IJORER : International Journal of Recent Educational Research
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397 research outputs found
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The Effect of Educational Games on Fine Motor Ability For Children Aged 4-5 Years in Kindergarten
Objective: This study aims to know the influence of educational games on the abilities of children 4–5 years old in the garden. Method: Design used in study This is a nonrandomized pretest-posttest control design where two groups are group experiments and group control with a quantitative approach. These research subjects are Child Group A at Al Falah Assalam Kindergarten, which has as many as 26 students as class experiments, and Children Group A at Kindergarten Al Falah Darussalam, which has as many as 26 students as class control. Deep data analysis techniques use non-parametric statistics, such as the Mann-Whitney Test. Results: This research showed that educational games have influenced young children aged 4-5 years. This is known from the results of the posttest carried out in the control class, where the increase was not significant, like the results of the posttest carried out in the experimental class, which previously carried out treatment activities. Novelty: The novelty of this research is using educational games to play in real life so that young children can touch and feel. This educational game can be used to introduce not only letters but also numbers, shapes, and colors
Validity of Local Wisdom-Based Insets Learning Model to Improve Critical Thinking Skills of Senior High School Students
Objective: This study aims to produce a valid learning tool for the local wisdom-based insets model to improve the critical thinking skills of high school students. Method: This research uses the Instructional Design Model (IDM) 1) needs analysis, 2) design and development of prototypes, 3) validation of socio-scientific issues, and 4) testing of socio-scientific issues prototypes. socio-scientific issues validation, 4) socio-scientific issues prototype testing, 5) socio-scientific issues evaluation, 6) socio-scientific issues revision. Validity was measured based on validation results from three expert lecturers. Data analysis was done descriptively and quantitatively. Results: The overall average test results of content validity with a very valid category, the overall average of construct validity with a very valid category, and the overall average validity of learning devices with a very valid category. The results showed that the insets model learning device based on local wisdom is valid for improving the critical thinking skills of high school students. Novelty: Students' critical thinking skills can be trained by integrating local wisdom-based insets learning model for 21st-century education
Validity and Effectiveness of STEAM-Based Food Microbiology Electronic Booklet to Improve Critical Thinking Skills of Biology Students
Objective: This research and development aims to determine the validity and effectiveness of STEAM-based food microbiology electronic booklets based on the assessment of validators and the results of student critical thinking skills tests. Method: This research is an R&D study using the ADDIE development model. The developed product was tested on students using the One Group Pretest-Posttest research design. The validity test was carried out by giving a questionnaire to the validator, and the effectiveness test was carried out by giving a test in the form of 20 fill-in questions to 15 Biology students. Results: The results of this study are that STEAM-based electronic booklets are very feasible to use as teaching materials and learning media and are effective in teaching food microbiology because they can improve students' critical thinking skills. This study is recommended to carry out STEAM-based electronic booklet development innovations in other food microbiology materials. Novelty: The novelty of this study lies in the research variables, which focus on the validity and effectiveness of food microbiology electronic booklets integrated with the STEAM approach to obtain teaching materials that encourage students to be active in learning activities
Strategy for Quality Assurance of Leading School Education in Lamongan Regency
Objective: This study aimed to explore and analyse the implementation of quality assurance at Junior High School Muhammadiyah 12 Sendangagung Paciran, Lamongan Regency. The main focus is on the planning, implementation, control, and development of the internal quality assurance system, and the role and involvement of the principal, teachers, and school committee in the process. Method: This study used a qualitative method with a case study type. The participants in this study were principals, teachers, and school committees. Data were collected through in-depth interviews with the selected participants. Data analysis was conducted using a thematic approach, which involved interview transcription, data coding, theme identification, and interpretation of results. Results: The results of the study indicated that Junior High School Muhammadiyah 12 Sendangagung Paciran implemented quality assurance through mature strategic planning, structured program implementation, strict quality control, and continuous development. The principal plays a central role as a