Jurnal Nispatti, Journal of Pedagogy and Educational Studies, is a peer-reviewed and open-access academic journal that publishes high-quality research in the field of education through a reflective-empirical and theoretical pedagogical approach. The journal provides a space for argumentative, conceptual, and systematic academic dialogue aimed at enriching the understanding of educational dynamics in various contexts. Published by SCAD Independent, this journal focuses on the study of the transformation of pedagogical consciousness and learning relationships as processes of shaping students’ ways of thinking, values, and ethical orientation. The journal is open to various educational contexts, including general education, faith-based education, and higher education. The articles published include empirical research, theoretical studies, philosophical inquiries in education, and literature-based research that demonstrate clear scholarly contributions and relevance to contemporary educational issues.
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Enhancing English Language Proficiency for Sustainable Tourism in Sabang: A Focus Group Discussion for the "Kampung Inggris Sabang" Program
Sabang's rise as a Free Trade Zone, Free Port, and National Tourism Strategic Area has increased international visitor flows, exposing a critical gap: many local tourism stakeholders (homestay operators, tour guides, MSMEs, transport providers) lack the English proficiency needed to deliver high-quality, culturally authentic services. This community-service study proposes and grounds the Kampung Inggris Sabang initiative using Focus Group Discussions (FGDs) to map needs, identify barriers, and co-design an actionable language-empowerment roadmap. Employing a qualitative design, the study engaged diverse stakeholders in structured FGDs and semi-structured interviews to examine current communicative competence, motivation, contextual language requirements, and institutional readiness. Thematic analysis reveals (1) a strong community motivation to acquire practical, tourism-specific English; (2) constraints including limited access to localized training, time/ work pressures, and lack of context-driven materials; and (3) preference for flexible, task-based, and digitally supported learning models embedded in local practice. Based on these findings, the paper outlines curriculum principles English for Specific Purposes (Tourism), task-based learning, role-plays, and peer mentoring and proposes institutional partnerships for sustainability. The study concludes that a participatory, context-sensitive Kampung Inggris Sabang can improve service quality, foster inclusive economic benefits, and strengthen Sabang's competitiveness as a sustainable international destination.
Copyright (c) 2026 Cut Dian Fitri, Khairul Azmy, Danil Akbar Taqwadin, Amrullah Amrullah, Cut Zahri, Fahmi Yunus, Natasya Zillah (Author) https://creativecommons.org/licenses/by-sa/4.0
Comparing AI-Assisted Digital Learning Media for Maharah al-Istima':A Pedagogical Analysis of Spotify, Voicemaker, and Quizalize
The increasing integration of Artificial Intelligence (AI) and digital technologies into language education has created new opportunities to improve Arabic listening instruction (maharah al-istima'). However, educators continue to face challenges in selecting digital learning media that best align with specific pedagogical objectives. This study comparatively examines the pedagogical characteristics of three AI-assisted learning applications—Spotify, Voicemaker, and Quizalize—to identify their respective contributions to maharah al-istima' instruction. A qualitative comparative research design was employed using systematic observation and document analysis. Data were analyzed through the Paired Comparison technique based on the six quality characteristics of the ISO 9126 model: Functionality, Reliability, Usability, Efficiency, Maintainability, and Portability. The findings indicate that each application performs distinct yet complementary instructional functions. Spotify is most effective in providing authentic listening exposure through podcast-based learning, Voicemaker excels in producing adaptive AI-generated audio for customized instructional materials, while Quizalize strengthens formative assessment through interactive quizzes, immediate feedback, and gamification. Rather than functioning as competing technologies, the three applications collectively represent complementary stages of Arabic listening instruction encompassing authentic input, controlled practice, and interactive evaluation. This study contributes a comparative pedagogical framework for selecting and integrating AI-assisted digital learning media, providing practical guidance for educators to design more adaptive, evidence-based, and learner-centered maharah al-istima' instruction.
