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Rafael Ardian Fahrezi
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indexsasi@apji.org
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Jl. Watunganten I No.1, Karangrawa, Batursari, Kec. Mranggen, Kabupaten Demak, Jawa Tengah 59567
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INDONESIA
Jurnal Pendidikan dan Sastra Inggris
ISSN : 28278852     EISSN : 28278860     DOI : 10.55606
Core Subject : Education,
Jurnal Pendidikan dan Sastra Inggris (JUPENSI): ISSN: 2827-8852 (cetak), ISSN: 2827-8860 berfokus pada penerbitan artikel berkualitas tinggi yang didedikasikan untuk semua aspek Pendidikan dan Sastra Inggris. Jurnal ini memberikan ruang bagi para peneliti untuk berdiskusi, mengejar dan meningkatkan pengetahuan di bidang studi pendidikan dan Sastra Inggris . Artikel dapat ditulis dalam bahasa Inggris atau bahasa Indonesia. Jurnal ini diterbitkan 3 (tiga) kali dalam satu tahun yaitu Edisi April, Agustus, dan Desember. Jurnal Pendidikan dan Sastra Inggris (JUPENSI) memiliki fokus dan ruang lingkup yang terdiri dari: Analysis on English Literatures in English Education Context Discourse Analysis in English Education context ELT Material Development (K-12 and Higher Education) English Applied linguistics English for Specific Purposes in higher education English for Young Learners (K-12) and Adult (Higher Education) English Language Teaching in the four skills; listening, speaking, reading and writing English Language Testing and Evaluation Second Language Acquisition Translations in English Education
Articles 312 Documents
Perilaku Memilih Masyarakat Desa dalam Pemilihan Kepala Desa di Desa Purwobinangun Kecamatan Sei Bingai Kabupaten Langkat Jojor Mindo Manullang; Ivana Theo Philia; Laras Sati Sintania; Julia Ivanna
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 2 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i2.5243

Abstract

This research aims to analyze the voting behavior of the people of Purwobinangun Village in the village head election, considering the influencing factors, decision-making processes, and obstacles faced. This study uses a qualitative descriptive approach, through interviews, observations, and documentation from various informants in Purwobinangun Village, Sei Bingai District, Langkat Regency. The research results show that the selection behavior of the people of Purwobinangun Village is influenced by various factors. This research provides a comprehensive understanding of the dynamics of voting behavior in rural communities, integrating sociological, psychological, and rational aspects. The results are expected to be useful for prospective village heads and success teams in developing more transparent and realistic campaign strategies, for local governments in improving political literacy and providing comprehensive information, and for the community to be more proactive in seeking information and considering choices rationally.
Gamifikasi Pendidikan: Ketika Belajar Menjadi Sebuah Petualangan Nina Gantina
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 2 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i2.5250

Abstract

Gamification has become a new approach in education that offers a more interactive and enjoyable learning experience. The challenge of maintaining students' motivation to learn encourages educators to look for alternative methods that are more in line with the characteristics of today's digital generation. Gamification is present as a potential solution to overcome boredom in the traditional learning process. This study aims to analyze the effectiveness of gamification-based learning methods in improving student learning outcomes and motivation. The study used a quantitative approach with a quasi-experimental design involving an experimental group and a control group. The research instrument consisted of a learning outcome test and a learning motivation questionnaire. Data analysis was carried out by normality, homogeneity, independent sample t-test, and paired sample t-test. The research sample was taken from junior high school students with a total of 60 participants who were divided equally into two groups. The results of the study showed a significant improvement in student learning outcomes and motivation after the implementation of gamification. The experimental group showed higher posttest scores and motivation scores than the control group. Gamification-based learning has proven to be effective in creating a more engaging and productive learning atmosphere. This study concludes that gamification is not only able to improve academic achievement, but also strengthen students' emotional involvement in the learning process. These findings serve as a conceptual and practical basis for the development of future learning strategies that are more adaptive and responsive to the times.
The Effectiveness of Canva Media on Learning Outcomes in English for The Food and Drink Material for Grade 5 of SDN 13 Rantau Bayur Aelista Dwi Wahyuni; Masagus Firdaus
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 1 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i1.5264