leader who directs quality assurance policies and strategies. Teachers act as the main implementers in the learning process, and the school committee provides support and evaluation for the programs being run. The challenges faced include limited resources and the need to build teacher capacity. Novelty: This study provides a new contributes to the understanding of quality assurance in leading schools, especially in the context of junior high schools in Indonesia. This study highlights the importance of collaboration between various parties in quality assurance and shows how a quality assurance approach can be implemented effectively in a local context. These findings are expected to serve as a reference for other schools that want to improve the quality of their education through comprehensive quality assurance
Development of Digital Comic Interactive Media Toward Primary Students' Understanding of Concepts
Objective: The use of interactive media to understand the concept of material is a stimulation of the integration of all the senses in students, where the media will provide freedom to explore the material that is available in it freely, utilizing several unique features in Microsoft PowerPoint which the researchers then turned into an interactive learning tool for students, in its implementation students will be presented with learning media that integrates audio, video and visual components. Method: This research uses quantitative research with experimental methods. The population in this study was class VI students as experimental class research and VI B students as control class research, with a sample of class VI C students totaling 30 students for each sample on geographical characteristics and life in the ASEAN region. Results: This research produced media products in the form of interactive comics, which are proven to be able to increase students' conceptual understanding of material on geographical characteristics and life in the ASEAN region, as proven by the results of data processing using which proves that there is a significant influence. Novelty: There is a significant impact of the development of Digital Comic Interactive Media on Students' Conceptual Understanding of Elementary school is seen from the pretest and post-test results, which show that Ho is rejected and Hα is accepted. By rejecting Ho, it means that in this research, it is proven that the conceptual understanding of students who are given action is significantly different
The Influence of Merdeka Belajar – Kampus Merdeka to Improve the Quality of Graduates in Higher Education: A Reflective Analysis
Objective: Higher education is vital in producing qualified graduates ready to face work challenges. This research used a case study approach at Asahan University. This study aimed to analyze the effect of the Merdeka Belajar-Kampus Merdeka program at Asahan University. Method: The approach was used as an experimental research approach. The respondents constituted students and lecturers at the Faculty of Teacher Training and Education at Asahan University, which accounts for 26 participants. In sampling from the population, researchers used purposive sampling with sample characters, namely students and lecturers of the Faculty of Teacher Training and Education, students and lecturers involved in the MBKM program batch 1 to batch 6. Data collection was carried out using 20 questionnaires, which were analyzed using a Likert Scale. The data was collected using the Google form integrated with Internet-Based Data Analysis (IBDA) and analyzed using the Microsoft Office Excel formula. Results: Therefore, based on the questionnaire distributed using Google Forms, it was found that the program MBKM that Asahan University has carried out affects the competence of graduates involved in the program, with a significance of 64.4% with significant criteria. Novelty: Based on the analysis and discussion results, the Learning Management System integrated the MBKM program to require a clear, structured concept and scientific transparency in all aspects to increase the number of graduates who contribute to the development of Indonesia Maju 2045
The Principal's Leadership in Strengthening Character Education in the Digital Literacy Era: A Study at Vocational School
Objective: 1) How is the leadership strategy of the Head in strengthening character education in the digital literacy era?; 2) How is the curriculum that contains strengthening character education in the era of digital literacy?; 3) How can the environment of strengthening character education in digital literacy be collaborated/integrated into: curriculum, learning, intra and extra coaching, culture and school environment, so that it becomes an example for school residents?; 4) How are the results and impacts of the implementation of digital literacy era character education. Method: This research is exploratory with techniques of (1) in-depth interviews, (2) participant observation, and (3) document studies. This research data validity technique uses four kinds of criteria, namely credibility, transferability, dependability and confirmability criteria. Results: The integration of character education within digital literacy at 1 Buduran Vocational School presents a holistic model encompassing curriculum, classroom learning, intra- and extracurricular activities, and school culture. This approach ensures students develop technical skills alongside positive values and ethical behavior in using digital tools. The curriculum emphasizes both technical and ethical aspects of digital literacy. Interactive and collaborative classroom methods, with character values embedded in all subjects, create an environment conducive to character development. Novelty: It presents a holistic approach that incorporates character education into all aspects of school life—curriculum, classroom learning, extracurricular activities, and school culture—ensuring pervasive character development. The study highlights the pivotal role of the principal in promoting ethical digital practices, showcasing how effective leadership can reinforce character education in the digital era
