Journal Title Journal of Educational Sciences E-ISSN 2581-2203 DOI Prefix 10.31258 Editor in Chief Nur Islami Publisher FKIP Universitas Riau Frequency Jan, Mar, May, Jul, Sep, Nov Indexing GARUDA|Google Scholar| Scilit|Sinta 3 JES is an open access Journal and publishes a scientific paper on the results of the study and review of the literature in the field of education after double-blind peer review. JES publishes original articles on the latest issues and trends occurring regionally and internationally in the educational sciences with the aim to advance our knowledge both in term of theory and practice. The research may from any level of education such as primary education, secondary education, higher education and all of the related education sectors. Authors who intend to submit a manuscript for publication in JES obliged to understand correctly the instructions and the ins and outs of the provisions on this journal then to follow the Author Guidelines for submission. Before the manuscript is submitted to the editorial team, please make sure that your paper is prepared using the journal paper template. Any papers not fulfilling the requirements based on the guidelines to authors or focus and scope, with great regret will not be processed and automatically rejected. The paper submission and reviewing procedures in JES will be processed with the web-based system via the Open Journal System (OJS) by Public Knowledge Project (PKP). We strongly prefer to receive manuscripts via our online submission system. Copyright of all material published in this journal remains with the authors. Authors grant JES the right of first publication. For authors who are interested in submitting manuscripts, Register yourself as the Author. The author's guide can be seen here, and the manuscript template can be downloaded here. Already have a Username/Password for the Journal of Educational Sciences? click to Enter. Up to now, JES has published articles with authors from various countries: <strong style="box-sizing: border-box; font-weight: bolder; color: rgba(0, 0, 0, 0.87); font-family: 'Noto Sans', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif; font-size: 14px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; white-space: normal; background-color: #ffffff; text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial;">Indonesia, Greece, Nepal, Pakistan, Tunisia, Thailand, Nigeria, USA, Palestine, China, Malaysia, Bangladesh, South Africa Kazakhstan
Phenomenological Study: Guidance and Counseling Teachers' Experiences in Developing Grit in Dyslexic Children at the Talenta Perdagangan Special Needs School
This study aims to analyze the experiences of guidance and counseling teachers in developing grit in children with dyslexia at Talenta Dagang SLB. The research methodology used was qualitative, with a phenomenological approach. The data collection strategy employed in-depth interviews with a semi-structured interview guide. Data analysis used Interpretative Phenomenological Analysis (IPA), and three themes emerged: (1) Experiences of children with dyslexia in overcoming learning difficulties, (2) The role of guidance and counseling teachers in developing grit in children with dyslexia, and (3) Inhibiting factors in developing grit in children with dyslexia. The results showed that children with dyslexia initially experienced frustration, laziness, and hopelessness due to repeated failures in reading, writing, and spelling, as well as social pressure from comparison with peers. However, through guidance from guidance counselors, family support, and small achievements that foster a sense of pride, children begin to become more patient, braver in trying, and more enthusiastic about learning despite still facing obstacles. Parental involvement facilitated by guidance counselors also strengthens the consistency of support for children. The development of grit in dyslexic children at Talenta Dagang Special School is hampered by various interrelated factors, including psychological, cognitive, social, structural, and learning facilities.
Copyright (c) 2025 Fadia Nurul Azmi, Nefi Darmayanti, Abdurrahman (Author) https://creativecommons.org/licenses/by-sa/4.0
Exploring Innovations in Teaching, Assessment, and Technology for English Language Education in Indonesian Tertiary Education
Educational policy, technological advancement, and socio-cultural dynamics in Indonesia have made English language learning increasingly complex. Therefore, appropriate strategies are required in selecting teaching methods, assessments, and technology to ensure that the learning process remains effective and adaptive to these changes. This study employs a qualitative approach with a case study design to explore the implementation of teaching methods, assessments, and technology in English language learning in Indonesia. Data were collected from six lecturers at a university in Indonesia through onsite and online interviews, observations, and document analysis. The findings reveal that the implementation of English language teaching is influenced by educational policies, cultural factors, and student characteristics. The implementation of the Outcome-Based Education (OBE) policy encourages the use of active learning approaches such as Project-Based Learning (PBL) and cooperative learning, which emphasize learning outcomes. In addition, assessment forms are aligned with the adopted teaching methods, allowing evaluations to better reflect students’ learning processes and achievements. The use of technology also plays a crucial role in providing interactive and flexible learning experiences while facilitating assessment practices. Overall, this study highlights the importance of integrating teaching methods, assessments, and technology within the context of educational policy and local culture. These findings are expected to contribute to the development of more contextual and relevant strategies for English language teaching in Indonesia.