Abstract

English is considered a universal language because it is used as the main language by many countries around the world. The use of Canva media in English learning is necessary so that students are better able to master the material being delivered and so that learning activities become more interactive. The aim of this research is to review theories related to the utilization of Canva in English learning, particularly on the topic of food and beverages for fifth-grade elementary school students. The research process was carried out through several stages, namely: (1) designing the topics to be discussed, (2) collecting literature sources relevant to the topic, and (3) extracting data from these sources as the basis for preparing the discussion and drawing conclusions.
Pembentukan Karakter Peduli Lingkungan Melalui Program Sekolah Bijak Sampah Pada Generasi Hijau Nur Hidayatil Janah; Febrian Alwan Bahrudin; Dinar Sugiana Fitrayadi
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 2 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i2.5275

Abstract

This study highlights the growing urgency of environmental issues, which need immediate attention. One of the biggest challenges is the lack of environmental awareness, which makes living conditions less comfortably. The study aims to: (1) understand the current level of environmental awareness among the younger generation, and (2) analyse how the Waste-Wise School Program helps shape environmentally responsible behaviour in students. This research uses a qualitative method with a descriptive approach, in which data were collected through observations, interviews, and documentation from those involved in the program. The Waste-Wise School Program is seen as one way to address the environmental awareness crisis. The study results show that first, environmental awareness character has developed due to technological advancements, facilitating access to information sources; second, character building for environmental awareness in the green generation is cultivated through the Waste-Wise School Program through real and practical actions, helping the green generation to easily understand how the smart waste school program works. The green generation who participated in the Waste-Wise School Program serves as role models to raise awareness about the importance of environmental awareness character, which ensures lasting comfort.
Pengaruh Model Pembelajaran Project Based Learning (PjBL) Berbantuan Mind Map Terhadap Kemampuan Berpikir Kreatif Mahasiswa Ivony Sarlin Asa; Stefania Sonia Manek; Wolfgang Asindo Seran
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 1 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i1.5280

Abstract

This research aims to test whether the use of a project based learning model assisted by mind maps has an effect on students' creative thinking abilities. The research sample consisted of 50 class A and B students using Shapiro Wilk. quantitative method with a Quasi Experimental Design and a Nonequivalent Pretest-Posttest control group design scheme. Data was collected through pretest and posttest to obtain the N-Gain Score value between the experimental class and the control class. with a sampling technique using a purposive sampling method. Data analysis was carried out using parametric statistical tests, namely the Anova Test. Data analysis results Based on the results of data analysis obtained during the research, it shows that the N-gain score for the experimental class got an average score of 80%, categorized as effective in using the project based learning model assisted by mind maps, while the control class got an average score of 21%, categorized as ineffective in using conventional learning. When testing the hypothesis using the ANOVA test, Sig 0.000 ≤ 0.05 was obtained so that there was a significant difference between the experimental class and the control class. Thus Ho is rejected and Ha is accepted. So it can be concluded that there is a significant influence of the PjBL model assisted by mind maps on students' creative thinking abilities.
Pengaruh Film Kartun Berbahasa Inggris sebagai Pengembangan Kosakata pada Kalangan Anak-Anak di Kabupaten Sumenep Hanifatur Rizqi; Eko Adi Sumitro
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 2 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i2.5315

Abstract

This study aims to examine the influence of English cartoon films on the development of children's English vocabulary in Sumenep Regency. In the current era of globalization, English language skills are very important, especially in vocabulary mastery from an early age. This study used a quantitative approach with an experimental design on 60 children aged 6–12 years who were divided into experimental and control groups. Data collection techniques included vocabulary tests, observations, interviews, and questionnaires. The results showed that children who watched English cartoon films regularly experienced a significant increase in their English vocabulary mastery compared to children who were not exposed to the media. The effectiveness of this media is influenced by the frequency of watching, content quality, and parental guidance. Apart from that, cartoon films have been proven not only as entertainment, but also as an effective, fun learning medium, and able to build motivation and positive attitudes towards learning English. This study recommends that parents and educators utilize audiovisual media optimally to support the development of children's language learning.
Transformasi Kurikulum di Indonesia : Implementatif terhadap KTSP 2006, K-13 dan Kurikulum Merdeka Herlina Jasa Putri Harahap; Puput Diva Taqdira Siregar; Demak Angel Paustina Br Sitanggang; Enjelica Damayanti Purba; Lamtiur Riris Tua Silaban; Anjany Pandiangan
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 2 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i2.5316

