengembangan Media Pembelajaran Melalui Software Lectora Inspire Materi Wujud Zat Dan Perubahannya Berbasis Model Pembelajaran Problem Based Learning Desih, Desih; Taufik, M; Setiawan, Sigit
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 15 No 2 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v15i2.10542

Abstract

The use of technology-based learning media is able to raise students' learning motivation, especially in science and science learning. The aim of this research is to find out the development process, feasibility and response of students to the Lectora Inspire media, material on the form of substances and its changes based on the problem based learning model in class IV of Sindangmandi State Elementary School. The research and development (R&D) method used is the ADDIE model which consists of five stages, namely Analyze, Design, Development, Implementation and Evaluation. The research was conducted on 22 students in class IV of Sindangmandi State Elementary School. Based on the research results, Lectora Inspire media is very suitable for use in learning activities. This is proven by the validation results carried out by experts. Validation from two media experts with a percentage of 89.5% is in the "Very Eligible" category. The validation score from two material experts with a percentage of 83.125% is in the "Very Eligible" category. Then validation from two language experts with a percentage of 91.25% which is in the "Very Eligible" category. So the overall validation results from all experts with a percentage of 87.95% were in the "Very Decent" category and student responses with a percentage of 98.4% were in the "Very Good" category.
Pin Duta Literasi (PINDULIT) Sebagai Upaya Peningkatan Gerakan Literasi Sekolah Khaningrum, Nadia Imti; Rochmiyati, Siti
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 15 No 2 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v15i2.10555

Abstract

The School Literacy Movement is a government program to create a generation that likes reading books and has life skills, but in its implementation at SD Negeri 3 Kalipetir there are several indicators of the program that have not been implemented well, such as the 15 minute reading activity routine, the low number of students who have notes. Based on these problems, the PINDULIT (Pin Literacy Ambassador) program was implemented. The aim of this research is to determine the increase in student literacy in the GLS program using PINDULIT activities. This research is classroom action research using the Kemmis and Mc Taggart model. The research subjects were 10 class II students. The data collection technique used was observation of the implementation of literacy activities. Data analysis uses quantitative and qualitative descriptive. The results of this research show that the PINDULIT program was said to be successful in increasing student literacy in pre-action activities, the success of program implementation was 60%, then cycle I was 70% and cycle II was 90% in the good category.
Model Pembelajaran Blended Learning Tipe Flipped Classroom Untuk Meningkatkan Hasil Belajar Khusna, Mufidatul; Febrianto, Priyono Tri
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 15 No 2 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v15i2.10574

Abstract

This research is rooted in low achievement in the cognitive realm of science subjects with gravitational force material in grade IV elementary schools. The main purpose of this research is to investigate the improvement of student learning outcomes in science subject disciplines related to the concept of gravity force through the application of a flipped classroom type blended learning learning model. The focus of this research is centered in one of the public elementary schools in Bangkalan Regency, Madura. This research adopts a mixed approach that integrates qualitative and quantitative elements. The method applied is Classroom Action Research (PTK) with two stages of cycles. The subjects of the study involved 31 grade IV elementary school students, with details of 16 boys and 15 girls. Research data were obtained through observation techniques and tests. The findings of this research revealed a substantial improvement in the learning outcomes of students in science subjects gravitational force material through the application of a flipped classroom type blended learning model. This is known from the students' classical completion rate which increases in each phase: pre-cycle (29%), cycle 1 (58%), and cycle 2 (94%). These data reflect consistent improvements in student learning outcomes in each cycle. This is proof that the application of the flipped classroom type blended learning model is effective in improving student learning outcomes.
Pengembangan Media Pembelajaran Wayang pada Materi Hubungan Antar Mahkluk Hidup dalam Ekosistem Terhadap Kemampuan Literasi Sains Siswa Kelas V Rahayu, Nur Salsabila; Andriana, Encep; Hendracipta, Nana
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 15 No 2 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v15i2.10591