Copyright (c) 2025 Annisa Permata Islami, Syadza Adila Putri, Hapni Nurliana H.D Hasibuan (Author) https://creativecommons.org/licenses/by-sa/4.0
Islamic Educational Values in the Tradition of Almsgiving to Orphans in the Month of Muharram in Palembang City
This study explores Islamic educational values in the tradition of charity for orphans during Muharram in Palembang City. The research aims to identify, analyse, and assess how these values are implemented and transmitted within the local community. This qualitative descriptive study involved purposive sampling of five mosques actively maintaining the tradition, employing data collection techniques including observation, in-depth interviews, and document analysis. Data were analyzed using the Miles and Huberman model. Findings reveal three primary value dimensions embedded in the tradition: faith-based values such as gratitude and divine accountability; social-moral values fostering compassion and dignity; and communal solidarity values reinforcing Islamic brotherhood and collective identity. The tradition operates as an effective informal educational platform, where participants internalize values through active engagement. The distinct participatory approaches notably facilitate confidence-building and sustained community integration. Conclusions emphasize the tradition’s role as a vital medium for moral, spiritual, and social education grounded in local culture. This research recommends strengthening informal community-based educational practices and incorporating intentional pedagogical elements into charitable programs. Policymakers should recognize informal religious education in access and quality assessments. Community leaders require pedagogical training to enhance educational effectiveness while preserving religious authenticity.
Copyright (c) 2025 Lia Laili Rosadahe, Ari Koswara, Yulia Wahyuni, Fitri Oviyanti, Maryamah (Author) https://creativecommons.org/licenses/by-sa/4.0
Implementation of Android-Based E-Raso Media to Enhance Students’ Environmental Care Character in Bima
Ideally junior high school students should demonstrate awareness and concrete practices such as reducing plastic waste, maintaining cleanliness, reusing waste materials, and actively participating in greening activitiesThe objectives of this study are: (1) to determine the effect of using the Android-based E-Raso media to enhance students’ environmental care character, and (2) to identify the factors that influence students’ environmental care character. This research employs a quantitative approach with a pre-experimental method and a One-Group Pretest-Posttest design. The study was conducted at SMPN 1 Kota Bima with a sample of 33 students. Data collection techniques included both test and non-test methods. The test instrument consisted of pretest and posttest questions, while the non-test instrument consisted of documentation. The results showed a significant increase in the average score, rising from 59.50% on the pretest to 86.83% on the posttest. The paired-sample t-test yielded a significance value of 0.000 (p < 0.05), confirming a significant effect of using the Android-based E-Raso media in improving students’ environmental care character. Therefore, the Android-based E-Raso media proved to be influential and effective, serving as one of the supporting factors for enhancing this ability.
Copyright (c) 2025 Didit Haryadi, Zulkifli, Sumardin, Ahmadin, Desy Ningsih Komalasari (Author) https://creativecommons.org/licenses/by-sa/4.0
Designing an Educational Game Based on Role Playing Game for The Subject of Algorithms and Programming
The rapid advancement of technology has significantly affected children’s learning. Consequently, many children become absorbed in online games and feel disengaged or bored with study. Moreover, monotonous teaching methods further contribute to this disengagement. In response to this need, this research aims to develop an RPG-based educational game designed to boost students’ interest and facilitate their understanding of Algorithm and Programming material. To achieve this, the research employs the MDLC method using a waterfall model. In the testing phase, the main menu and gameplay functionality received a score of X = 1, which was categorized as “Feasible”. Media experts’ assessments scored 93.7% and the material expert assessment scored 93.3% for usability testing, each of which fell into the “Very Suitable” category. The student satisfaction reached 79.9% in the “Satisfied” category. Based on these findings, the RPG-based educational game is considered suitable for use as learning media, thereby increasing students’ motivation to learn. Student responses to the RPG-based educational game were positive, as indicated by questionnaires given to students. On average, students described the RPG-based educational game as interesting, easy to understand, and helpful in grasping Algorithms and Programming concepts.
Copyright (c) 2025 Celine Aloyshima Haris, Ahmed Jhordy (Author) https://creativecommons.org/licenses/by-sa/4.0
Development of Google Sites-Based E-Learning Animation Video for Learning Atomic Theory
The rapid advancement of digital technology offers significant opportunities to develop innovative, interactive, and adaptive learning media that align with the learning characteristics of the 21st-century generation. This study aims to develop and evaluate animated video-based instructional materials on the topic of atomic theory development, integrated through Google Sites, and to determine their validity, practicality, and effectiveness. The research employed the Research and Development (R&D) method using the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The study involved two subject matter experts, two media experts, two instructional practitioners, and tenth-grade students from SMAIT Istiqamah YPAIT Balikpapan. The validation results indicated a high level of feasibility with a score of 94.92% (very valid). Practicality assessments yielded scores of 90.73% from teachers (very practical) and 76.74% from students (practical). The effectiveness test demonstrated improved learning outcomes, with an N-Gain score of 0.70 (medium category) and an effect size of 3.71 (very strong category). These findings suggest that Google Sites-based animated video media effectively enhance students’ conceptual understanding, motivation, and learning independence, making it a relevant and innovative alternative for digital-based chemistry learning.