Abstract

Curriculum transformation in Indonesia reflects the government's efforts to adapt the education system to the times. This article examines the implementation of the 2006 KTSP curriculum, the 2013 Curriculum, and the Merdeka Curriculum. The study was conducted through a descriptive qualitative approach with a literature study method from various relevant sources. The 2006 KTSP gives schools broad authority to develop a curriculum according to local needs. The 2013 Curriculum is here to strengthen the scientific approach and character education. The Merdeka Curriculum is a response to the challenges of learning in the digital era, offering flexibility, project-based learning, and a focus on developing the profile of Pancasila students. Although the Merdeka curriculum brings a spirit of renewal, the implementation of this Curriculum also faces obstacles in training, school readiness, and adaptation of learning culture. This study concludes that curriculum changes in Indonesia show an increasingly progressive direction, but the success of its implementation is highly dependent on the overall support and collaboration of all parties in the world of education.
Pengembangan Model Pembelajaran Logika Matematika melalui Bermain Menggunakan Media Berbahan Alam di TK Negeri I Dharma Wanita Desa Eti, Kabupaten SBB Lisa Maarce Sahetapy; Heldy Ivana Laturake; Huberta Yempormasse
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 1 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i2.5323

Abstract

The research purpose is for developing effective mathematical logic learning model to early childhood through play activities using natural material media. This model is designed to stimulate children's logical thinking and mathematical abilities by utilizing natural materials such as shells, seeds, banana fronds, leaves, and stones as concrete and engaging learning media. Function of those materials is hope for enhancing children's interest and motivation in learning mathematics while considering their cognitive development stages comprehensively. The research method employed is a development research approach with stages of design, validation, and trial of the developed learning model. Validation is conducted by experts in education and early childhood learning to assess the feasibility of the model, while trials involve teachers and students at TK Negeri 1 Dharma Wanita Desa Eti, SBB Regency. The results indicate that this learning model is valid and practical for use, and it positively influences the improvement of children's mathematical logic abilities. These findings provide significant contributions for make developing of enjoyable also effective mathematics learning in early childhood education with a play-based approach using natural media. Teachers and educators can adopt this model to create an interactive learning environment that aligns with children's developmental characteristics. Additionally, the use of natural material media also supports children's awareness of their surrounding environment. Therefore, this model is a viable alternative to be developed and implemented in early childhood education.
Peningkatan Keterampilan Membuat Mother of Sauce Melalui Model Pembelajaran Project Based Learning di SMK Putra Anda Binjai Chairiza Azmi; Chitra Annisa Ramadhaningtyas; Lutfia Yasmin; Titis Budi Rahayu
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 1 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i1.5343

Abstract

The ability to prepare mother of sauce, which serves as a foundational element in classical cooking techniques, remains a notable challenge for students at SMK Putra Anda Binjai. This subject demands a high level of precision, technical proficiency, and deep procedural understanding that is not easily achieved through conventional teaching approaches such as lectures or one-way demonstrations. This study aims to evaluate the extent to which the implementation of the Project Based Learning model can enhance students' skills in producing mother of sauce. The research employed a quasi-experimental design using a One Group Pretest-Posttest model, involving 28 eleventh-grade culinary students. Data were collected through performance-based tests and analyzed using descriptive statistics and paired sample t-tests. The results revealed an increase in the average score from 11.18 before the intervention to 17.29 after the learning process, with a significance value of 0.000, indicating a statistically meaningful improvement. The findings suggest that project-based learning not only supports the enhancement of students’ technical skills but also fosters critical thinking, collaboration, and a sense of responsibility. This research recommends the integration of project-based learning into culinary practice instruction, particularly for complex and contextual topics such as mother of sauce.
Strategi Inkuiri Augmented Reality dengan Aplikasi Merge Cube untuk Materi IPA di Sekolah Dasar Taufik Afandi; Muhlisin Muhlisin; Abdul Khobir
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 1 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i1.5370

Abstract

The decline in students' interest in learning science in elementary schools is a crucial issue that affects their in-depth understanding of scientific concepts. This research aims to develop and analyze the effectiveness of an inquiry learning strategy based on Augmented Reality (AR) with the Merge Cube application in increasing student engagement and understanding of science material. The research method used is development research (R&D) with a quasi-experimental approach, involving elementary school students as subjects. Data was collected through observation, learning results tests, and student response questionnaires. The research results show that the application of inquiry strategies with the support of Merge Cube significantly increases students' conceptual understanding, science process skills and learning motivation. Findings also show that AR-based learning experiences create more interactive and contextual learning. In conclusion, the integration of AR technology in an inquiry approach is an effective strategy for science learning in elementary schools. Researchers recommend the use of AR media such as the Merge Cube as a learning innovation at the elementary level, as well as teacher training to optimize its use in the classroom.