Copyright (c) 2026 Zaedan Mutaqin, Lailatul Mardhiyah, Umi Machmudah, Muassomah Muassomah, Mohd Fauzi Bin Abdul Hamid (Author) https://creativecommons.org/licenses/by-sa/4.0
Industry Competency Needs Analysis for Outcome-Based Education (OBE) Curriculum Development
Rapid technological transformation has reshaped workplace competency requirements, challenging higher education institutions to develop curricula that remain relevant to evolving industrial needs. Although Outcome-Based Education (OBE) has been widely adopted, curriculum development frequently relies on institutional assumptions rather than systematic evidence regarding workplace competency expectations. This study analyzes workplace competency requirements as an empirical basis for developing an OBE curriculum in the Information Technology Education (PTI) Study Program. A sequential explanatory mixed-methods design was employed, involving 219 stakeholders, including teachers, lecturers, students, alumni, and ICT industry practitioners. Quantitative data were analyzed using descriptive statistics and simple linear regression, while qualitative data were examined through thematic analysis. The findings indicate that workplace competency requirements were perceived at a very high level (Mean = 4.23), whereas the suitability of the existing OBE curriculum was rated high (Mean = 4.06). Regression analysis revealed a positive and significant relationship between workplace competencies and curriculum suitability (β = 0.672, R² = 0.299, p < 0.05). This study contributes by proposing stakeholder-driven workplace competency mapping as an evidence-based foundation for OBE curriculum development, extending the conventional focus of OBE from curriculum alignment toward industry-responsive curriculum design. These findings provide practical guidance for strengthening curriculum relevance, graduate employability, and sustainable university–industry collaboration.
Copyright (c) 2026 Mira Maisura, Sarini Vita Dewi, Ridwan Ridwan, Zuhra Sofyan, Cut Yety Kasturi, Foni Rantika (Author) https://creativecommons.org/licenses/by-sa/4.0
Scaffolding EFL Development through Recurrent Multi-WordSequences in Indonesian Primary Schools
This study examines the role of recurrent multi-word sequences (RMS) as scaffolding devices for enhancing English as a Foreign Language (EFL) proficiency development among Indonesian primary school learners. Grounded in psycholinguistic theories of chunking and processing efficiency, the research investigates how repeated exposure to RMS supports young learners’ automaticity, fluency, and confidence in EFL language production. A quasi-experimental design was implemented in two public primary schools that follow Indonesia’s Deep Learning framework, which emphasises mindful, meaningful, and joyful learning. The intervention group received explicit instruction in high-frequency multi-word sequences integrated into reading and speaking tasks, while the comparison group followed conventional vocabulary-focused activities. Data were collected through pre- and post-tests, classroom observations, and stimulated-recall protocols to capture both performance outcomes and underlying cognitive processes. Results indicate that learners exposed to RMS showed significantly greater gains in oral fluency, phrase-level accuracy, and task engagement, demonstrating the psycholinguistic value of formulaic language as a scaffold in early EFL education. The study provides empirical evidence for integrating multi-word sequence instruction into Indonesian primary classrooms and offers pedagogical implications for strengthening scaffolded language learning within the national Deep Learning agenda.
EFL Development, Multi-word Sequences, Psycholinguistic Evidence, Deep Learning, Primary Schools, Indonesia
Copyright (c) 2026 Zulkifli Tanipu, Yowan Tamu, Ikha Hardiyanti Puspita Mahading, Thinzar Win (Author) https://creativecommons.org/licenses/by-sa/4.0
Pembelajaran Geografi dan Motivasi Belajar dapat Meningkatkan Sikap Peduli Pelestarian Lingkungan Hidup pada Peserta Didik
The purpose of this study was to determine and analyze the influence of geography learning and learning motivation, combined, on students’ environmental awareness. This study used a survey method, and primary data were obtained from questionnaires distributed to 12th grade social studies students at SMA Negeri 1 Simpang Empat. The results of this study indicate that geography learning and learning motivation, combined, have a positive and significant effect on environmental awareness. Geography learning aims to foster awareness and a sense of responsibility for environmental quality. Therefore, geography teachers are advised to modify their learning strategies to be more meaningful by providing role models in addressing environmental issues in their surroundings.