Copyright (c) 2025 Rizka Amalia Putri, Rosika Rahayu, Nurlaili, Sri Lestari, Agung Rahmadani (Author) https://creativecommons.org/licenses/by-sa/4.0
Development of Interactive Learning Media Based on Genially in Informatics Subjects to Improve Digital Literacy of SMPN 4 Madapangga Students
The rapid development of digital technology demands innovation in the learning process to make it more interactive and relevant to 21st-century educational needs. However, Informatics learning at SMPN 4 Madapangga is still dominated by conventional and static media, resulting in low student engagement and digital literacy skills. Based on these conditions, this study aims to develop interactive learning media based on Genially in the Informatics subject for eighth-grade students to improve their digital literacy. The research employed the Research and Development (R&D) method using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The validation results showed that the media obtained feasibility scores of 83%, 89%, and 95% from two media experts and one material expert, respectively, categorized as very feasible. The practicality test involving 20 students yielded a score of 93.88% (very practical), while the digital literacy assessment reached 94.76% (very good). The effectiveness test using the N-Gain calculation produced an average score of 0.56 (moderate category), indicating that the media is quite effective in improving learning outcomes. Therefore, Genially-based learning media are declared feasible, practical, and effective for enhancing students’ digital literacy and supporting the implementation of the student-centered and technology-integrated Merdeka Curriculum.
Copyright (c) 2025 Ifrianingsih, Syarifudin, Nur Fitrianingsih (Author) https://creativecommons.org/licenses/by-sa/4.0
The Effectiveness of Project-Based Learning Assisted by the Digital IoT Blynk Simulation on Improving the Practical Skills of Grade X Mechatronics Students at SMKN 8 Malang
The rapid development of digital technology in the Society 5.0 era has driven the need for vocational education to adapt to industrial automation demands. However, practical learning in many vocational schools remains conventional, limiting students’ exposure to IoT-based systems. This study aimed to determine the effectiveness of the Project-Based Learning (PjBL) model integrated with the IoT Blynk platform in improving students’ practical skills. The research employed a quantitative approach with a quasi-experimental design using two groups: an experimental class applying IoT Blynk–based PjBL and a control class using conventional methods. Data were collected through pretests, posttests, and observations, and analyzed using the Wilcoxon and Mann-Whitney tests, as well as the N-Gain score. The results showed significant differences between groups (U = 204.500; Z = -4.796; p < 0.001). The N-Gain score for the experimental class (0.62) was higher than for the control class (0.39), indicating medium–high improvement. These findings confirm that integrating Blynk IoT with PjBL effectively enhances students’ practical skills, motivation, and readiness for Industry 4.0.
Copyright (c) 2025 Cheri Adelia, Gres Dyah Kusuma Ningrum (Author) https://creativecommons.org/licenses/by-sa/4.0
The Effect of the Realistic Mathematics Education Approach on Improving the Arithmetic Operation Skills of Students with Intellectual Disabilities at the Junior High School Level
The study aims to examine the effect of a Realistic Mathematics Education (RME) approach on improving arithmetic operation skills among students with intellectual disabilities. A quantitative method with a quasi-experimental design, specifically the One-Group Pretest Posttest Design, was employed, involving a pretest, an intervention, and a posttest. The participants consisted of 10 students at Bengalon 4 Junior High School who were identified as having intellectual disabilities. Data were collected through observations and standardised tests that experts had validated. The reliability scores were 0.731 for the pretest and 0.826 for the posttest. The data were analysed using both descriptive and inferential statistics, including normality testing and paired sample t-tests. The results show that the Realistic Mathematics Education approach significantly improves students’ arithmetic abilities. The average score increases from 46.00 to 72.50. Additionally, improvements are observed across numeracy indicators, although not evenly distributed. Full mastery is demonstrated on questions 1 and 2 (100% for all three indicators), while questions 3 and 4 show complete mastery of two indicators (100%).
Realistic Mathematics Education Approach
Copyright (c) 2025 Hardiyanti (Author); Mumpuniarti (Translator) https://creativecommons.org/licenses/by-sa/4.0
Development of Discovery Learning-Based Teaching Modules to Facilitate Mathematical Connection Skills of Phase-F Students in Function Composition and Function Inverse Content
This research aims to produce a learning tool with a discovery learning model on function composition and inverse function content that meets valid and practical requirements to facilitate the mathematical connection abilities of F-phase students. This type of research is development research with a 4-D research design. The development that the researchers carried out consisted of four stages, namely: (1) define; (2) design; (3) develop; (4) disseminate. This research produced learning tools in the form of learning tools (Teaching Modules). The results of the research show that the learning tools met the criteria for validity and practicality. The validity of the development product is determined by expert validation with an average percentage of 97.22% in the very valid category. The practicality of the development product was determined by teachers with an average of 96.73%, and students with an average of 91.43% in the very practical category. Thus, the learning tools developed have met valid and practical requirements to facilitate students' mathematical connection abilities.
