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Tria Mardiana
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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 297 Documents
Pengembangan Media Diosia Berbasis QR Code melalui Pembelajaran Berbasis Masalah untuk Meningkatkan Self-efficacy Dan Pemecahan Masalah Siswa Kelas V SD Andarista, Elsa; Alfi, Cindya; Amalia, Shofi Nur
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 17 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v17i2.14622

Abstract

The purpose of this study was to determine the level of validity, the feasibility of the media diosia, and to find out the increase in self efficacy and problem solving through the 5th grade diosia media at SDN Ngadipuro 04. Background This research is due to the low self -confidence of students due to the lack of learning media. This research applies the Reseach and Development method using the Assure development model. The subject used at this stage was 5 SDN Ngadipuro 04 students in Blitar Regency, totaling 20 students. Data collection with observation, interview, questionnaire, and test techniques. The results of the Validity Test of Media Experts show an average of 98%, material experts 92%, and product feasibility results show an average of 94%included in the very valid category. The results of self efficacy and the problem of the problem were carried out using the n gain test with a problem solving results of 0.5974 which showed a moderate category, and self efficacy 0.8827 which showed a high category. Based on research result, the Media Diosia based on QR Code Sanagt Valid, and is effective for increasing self efficacy and problem solving in grade V SDN Ngadipuro 04 students.
Meningkatkan Keterampilan Berpikir Kritis dan Kerja Sama Peserta Didik Melalui Model LAMPION pada Muatan IPAS Rahmawati, Siti Rafika; Jannah, Fathul
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 17 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v17i2.14644

Abstract

This study was motivated by the low level of students’ critical thinking and collaboration skills in science, environment, technology, and society (IPAS) learning. The purpose of this research was to enhance students’ critical thinking and collaboration skills through the implementation of the LAMPION model, which combines Problem-Based Learning (PBL), Group Investigation (GI), and Teams Games Tournament (TGT). The study employed Classroom Action Research (CAR) with the Kemmis & McTaggart model, consisting of four stages: planning, action, observation, and reflection, conducted over four meetings. The subjects of this research were 10 fifth-grade students of SD Kristen Banjarmasin. Data were collected through student activity observations, skill assessment rubrics, and learning outcome tests. The findings revealed significant improvements in students’ critical thinking and collaboration skills after the implementation of the LAMPION model. Therefore, the LAMPION model is proven effective and can be recommended as an innovative learning strategy for IPAS instruction in elementary schools.
Implementasi Pendidikan Karakter melalui Pembelajaran IPAS Kelas 5 SD Negeri Cipondoh 2 Kota Tangerang Aziz, Abdul; Zuliani, Rizki; Huliatunisa, Yayah
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 17 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v17i2.14695

Abstract

Education is a process of humanism referred to as an effort to humanize humans. Researchers discuss characters through science learning, namely independent, critical, and creative characters, to describe the implementation of character education through science learning for grade V. This study uses a qualitative descriptive approach. The subjects in this study were the Principal, 5th grade teachers, and 3 students. The research instruments used were observation, interviews, and documentation studies. Based on the results of the study, in accordance with observations, interviews, and analysis of document studies, it can be concluded that the application of character education as described from the results of interviews with 3 students who are representatives in this study. The application of characters in the aspects of independence, critical, and creativity, with their respective strengths. Student A excels in independence and collaboration, Student B stands out in quick responses and conveying ideas wisely, while Student C has strengths in mature thinking, open communication, and priority setting. Eachhas potential that continues to develop and requires different support to optimize their abilities.
Analisis Penggunaan Media Assemblr Edu Terhadap Hasil Belajar Siswa Kelas VB SDN Serang 03 Nabilla, Elsa Rosania; Hidayat, Amat; Mubarok, Ahmad
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 17 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v17i2.14736

