Edunesia - Jurnal Ilmiah Pendidikan
Not a member yet
481 research outputs found
Sort by
The Effect of Finger Puppets Media on Students\u27 Listening Skills on the Topic of Indonesian Cultural Wealth in Malaysia
This study aims to determine the effect of finger puppet media on students\u27 listening skills at the Muhammadiyah Kampung Bharu Malaysia Guidance Center on the material of Indonesian cultural wealth. Students have difficulty listening to the learning materials given by the teacher. The approach in this study uses a pre-experimental method with a one-group pretest-posttest design. The population in this study was made up of 15 fourth-grade students who were used as research samples. The instrument used in this study was an observation sheet on students\u27 listening skills. The validity of the research instrument was tested with expert judgment by assessing its feasibility. The data analysis technique used was the t-test with the alternative hypothesis (Ha) accepted and (H0) rejected the hypothesis carried out using statistical package software for social sciences (SPSS). The results of this study indicate that before the treatment was given, the average value was 65.86, and after the treatment was given, the average value was 86.73. The results of the t-test analysis were accepted to produce a significance value of 0.000 with df 15 with a significance level of less than (<0.05), which indicates that H0 is rejected and Ha. Based on the hypothesis test results, it was proven that finger puppet media influenced the listening skills of grade IV students at the Muhammadiyah Guidance Studio, Kampung Bharu, Malaysia
Literature Study: Teaching Modules Based on Realistic Mathematics Approach to Improve Learning Outcomes of Elementary School Students Between 2019 - 2024
This literature review departs from the problems in learning mathematics in elementary schools related to teaching abstract material, such as fractions, which affects the low achievement of student learning outcomes. This literature review aims to theoretically analyze the impact of using teaching modules based on the Realistic Mathematics Approach (PMR) in improving student learning outcomes in primary schools. The method used in this review is a Systematic Literature Review (SLR) covering 25 articles from five databases: Google Scholar, DOAJ, Sinta, ResearchGate, and Scopus. The articles were keyworded "teaching module", "realistic mathematics", "learning outcomes", "primary school", "RME", and "teaching module", using the Boolean operator "AND". The results showed that using PMR-based teaching modules positively impacted student learning outcomes. The main findings of this literature review are: 1) Better understanding of math concepts; 2) Increased active participation of students; 3) Increased critical thinking and problem-solving skills; 4) Teaching modules are considered practical and feasible; 5) Positive responses from teachers and students. In conclusion, PMR-based teaching modules have proven effective in improving the learning outcomes of elementary school students. This study recommends the need for development and training for teachers in designing PMR-based teaching modules to produce more relevant and efficient learning experiences in elementary schools
The Effect of Social Media Addiction, FOMO, and Online Game Addiction on Student Learning Achievement
Student learning achievement is one of the leading indicators in evaluating the success of the educational process. At the higher education level, especially efforts to improve student learning achievement are very crucial. When several students are trapped in social media addiction, FOMO, and online game addiction, the learning atmosphere on campus can become less conducive. Class discussions become quiet, and collaboration between friends becomes minimal, negatively impacting academic development. This study uses a quantitative approach with a comparative causal research type. The variables used are independent and dependent. The independent variables consist of Social Media Addiction, FOMO, and Online Game Addiction. The dependent variable is student learning achievement. The results of the study showed a significance value of the F test of 0.026 <0.05; it can be concluded that the variables consisting of social media addiction, FOMO, and online game addiction simultaneously significantly affect student learning achievement. The results of the study concluded that there is a substantial influence between social media addiction, FOMO, and online game addiction on learning achievement. Partially, students who are addicted to online games can affect learning achievement. Students who are addicted to social media and FOMO may not necessarily affect learning achievement
Effect of Project-Based Learning (PjBL) Model Assisted by Geospatial Technology on Students\u27 Creative Thinking Skills
In the era of globalization and technological developments, education plays an important role in preparing students\u27 future. One of the geospatial technologies that can be utilized is Google Earth, which allows students to access spatial information visually and interactively. Teachers need to use the Project Based Learning (PjBL) learning model to determine the effect of students\u27 creative thinking skills. This study examines the effect of a project-based learning model supported by geospatial technology on the creative thinking skills of grade X students at SMAN 2 Batu. The method used was a quasi-experiment with a post-test-only control group design. Students of class X5 became the experimental class that applied the PjBL model, while class X6 was a control with conventional learning. The results showed that the mean value of the creative thinking skills post-test was higher (84.84) compared to the control class (74.00). The results of hypothesis testing using the Mann-Whitney U-Test non-parametric test showed Sig. (2-tailed) 0.000<0.05, which indicates a significant difference in the post-test scores of the two classes, which means that the hypothesis (H0) is rejected and the hypothesis (Ha) is accepted, so it can be concluded that the application of the Project Based Learning (PjBL) model assisted by geospatial technology has a significant effect on students\u27 creative thinking skills
The Impact of Differentiated Instruction on Learners\u27 Social Interaction in Primary Schools
The purpose of this study was to examine the impact of differentiated instruction on learners\u27 social interaction in primary schools. This research applied the literature review method and analysed the data with a simplified approach to simplify the problem-solving process. The results show that the implementation of the differentiated instruction approach has a positive impact on learners\u27 social interaction. This approach fosters cooperation in groups, through discussion, learners also develop their communication skills. Differentiated instruction not only plays a role in improving academic achievement, but also in shaping learners\u27 character in socialising and empathising. The implementation of differentiated instruction shows effectiveness in increasing learning participation, so teachers should consider this approach in planning and implementing teaching. The results also support the view that flexible, learner-centred learning can create a learning environment that is inclusive, adaptive and supports the development of social and cognitive skills. This research can also serve as a reference to encourage teacher training to effectively implement the differentiated instruction approach