Composition of Functions and Inverse Functions
Copyright (c) 2025 Dea Aprillia, Maimunah, Kartini (Author) https://creativecommons.org/licenses/by-sa/4.0
Children's Rights In The Book Of Tarbiyah Al-Aulad Fi Al-Islam By Sheikh Muhammad Mutawalli Al-Sya‘Rawi
This study aims to analyze the Rights of Children in the Book of Tarbiyah al-Aulād Fī al-Islām by Sheikh Muḥammad Mutawallī al-Sya‘rāwī. This research method uses qualitative research with the type of manuscript study research. Technical data analysis using content analysis. The overall results of the study there are 22 points of children's rights in the family then classified/grouped into two (2) points. The points of children's rights before birth are four, the piety of parents, the physical health of both parents from disease, asking for protection from Allah from Satan before having sex with his wife, not attacking her (aborting) while she is still in her mother's womb. The points of children's rights after birth are eighteen, the Adhan in his right ear, shaving the hair of a newborn baby and giving charity with the weight of his hair, Sacrifice (aqiqah) for them on the seventh day after birth, raising faith before the Koran, teaching the Koran, Commandment for prayer, Encouraging them to seek knowledge, Providing for them, Separating children in bed, Education of children, Honoring children and doing good to them, leaving prayers for them, Prohibition of bad associations, and justice between them.
Copyright (c) 2025 Aldiansyah, Azizah Hanum OK, Junaidi Arsyad (Author) https://creativecommons.org/licenses/by-sa/4.0
Implementation of Contextual-Based Educational Games To Develop Students' Character and Conceptual Understanding on Legal Norms Material in Grade V of UPTD SD Negeri 5 Makmur
This study aims to analyze the implementation of contextual-based educational games in developing students' character and conceptual understanding of legal norms material in grade V at UPTD SD Negeri 5 Makmur. The research employed a descriptive qualitative approach with data collection techniques through in-depth interviews, observations, and documentation. Research subjects included grade V teachers, school principals, colleagues, and 5 representative students from 33 grade V students. Data analysis used the Miles and Huberman model strengthened by NVivo 15 coding software. The results showed: (1) Implementation of educational games proceeded very well (91.5%) through systematic planning, implementation, and evaluation stages; (2) Students' discipline and responsibility character developed significantly from external to internal discipline; (3) Students' conceptual understanding improved in identifying, explaining, and applying legal norms although still limited to simple cases; (4) Student and teacher responses were very positive with high enthusiasm (96.8%) and active involvement. This research confirms the effectiveness of contextual-based educational games as learning innovation that integrates cognitive, affective, and psychomotor aspects in learning legal norms at elementary school.
Copyright (c) 2025 Dian Annisa (Author); Cut Khairani, Rambang Muharramsyah (Translator) https://creativecommons.org/licenses/by-sa/4.0
Transformation of the Role of School Superintendents in Implementation of the Independent Curriculum Case Studies (Supervisory Roles Post-Director General GTK 2023)
This study aims to analyze the transformation of the role of school supervisors in supporting the implementation of the Merdeka Curriculum following the issuance of the Regulation of the Director General of Teachers and Education Personnel (Perdirjen GTK) Number 4831/B/HK.03.01/2023 at public junior high schools in Wates District, Kulon Progo. The research also explores the challenges faced by supervisors after the regulation and the efforts made to overcome them. This study employed a descriptive qualitative approach, conducted through in-depth interviews, observations, and document studies involving supervisors and principals to understand their experiences and perceptions regarding the new supervisory roles. Data analysis followed the interactive model of Miles and Huberman, including data collection, condensation, display, and conclusion drawing, while data validity was ensured through source and technique triangulation. The findings indicate that supervisors face several challenges, such as limited training, inadequate resources, and an imbalance between the number of supervisors and schools under supervision. Despite these constraints, supervisors have adopted collaborative and adaptive strategies to assist principals in designing more innovative and contextual learning programs. The study concludes that the transformation of the supervisory role into that of a facilitator and mentor contributes significantly to achieving more relevant and student-centered educational outcomes.
Implementation of The Merdeka Curriculum
Copyright (c) 2025 Mulyadi, Cepi Safruddin Abdul Jabar (Author) https://creativecommons.org/licenses/by-sa/4.0
Enhancing Students’ Reading Interest by Developing Augmented Reality-Based Storybooks
This study aims to increase students' interest in reading by developing augmented reality (AR)-based storybooks. This study is a development study using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The difference between this storybook and others is that it uses Augmented Reality technology, and students create their own stories based on readings that interest them, as well as design the story images using the Canva application. This research was conducted on second-semester students majoring in Information Systems at Pasir Pengaraian University. The development instruments used were media expert validation sheets, material expert validation sheets, and user response questionnaires. The results of the first validator’s validation were a score of 50, with a percentage of 80% in the “Suitable” category from 12 statements. Meanwhile, the second validator obtained a score of 49, with a percentage of 81% in the “Very Suitable” category from 7 statements. Furthermore, from the user response questionnaire, a score of 97% was obtained, with a category of “Very Suitable” from 11 statements, involving 10 students as users. Based on these results, it can be concluded that the augmented reality (AR)-based picture storybook media is declared very suitable for use as a literacy learning medium.