The Effectiveness of Contextual Teaching and Learning (CTL) and Project Based Learning (PJBL) Methods on Student Learning Outcomes
Objective: This research aims to assess the effectiveness of the Project-Based Learning (PJBL) method on student achievement in the Aqidah Akhlak subject in class X at Ma Ma'arif Balong. Method: The research method was a quasi-experiment with a pretest-posttest control group design. The research sample consisted of two classes: one class as experimental group 1, which received Aqidah Akhlak learning using the Contextual Teaching and Learning method, and one class as experimental group 2, which received learning Aqidah Akhlak using the Project Learning method. Data was collected through test instruments covering various aspects of the learning material of class X. Results: The research results were analyzed using descriptive and inferential statistical analysis techniques. The analysis results show that students who study using the PJBL method significantly increase their learning achievement compared to students who use the conventional method, which only reaches 48.20%. Students involved in PJBL learning show a better understanding of concepts, applying moral values, and problem-solving abilities. Novelty: This research contributes to strengthening empirical evidence regarding the effectiveness of the PJBL method in improving student learning achievement in the Aqidah Akhlak subject. The implication is that innovative and interactive learning approaches such as PJBL must be implemented to improve the quality of Islamic learning at the upper secondary level. Researchers hope that the results of this research can provide valuable contributions to teachers, schools, and other educational stakeholders to improve learning approaches in the future
The The Whole Brain Teaching Model: How Does This Model Contribute to Social Skills in Early Childhood?
Objective: This study aims to evaluate the impact of the Whole Brain Teaching Model on enhancing students' social skills. Method: A quantitative approach with experimental research methods was used, employing a one-group pretest-posttest design. The study population consisted of students from Darussalam Candi Kindergarten, Thoriqussalam Kindergarten, and Masyitoh Kindergarten in Sidoarjo Regency. Data analysis was conducted using a paired sample t-test. Result: The findings indicate significant improvements in the average pre-test and post-test scores across various dimensions: peer relationship skills increased by 1.62, self-control (self-management skills) by 1.52, academic skills by 1.58, compliance skills by 1.82, and assertion skills by 1.53. Consequently, the null hypothesis (Ho) is rejected, and the alternative hypothesis (Ha) is accepted. Therefore, the Whole Brain Teaching model positively and comprehensively enhances various aspects of social skills in early childhood. Novelty: This study showcases a unique application of the Whole Brain Teaching (WBT) Model to enhance social skills in early childhood. By adopting a holistic approach that engages both the left and right brain, the study fosters cooperation, empathy, and communication, thereby offering a fresh perspective on early childhood education
ICT-Based Teaching Materials on Science Learning to Improve 21st-Century Skills : A Systematic Review
Objective: This research aims to evaluate how integrating ICT teaching materials in science learning enhances students' active involvement and develops critical 21st-century skills necessary for their daily lives and future careers. Method: A Systematic Literature Review (SLR) method is used in this study to review recent research on ICT teaching materials to improve skills for the 21st century. The results obtained were 23 articles. Results: The analysis shows that 1) E-modules are the most widely used teaching material, 2) Improving 21st-century skills, namely critical thinking. Thus, e-modules are an ideal solution to support the development of critical thinking skills in the modern era. Novelty: The novelty of this study lies in its emphasis on e-modules as a particularly effective tool for nurturing critical thinking skills among students. This focus represents a significant advancement in the educational field by demonstrating how e-modules can serve as a targeted and strategic approach to cultivating essential 21st-century skills. Using modern technology in learning, e-modules make learning more exciting and help students think critically. This is important for succeeding in today's world, which is becoming more complex and relies on technology.