Abstract

This research aims to develop learning media in the form of wayang. The development of this learning media uses the Research & Development (R&D) method. The resulting media is wayang learning media for scientific literacy skills. This research was conducted at SDN Renged 3 with 35 class V students as research subjects. Researchers use a research approach that refers to the ADDIE development model. The results of the development of wayang learning media on the scientific literacy abilities of class V students at SDN Renged 3 show that wayang learning media is included in the "very feasible" category. This can be seen from the validation results with validator lecturers, the average percentage value is 86% and the results of student responses average value 85%. The results of the scientific literacy ability test for class V students at SDN Renged 3 showed a pretest score of 38%, the "not good" category became a posttest score of 51%, the "fairly good" category after using wayang learning media with an increase of 0.22 was "low".
Penerapan Media Pembelajaran Explosion Box untuk Meningkatkan Minat Belajar IPA Siswa Sekolah Dasar Chandra, Shinta Gress; Nisa, Ana Fitrotun; Cahyani, Berliana Henu
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 16 No 1 (2024)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v16i1.10773

Abstract

A boring atmosphere during class is something that students often face. Students seem less interested in participating in learning, especially when teachers teach using conventional methods in the form of lectures. This often becomes a problem for teachers. As a result, the results obtained by students do not match expectations. For this reason, it is necessary to improve learning methods so that it is hoped that they can improve learning outcomes. One way is by using learning media. The aim of this research is to apply the explosion box learning media in an effort to increase students' interest in learning in class VI science lessons at SD Negeri CR so that the learning atmosphere in class is not boring and students can easily understand the material studied in class. This type of research is descriptive qualitative. The research subjects included all sixth grade students at CR State Elementary School, totaling 27 students (7 girls and 20 boys). Data collection techniques use observation and questionnaires. From the results of observations by observers during classroom learning, the final score was 84%. Strengthened by the results of students' independent evaluations using the KKM reference, out of 27 students, 22 students were in learning (81%) and 5 students were incomplete in learning (19%). Meanwhile, the results of calculating the learning interest questionnaire distributed to students showed an average percentage of 80%. Due to the increase in the percentage of completeness of student learning outcomes, it can be concluded that the application of explosion box learning media can increase interest in learning science in class VI students at SD Negeri CR.
Meningkatkan Hasil Belajar Matematika Menggunakan Media Congklak Siswa Kelas IV MI Al-Hadi II Putri, Alfianti Kusuma; Kurniawati, Wahyu
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 16 No 1 (2024)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v16i1.10966

Abstract

This study aims to improve the mathematics learning outcomes of FPB and KPK materials through concrete media in the form of congklak in grade IV students of MI Al-Hadi II. The type of research used is Classroom Action Research. The subjects of this study were 20 students of grade IV MI Al-Hadi II. This research consists of two cycles. Each cycle goes through four stages: planning, action, observation, and reflection. Data collection in this study used test, observation, and documentation techniques. The data analysis technique used is quantitative descriptive. The results showed that the use of congklak media can increase the average score of students, the percentage of students whose learning outcomes have not been completed at the pre-cycle stage is 60% with an average score of 72.25. There is a cycle I has increased, namely those who achieve KKM scores there are 60% with an average of 76 or 12 out of 20 students have reached KKM. In cycle 2 there was a significant increase with a percentage of 90% and an average value of 79. These results show that the application of congklak media makes students experience an increase in mathematics learning outcomes of FPB and KPK materials.
Meningkatkan Hasil Belajar Siswa Melalui Model Pembelajaran Discovery Learning Pada Siswa SD Ferryka, Putri Zudhah; Suwartini, Sri; Rofisian, Nela; Rahmawati, Isna
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 16 No 1 (2024)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v16i1.10975

Abstract

Learning outcomes are one of the final achievements in learning that need to be considered. Good learning outcomes can of course be determined from many things. The aim of this research is to determine the improvement in learning outcomes of class 2 students at SD Negeri 2 Prambanan through the discovery learning model. This research was motivated by the low student learning outcomes, seen from the student learning outcomes that were still below the KKM as many as 62% of students. This is due to the teacher's lack of innovation in implementing learning models so that students find it difficult to understand the learning material. The type of research used is classroom action research using the Kemmis & Mc Taggart model. This research model consists of four stages, namely planning, implementing actions, observing and reflecting. The research subjects were all class 2A students at SD N 2 Prambanan consisting of 21 students with details of 10 male students and 11 female students. Data collection techniques use observation sheets, measuring learning test results, and documentation. The data analysis technique used is descriptive analysis with percentages. The results in this research show an increase in learning outcomes in each cycle. The learning outcomes of students who have completed cycle 1 are 15 students with a percentage of 71%. In cycle 2 there were 20 students who had completed it with a percentage of 95%. These results reveal a significant increase in student learning outcomes in mathematics in fraction material through the application of the discovery learning model.