Copyright (c) 2025 Wirda Jannatul Jannah, Melliofatria, Fatti Corrina (Author) https://creativecommons.org/licenses/by-sa/4.0
Needs Analysis: Interactive Problem-Based Learning Media Assisted by Google Sites in Commercial Accounting Material
This study aims to analyse the need for Google Sites-assisted problem-based interactive learning media in Trading Company Accounting materials at SMKN 1 Pedamaran Timur. The research background is based on learning conditions that are still dominated by the use of conventional media, such as transaction document sheets and simple visual presentations, so that learning outcomes are not optimal. The research method used was qualitative descriptive with data collection techniques through observation, interviews, documentation, and questionnaires to 35 students and 5 Accounting teachers. The results of the analysis showed that the students' needs for learning media were in the high category with a percentage of 81.67%, while the needs of teachers were in the high category with a percentage of 82%. These findings indicate the need for innovative, practical, and contextual learning media to improve student learning outcomes. Therefore, the development of interactive learning media based on Google Sites assisted by Google Sites is expected to be a solution to support the Accounting learning process of Trading Companies that is more effective, interesting, and in accordance with the demands of the Independent Curriculum.
Copyright (c) 2025 Daniati, Riswan Jaenudin, Erna Retna Safitri (Author) https://creativecommons.org/licenses/by-sa/4.0
Development of Palventure Board Game Service Media for Improving Attitudes to Antibullying
Board games provide a safe and controlled simulation of reality, allowing individuals to explore roles and understand the consequences of their behavior. At the same time, the case of bullying, which is quite prevalent in the school environment, is another concern for teachers. The purpose of this research is to produce a board game that is feasible, practical, and effective in improving attitudes towards antibullying.This research was a type of research and development that used the model of Borg and Gall. The effectiveness of the product was tested using a t-test. The results of this study are: (1) products in the form of board game Palventure with components namely the game board, cards, dice, pawns, and tokens where the game mechanics are arranged in a manual; (2) board game Palventure declared very valid with a score of 92% from guidance and counseling service experts and 88% from media experts; and (3) board game PALVENTUREdeclared very practical by guidance and counseling teachers with a score of 83%, (4) board game Palventure is found to be effective in improving attitudes towards antibullying with a P-value of 0.002 (<0.05).
Copyright (c) 2025 Vanessa Br. Hutagaol, Suwarjo (Author) https://creativecommons.org/licenses/by-sa/4.0
Needs Analysis : Media Development Genially-Based Interactive Infographics to Improve Student Literacy Teaching Environmental Issues in Junior High School
This study was motivated by the low effectiveness of conventional learning in improving students' literacy on environmental issues in junior high schools. The learning media used by educators tend to be monotonous and less interactive, thus not suitable for the characteristics of the digital generation. This study aims to analyze the need for developing interactive infographics based on Genially as an innovative solution in science learning. The method used was qualitative descriptive with interview techniques and questionnaire distribution to 5 educators and 100 students at SMP Negeri 16 Palembang. The results showed that educators experienced obstacles in using digital media, low learning interactivity, and difficulty explaining abstract concepts. Meanwhile, students showed high interest in visual media, communicative language, and technology-based learning. Needs analysis showed that the development of Genially-based interactive media is highly relevant for improving science literacy, active participation, and critical attitudes towards environmental issues. In conclusion, Genially-based interactive infographics have the potential to be an effective tool in creating engaging, contextual, and humanistic learning in line with the demands of 21st-century education.
Copyright (c) 2025 Amara Dewanti, Hartono, Syarifuddin (Author) https://creativecommons.org/licenses/by-sa/4.0
Transformation of Learning Media In Enhancing Arabic Language Competence: A Case Study at The Arabic Language Education Study Program UIN STS Jambi
This research is motivated by the demands of the digitalization era requiring the transformation of Arabic language learning media to enhance student competence in the Arabic Language Education Study Program at UIN Sultan Thaha Saifuddin Jambi. The research objective is to explore the forms of learning media transformation, driving factors, and its impact on students' Arabic language competence. The research method employs a descriptive qualitative approach with data collection techniques through participatory observation, in-depth interviews, and documentation studies. The research findings show that learning media transformation includes the transition from conventional to digital media, integration of interactive multimedia technology, and development of adaptive learning platforms. The driving factors of transformation include the demands of the digitalization era, institutional policies, and the needs of digital native generations. In conclusion, the transformation of learning media makes a significant contribution to student competence, with recommendations for implementing sustainable strategies that consider pedagogical, technological, and contextual aspects.