The Development of a Flipbook-Based on Unggah – Ungguh for a Student at a Senior High School
This study aims to develop a digital learning medium in the form of a flipbook-based e-book to enhance the understanding of unggah-ungguh—the levels of speech in the Javanese language—among tenth-grade students at SMAN 1 Gebog Kudus. The research employed a development model adapted from Sugiyono, consisting of several stages: needs analysis, data collection, product design, expert validation, and product revision based on feedback. The validation results indicated that the Javanese unggah-ungguh flipbook-based e-book was feasible for use in learning, with positive evaluations in terms of content relevance, language clarity, visual design, and media usability. Moreover, the e-book was considered capable of increasing student interest in a topic that was previously seen as challenging and less engaging. The findings suggest that interactive digital learning media can serve as an innovative solution in Javanese language instruction, as they present materials in a more engaging and student-friendly manner, align with students\u27 needs, and are compatible with technological advancements in today\u27s educational landscape
Implementation of Digital Storytelling to Increase Student Learning Interest in Prophet\u27s Hijrah Material in Grade 5
This study describes the implementation of digital storytelling in teaching Islamic Cultural History (SKI) material on the Hijrah of the Prophet Muhammad SAW in grade 5 at Madrasah Ibtidaiyah Da\u27waturrosyidin. Using a descriptive qualitative approach, data were collected through observation, interviews, and documentation, then analyzed using the Miles & Huberman and Saldana models. The Research results indicate an increase in students\u27 learning interest across three indicators. Enthusiasm increased from 11 to 17 students (5A) and from 12 to 15 students (5B). Active engagement rose from 10 to 17 students (5A) and from 9 to 15 students (5B). Participation was evident from 16 students (5A) and 15 students (5B) who dared to give presentations, with an additional six students (5A) and six students (5B) interacting. Interviews with students and parents reinforced that learning with digital media is more interesting, easier to understand, and fosters a spirit of learning. This study confirms that digital storytelling is compelling in increasing interest in learning SKI at the Madrasah Ibtidaiyah (MI) level. However, it is limited to grade 5 and the material on the Prophet\u27s Hijrah
Optimizing the Implementation of Podcast-Based Media to Improve Students\u27 Speaking Skills Confidence
This study investigated the implementation of podcast-based media in improving students\u27 confidence in speaking English at Darul Maaref School Foundation in Satun, Thailand. Using Classroom Action Research methodology, the study involved 30 eighth-grade students who initially demonstrated low speaking confidence, with 70% receiving incomplete grades. The research was conducted in two cycles following Burns\u27 model: planning, implementation, observation, and reflection. Data collection included speaking tests and classroom observations focusing on language, pronunciation, attitude, and clarity. The results showed a significant increase in students\u27 speaking confidence, with the average score increasing from 52 in the pre-cycle to 63 in Cycle I (11% increase) and 87 in Cycle II (24% increase), representing a total increase of approximately 62%. Observations of student activity also increased from 77% engagement in Cycle I to 92% in Cycle II. These findings suggest that podcast-based media addresses common challenges in speaking skill development, including speaking anxiety, by providing a flexible, engaging, and less intimidating platform. This research contributes to an innovative pedagogical approach that responds to contemporary educational needs in English language teaching and offers teachers a practical tool to improve students\u27 speaking confidence in a 21st-century global context
Learning Media Design of Introduction à la Civilisation Française Using Augmented Reality Technology Through Instagram Platform
This study aims to describe the design of microblog learning media supported by augmented reality-based interactive quiz filters through the Instagram platform for humanities courses, especially Civilisation Française. The research methods used are descriptive qualitative with a Design and Development (D&D) approach. Designing learning media products involves planning, production, and evaluation. The research findings show that (1) based on the material aspect, the learning media product through the Instagram platform is very feasible to use, with a product feasibility percentage result of 94%, and (2) based on the media aspect, the learning media product through the Instagram platform is very feasible to use with a product feasibility percentage result of 100%. These results indicate that the material and media aspects of the designed product have quality content, appropriate learning objectives, attractive appearance design, ease of use and accessibility. This research produces a product that is very feasible to use in learning Civilisation Française. The microblog and augmented reality-based interactive quiz filter can be accessed via mobile phone on the Instagram account @apprendrecf
ESP-Based Needs Analysis for Palu Polytechnic Students
English is a compulsory subject that must be taken by every student at Politeknik Palu. The material provided must fit the needs of students and be useful for them. So it is necessary to do a needs analysis so that students get the material they need to support their learning process at this time or in the future. This study was conducted to analyze the need for learning English based on ESP. The research was conducted using descriptive methods and qualitative approaches. The research sample is students who have taken English courses in the Agricultural Products Processing Technology Study Program. Sampling using a purposive random sampling technique. The research instrument used a questionnaire. Data were analyzed using descriptive techniques in the form of numbers and percentages. The results showed that the needs of the Agricultural Products Processing Technology study program students for ESP English courses varied greatly, so it could be concluded that they needed English not only for their current needs but also for future work purposes