Abstract

This research is motivated by the need for innovative learning media that can address the challenges of 21st-century learning, particularly in making learning engaging, meaningful, and contextual. This research employed a descriptive qualitative methodology that employed observation, interviews, and documentation to collect data. The results showed that the use of Assemblr Edu had a positive impact on students' learning progress in several aspects, namely cognitive, affective, and psychomotor. Features such as 3D visualization and Augmented Reality (AR) in this application facilitated students' understanding of science material, improved memory, and made the learning process more enjoyable and less boring. Students also demonstrated a high enthusiasm for learning, were interested in creating their own learning aids, and were able to overcome technical problems that arose. In addition, Assemblr Edu's clear and uncluttered visual design made students feel comfortable while learning. The conclusion of this study indicates that Assemblr Edu is suitable for use as a learning medium in elementary schools. This tool is able to create a deep learning experience because Assemblr Edu media can make learning more enjoyable (joyful) and meaningful (meaningful). This media also has a real impact in encouraging changes in digital learning that can be adapted to the needs and characteristics of today's students.
Model Pembelajaran Concept Attainment Terhadap Kemampuan Berpikir Kreatif Pada Materi Bangun Ruang Siswa Sekolah Dasar Ananda, Firta; Rosimanidar, Rosimanidar; Akmal, Nurul
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 17 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v17i2.14910

Abstract

The main objective of this study was to determine how the Concept Attainment learning model affects students’ creative thinking ability in learning three-dimensional geometry in Grade V at SDN 3 Geureudong Pase. This research employed a quantitative approach using a quasi-experimental method with a nonequivalent control group design. The participants consisted of 42 students, with 21 students from class V-A and 21 students from class V-B. Purposive sampling was used to select the sample. The research instrument was an essay test. Using SPSS 25, the results showed that both the experimental and control groups obtained a Sig. (2-tailed) value of 0.249 > 0.05, indicating that the Concept Attainment learning model has an effect on students’ creative thinking ability. Furthermore, the basic linear regression test revealed an R Square value of 0.348, indicating that the independent variable Concept Attainment learning model influenced the dependent variable (creative thinking ability) by 34.8%. Given that the significance value obtained was 0.005 < 0.05, it can be concluded that the Concept Attainment learning model significantly affects students’ creative thinking ability in learning three-dimensional geometry for Grade V at SDN 3 Geureudong Pase.
Peningkatan Hasil Belajar Matematika melalui Penerapan Model Pembelajaran Cooperative Learning Tipe Teams Games Tournament pada Siswa Kelas IV SD Negeri Pepen Tahun Pelajaran 2024/2025 Qona'ah, Rohmatul; Utaminingtyas, Siwi; Wardhani, Ratri Shinta
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 17 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v17i2.14999

Abstract

This study was conducted to improve students’ mathematics learning outcomes through the implementation of the Cooperative Learning model of the Teams Games Tournament (TGT) type among fourth-grade students at SD Negeri Pepen in the 2024/2025 academic year. Using a Classroom Action Research (CAR) approach, the study involved 26 students as research subjects. Data were collected through documentation, tests, interviews, and observations. The data were analyzed quantitatively to determine improvements in learning outcomes and qualitatively to evaluate teacher and student activities. The study was considered successful if 75% of students achieved a score of 70 or higher based on the Learning Objective Achievement Criteria (KKTP). The findings indicate that the implementation of the TGT model can improve mathematics learning outcomes. The average student score increased from 47.5 in the pre-cycle to 69.61 in Cycle I and further to 82.3 in Cycle II. In addition, the learning mastery level improved from 11.54% in the pre-cycle to 65.38% in Cycle I and 88.46% in Cycle II. These results demonstrate that the indicators of research success were achieved, indicating that the learning model effectively improved students’ mathematics learning outcomes.
Pengembangan Bahan Ajar Berbasis Cerita Fabel Pada Materi Aturan Norma Yang Berlaku Dalam Kehidupan Sehari-hari Pembelajaran di Kelas IV SDN Margasari Ismawati, Fitri; Jamaludin, Ujang; Taufik, Muhammad
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 17 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v17i2.15605

Abstract

Learning activities cannot be separated from books as a teaching resource that is commonly used by teachers and students in particular so that books as media and learning resources can support the achievement of learning targets, especially in PPKn subjects. This research and development aims to determine the stages of development, feasibility and student responses to fable-based teaching materials on the material of rules and norms that apply in everyday life in learning in class IV SDN Margasari. This study uses the Borg and Gall method modified by Sugiono consisting of 6 steps, namely, problem analysis, data collection, product design, expert validation, product revision, and product trial. The data collection techniques for this study are interviews, observations, questionnaires and documentation. The subjects of this study were 28 fourth grade students of SDN Margasari. The results of the study showed that the average validation value from the expert team was 83% in the "Very Eligible" category. In addition, the response of students to the teaching materials obtained a percentage value of 95% which is included in the "Very Good" category. It can be concluded that the fable-based teaching materials developed by the researcher are very feasible and very good to use in the learning process.