Copyright (c) 2025 Dina Chabib Uluum, Dailatus Syamsiyah , Yusraini (Author) https://creativecommons.org/licenses/by-sa/4.0
Improving Students’ Creative Thinking in Macromolecule Lessons Through AI-Based Ethnochemistry Project-Based Learning
Creative thinking is recognized as a vital skill in 21st-century education, especially in chemistry, where abstract and complex concepts often present learning challenges. This research investigates the impact of an Artificial Intelligence (AI)-supported ethnochemistry Project-Based Learning (PjBL) model on students’ understanding of macromolecule content. A quasi-experimental method was applied using a pretest-posttest control group design. The study involved 70 twelfth-grade students from SMA N 2 Sleman, selected through purposive sampling. Participants were divided into two groups: the experimental group experienced the AI-integrated ethnochemistry PjBL model, while the control group followed the standard ethnochemistry-based PjBL approach. Data on students' creative thinking were gathered through essay-based assessments administered before and after the intervention. Findings revealed that the experimental group achieved an average N-Gain of 0.44 (moderate level), outperforming the control group’s 0.32. A t-test analysis indicated a statistically significant difference between the two groups (p = 0.005 < 0.05). These results suggest that integrating AI into an ethnochemistry PjBL model has a notable positive effect on enhancing students' creative thinking skills in learning macromolecules.
Copyright (c) 2025 Bambang Susilo, Das Salirawati (Author) https://creativecommons.org/licenses/by-sa/4.0
The Implementation of Religious Values Through Singing Activities Among Early Childhood Student at Tk Raudhathul Athfal Soulowe Kab.Sigi
Early childhood is known as the golden age, during which moral, social, and emotional aspects grow rapidly; therefore, appropriate and engaging learning methods are required. Singing was chosen as a learning approach that combines joy and meaningful spiritual learning for children. The purpose of this study is to describe the implementation of religious values through singing activities and to analyze the improvement in children’s religious behavior after participation. This research employed a descriptive qualitative method involving 15 children aged 5–6 years (8 boys and 7 girls) at TK Raudhathul Athfal Soulowe, Sigi Regency. Data were collected through observation and documentation. The learning process was carried out in an enjoyable classroom atmosphere using religious-themed songs such as gerakan berwudhu, gerakan sholat, and berdoa sebelum dan sesudah berkegiatan. These songs were accompanied by simple movements to help children understand and internalize the meanings. The results showed a significant improvement in children’s religious behavior, particularly in performing ablution, prayer movements, and daily prayers. By the fourth week, 33.33% of the children reached the “Very Well Developed” category and 60% were “Developing as Expected.” Overall, singing proved to be an effective and enjoyable method for instilling religious values in early childhood education.
Copyright (c) 2025 Sukmawati, Nurhayati, Amrullah, Andi Agusniatih (Author) https://creativecommons.org/licenses/by-sa/4.0
Exploring the Implementation of Project-Based Learning (PBL) in Teaching Recount Text Writing in Secondary School
English writing, especially recount text writing, is a challenging skill for secondary school students in Indonesia due to difficulties in organizing ideas, grammar, and motivation. Project-based learning (PBL) is a student-centered approach that encourages active engagement through meaningful, collaborative projects. This qualitative case study investigated how PBL was implemented in teaching recount text writing and the challenges faced by the teacher. Data were collected through classroom observations and semi-structured interviews with an English teacher applying Stoller’s ten-step PBL framework. The findings showed that the teacher successfully implemented most PBL stages, including theme selection, project structuring, information gathering, drafting, revising, presenting, and evaluation. Adaptations were made to address students’ limited grammar skills, vocabulary, and resource constraints. Challenges included students’ difficulties with self-assessment and inconsistent motivation. The study highlights the importance of balancing student autonomy with structured linguistic support and flexible resource use. These findings provide practical insights for teachers and curriculum developers aiming to improve writing instruction and student engagement in resource-limited EFL classrooms.
Copyright (c) 2025 Naila Azfa Hady, Nia Pujiawati, Yuna Tresna Wahyuna (Author) https://creativecommons.org/licenses/by-sa/4.0
Fun Learning Model: Mere Entertainment or an Innovative Solution for Optimizing Children's Intelligence in the Era of Modern Islamic Education?
Modern Islamic education faces the challenge of globalization, which demands innovation in the learning process to make it more engaging, interactive, and relevant to the times. One approach increasingly developed is fun learning, a learning model designed to be enjoyable while maintaining educational and religious values. This study aims to analyze whether fun learning is merely entertainment or an innovative solution for optimizing children’s intelligence in the era of modern Islamic education. The method used is library research by reviewing books, scientific journals, articles, and relevant educational documents. The results show that fun learning has a positive impact on children’s intellectual, emotional, spiritual, and social intelligence. This approach fosters learning motivation, enhances conceptual understanding, and strengthens students’ religious character through creative and contextual methods. In conclusion, fun learning is not merely entertainment but an innovative learning strategy aligned with Islamic values and effective in optimizing children’s intelligence potential in modern Islamic education.
Copyright (c) 2025 Adriyansyah, Jhon Petet Pranata, Muhammad Sirozi (Author) https://creativecommons.org/licenses/by-sa/4.0
Evaluation of the CFS Program in Bekasi City Using the CIPP Model
This study evaluates the implementation of the Child-Friendly School (CFS) program in Bekasi City using the CIPP model (Context, Input, Process, Product). Data were collected through interviews, field observations, and document analysis to capture the perspectives of principals, teachers, students, and parents. Findings show significant variations among schools. SDI Labschool STAI Bani Saleh achieved a mature implementation stage, with child-friendly principles fully internalized, participatory learning applied, and strong collaboration with parents and community stakeholders. SMPN 4 Bekasi was in a transitional phase, with partial teacher readiness and limited facilities, while MI At-Taqwa 28 remained at an initial stage, emphasizing socialization rather than practical application. Analysis indicates that low contextual and input readiness restricts the quality of processes and outcomes, whereas higher readiness supports inclusive practices and student well-being. This study provides practical recommendations for improving teacher capacity, school infrastructure, and stakeholder engagement, aiming to strengthen the sustainability and effectiveness of CFS programs in urban contexts. The results also offer guidance for policymakers and school administrators to enhance child-centered education practices in similar urban settings.
Copyright (c) 2025 Nurfajriah, Anan Sutisna, Faisal Madani (Author) https://creativecommons.org/licenses/by-sa/4.0
Implementation of Literacy Activities in the Equality Package A Program to Improve Reading Skills at Spnf Skb Negeri 2 Samarinda
This study aims to examine the implementation of literacy activities in the Equality Package A Program at SPNF SKB Negeri 2 Samarinda with a focus on the implementation of activities, the role and strategy of tutors, the obstacles faced, as well as support institutions and families in improving students' literacy skills. This study uses a qualitative approach with data collection techniques in the form of interviews, observations, and documentation studies. The results of the study show that the implementation of literacy at SPNF SKB Negeri 2 Samarinda is carried out through the provision of reading books, tutor training, and a plan to develop a Community Reading Park (TBM). Tutors play an important role as facilitators, motivators, and innovators by implementing creative strategies, such as storytelling, the use of image media, collaborative learning, and the use of digital games. The main obstacles that arise include limited reading facilities, heterogeneity of students' reading ability, fluctuations in learning motivation, and lack of support from family. In overcoming these obstacles, institutions prepare institutional strategies, tutors present a variety of learning methods, while parents provide assistance and motivation at home. This research emphasizes that the success of literacy in non-formal education is the result of synergy between institutions, tutors, students, and families. In addition, this research contributes to novelty by examining the implementation of literacy comprehensively through a multi-actor approach that has rarely been studied before, so that it can be a reference for the development of literacy programs in non-formal education pathways.
Copyright (c) 2025 Elsya Oktaviana, Muhamad Alisalman, Andi Ismail Lukman , Ady Setiawan (Author) https://creativecommons.org/licenses/by-sa/4.0
The Relationship Between Students' Perceptions of Geography Teachers' Pedagogical Competence and the Learning Outcomes of Grade X Students at Palu State Senior High School 9
Education is a human endeavor to nurture and develop innate physical and spiritual potential. This study aims to determine students' perceptions of geography teachers' pedagogical competence, assess student learning outcomes, and analyze whether there is a relationship between students' perceptions of geography teachers' pedagogical competence and the learning outcomes of 10th grade students at SMA Negeri 9 Palu. The type of research used was descriptive-correlational research with a quantitative approach. Student learning outcomes were classified as very good, with an average score of 84.27 and the majority of students obtaining scores in the range of 81–85 (40%), although none achieved scores above 90. There is a very strong relationship between students' perceptions of geography teachers' pedagogical competence and the learning outcomes of 10th grade students, as evidenced by a correlation coefficient of 0.907 and an influence contribution of 82.2%. This means that the better the students' perception of the teachers' pedagogical competence, the higher the learning outcomes achieved. Thus, this study confirms that the mastery of teachers' pedagogical competence plays an important role in improving the quality of student learning outcomes at SMA Negeri 9 Palu.
Copyright (c) 2025 Putri Nabila, Nurvita, Abdul Hamid, Durrotunnisa (Author) https://creativecommons.org/licenses/by-sa/4.0
Development of Pop Up Book Media in IPAS Learning on Cultural Wealth Material for Grade IV Elementary School
This study aims to develop pop-up books as learning media for teaching cultural heritage material in IPAS to fourth-grade elementary students. The research was motivated by low student interest in learning and the limited availability of concrete media, which often causes boredom in class. The study employed the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) with data collected through interviews, observations, questionnaires, and documentation. Validation results showed that the developed pop-up book met feasibility standards. Subject matter expert validation reached an average of 95.5% (very feasible), while media expert validation after revision obtained 82.5% (very feasible). Teacher response was 96% and student response was 85%, both categorized as very good, with an overall average of 90.5%. Furthermore, evaluation tests involving 20 students demonstrated a high level of understanding of cultural heritage content, with most indicators scoring above 90% in correct answers. These findings indicate that the pop-up book is effective and practical, as it not only improves motivation and engagement but also supports deeper comprehension of IPAS material. Therefore, the developed media is considered appropriate for elementary school learning, particularly in enhancing students’ critical and conceptual understanding of cultural diversity.
Copyright (c) 2025 Dyah Ayu Fitrianingrum, Intan Rahmawati, Bagus Ardi Saputro (Author) https://creativecommons.org/licenses/by-sa/4.0
Development of Learning Media Using Canva Application in Grade VII Informatics Subject on Computational Thinking Material with the ADDIE Model
This study aims to develop Canva-based learning media for Grade VII Informatics subjects at SMP Negeri 5 Palibelo using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The background of this research is the low effectiveness of conventional media such as textbooks and Power Point, which make students passive and less motivated. The development process included needs analysis through observation and teacher interviews, interactive media design, product development, classroom implementation, and formative evaluation. Media expert validation obtained feasibility percentages of 88.57% and 94.67% (very feasible), while material experts gave 84% and 82% (very feasible). A trial involving 21 students resulted in positive responses with an average of 89.25% (very feasible). These findings indicate that Canva-based learning media is effective, engaging, and capable of improving student motivation and involvement. Therefore, Canva can be used as an innovative alternative for Informatics learning media development that is aligned with the demands of the digital era.
Copyright (c) 2025 Muhammad Nur Hidayat, Ikhwannul Muslimin, Ramdhani Purnamasari (Author) https://creativecommons.org/licenses/by-sa/4.0
Implementation of Quizwhizzer as A Teaching Evaluation Media Based on Educational Games in Informatics Subjects at Al-Maliki Islamic Boarding School
The rapid development of digital technology in education requires innovative approaches to teaching and evaluation that not only measure outcomes but also motivate students to learn actively. Informatics, as a subject in junior high schools, is often perceived as difficult by students, which makes effective and engaging evaluation methods essential. This study aims to implement and analyze the effectiveness of QuizWhizzer as an educational game-based evaluation medium in Informatics learning at SMP Pondok Pesantren Al-Maliki. The research employed an experimental method with a Pretest–Posttest Control Group Design, involving 38 students divided equally into an experimental class using QuizWhizzer and a control class applying conventional evaluation. Data were collected through pretests, posttests, questionnaires, and expert validation. The results show that QuizWhizzer was validated as feasible by material experts and received positive responses from students, who considered it fun and motivating. Furthermore, the experimental class showed higher improvement in learning outcomes compared to the control class. In conclusion, QuizWhizzer effectively enhances students’ engagement, motivation, and academic performance, making it a promising alternative for modern digital-based evaluation in education.
Copyright (c) 2025 Indah Rahma Wati, Taufik , Arif Rahman Hakim (Author) https://creativecommons.org/licenses/by-sa/4.0
Students’ Perceptions and the Implications of Cross-Cultural Awareness in German Language Learning at Universitas Negeri Malang
This study investigates students’ perceptions of German culture and the implications of cross-cultural awareness in learning German at Universitas Negeri Malang. A mixed-methods design was applied, involving questionnaires completed by 82 students and interviews with 10 participants. The results show that students generally hold positive perceptions of German culture, with more than 70% acknowledging that cultural awareness is essential for language learning. They expressed strong interest in German cuisine, traditions, and the opportunity to visit Germany, while 62.2% emphasized the role of digital media in providing access to cultural knowledge. The interview findings reinforce the quantitative data, revealing that cultural learning increased motivation and encouraged students to reflect on their own cultural identity. Students reported that exposure to German punctuality, discipline, and communication styles enhanced their intercultural understanding and broadened their perspectives. Cultural awareness was also perceived to enrich knowledge, foster tolerance, and strengthen intercultural communicative competence. Moreover, the inclusion of cultural elements in teaching materials and the involvement of native speakers were seen as highly motivational. In conclusion, the study highlights the importance of integrating culture into German language education. Such integration supports both linguistic proficiency and intercultural competence, preparing students to engage effectively in diverse cultural contexts.
Copyright (c) 2025 Yuvta Dwi Agnie Bestyana, Rizman Usman, Suyono (Author) https://creativecommons.org/licenses/by-sa/4.0
The Influence of Augmented Reality (Ar) Media on The Learning Outcomes of SMP Negeri 2 Woha Students in Ict Subjects
The advancement of digital technology in education demands innovative approaches that not only assess learning outcomes but also enhance students' motivation. At the junior high school level, ICT subjects are often perceived as challenging, with many students performing below the minimum standard, particularly in practical skills, and showing low interest in conventional methods. This study aimed to investigate the effect of Augmented Reality (AR) media on students' learning outcomes and motivation in ICT at SMP Negeri 2 Woha. A quantitative approach with a quasi-experimental Non-Equivalent Control Group Design was applied, involving two classes of 30 students each. The experimental class received learning with AR media, while the control class continued with conventional methods. Data were collected through pretests, posttests, questionnaires, and observations, then analyzed using SPSS and JAMOVI. The findings showed that the experimental class achieved an average posttest score of 85.4 with a medium N-Gain of 0.54, while the control class only reached 75.2 with a low N-Gain of 0.22. Moreover, motivation in the AR class was higher (average 4.38) than in the control class (3.15). In conclusion, AR media effectively supported ICT learning and can serve as an innovative tool for fostering 21st-century skills.
Copyright (c) 2025 Fahrul Julkifli, Hardiansyah, Arif Rahman Hakim (Author) https://creativecommons.org/licenses/by-sa/4.0