Copyright (c) 2023 Emy Septiningwati (Author) https://creativecommons.org/licenses/by-sa/4.0
Efektifitas Penggunaan Media Kemistripoli Berbantuan Apkomacro Pada Pembelajaran Kimia
Chemistripoli is a chemistry learning medium that modifies the rules and tools of the monopoly game. This research began with designing media and applications for calculating the mole concept (Apkomacro) based on macro language (Visual Basic of Application for Microsoft Excel), creating media along with usage guidelines, and applying chemistry in learning. This research aims to apply Kemistripoli and Apkomacro media and determine the effectiveness of using Kemistripoli in chemistry learning on the subject of the mole concept in class X.1 of SMA Negeri 1 Girimulya, especially regarding learning activities, student responses and student learning outcomes. Chemistry is said to be effective in learning if it meets the criteria for student activeness in the teaching and learning process to be in the good criteria (19 – 24), the percentage of students who have a positive response is ≥ 75.1%, classically 90% of students get a score ≥ 65 and classically 85% of students get a score ≥ KKM Chemistry in Class X SMA Negeri 1 Girimulya (≥70). Data collection was obtained using student observation sheets, tests and student response questionnaires. Based on the results of the research conducted, it is known that the use of Kemistripoli for learning chemistry, the main topic of the mole concept, is very effective. Proven by observation data (score 23, good criteria), student questionnaire responses (positive response (85.33%) and student learning outcomes (96.67% score ≥ 65 and 90% score ≥ KKM).
Copyright (c) 2024 https://creativecommons.org/licenses/by-sa/4.0
10 Menit Plus Tiap “Tamu Perkasa” Inovasi Integrasi Pendidikan Karakter Bangsa Pada Pelajaran Kejuruan Elektronika di SMK Negeri 2 Kudus
National character education is learning that absolutely must be given to students, including students in vocational schools, especially since the current shift in national character values ​​is very worrying. The need for this education is to provide filers to students so that moral degradation and a shift in the noble values ​​of the Indonesian nation do not arise. National character education is not only the responsibility of Religion teachers and Civics teachers. National character education must be carried out in total action involving all teachers in all subjects, including vocational practice subjects. The problem of learning national character in vocational subjects is how to integrate it and what is the most appropriate approach to this problem. The 10 Minutes Plus Approach for Each "Mighty Guest" Innovation in the Integration of National Character Learning in Vocational Practice Lessons is one solution to answer this problem. Implementation of the 10 Minutes Plus Approach for Every "Mighty Guest" can make students better understand and maintain the nation's character.
Copyright (c) 2024 Budi Susanto (Author) https://creativecommons.org/licenses/by-sa/4.0
Penerapan Metode Discovery Learning untuk Meningkatkan Aktivitas Hasil Belajar Al-Qur’an dan Hadits Pada Materi Keotentikan Al-Quran
The aim of this classroom action research is to improve the activities and learning outcomes of Al-Quran Hadith on the Authenticity of the Al-Quran material through the application of the Discovery Learning model. This research was carried out at MAN 2 Aceh Besar. The research was carried out for 3 months, from February to April 2019. The data source came from class X-IPS 2 students in the odd semester of the 2018/2019 academic year. The number of students is 18 students with 11 male students and 7 female students. Data collection tools include test items and student activity instrument sheets. Data validation is carried out by entering student test scores into a previously prepared score list and data validation for the observation sheet is carried out by checking the prepared observation sheet. The research procedure consists of two cycles. Each cycle consists of planning, implementation, observation and reflection. The pre-cycle research results were 44.4% with an average value of 69.7, while in Cycle I it was 66.7% with an average value of 75 and while in Cycle II the percentage of completion reached 100% with an average value of 79.7. The gradual implementation of Discovery Learning has been able to increase student learning activities, so that it has a very significant impact on improving student learning outcomes.
Copyright (c) 2024 Rosmawar Rosmawar, Zulfadhli Zulfadhli (Author) https://creativecommons.org/licenses/by-sa/4.0
Upaya Meningkatkan Minat dan Hasil Belajar Sejarah Kebudayaan Islam Melalui Penerapan Student Teams Achievement Divisions (STAD)
The aim of this research is to increase interest and learning outcomes in the history of Islamic culture in the material on the development of science during the Abbasid era for students in class XI_IA MAN 2 Aceh Besar for the 2018/2019 academic year. The model used in this classroom action research is the Student Teams Achievement Division (STAD) model. This classroom action research was carried out over a period of 3 months, namely from March 2019 to May 2019 in the Even semester. Classroom action research consists of two cycles and each cycle consists of three meetings, simulations in planning, implementation, observation and reflection activities. The data collection technique is collecting test scores which are carried out at the end of each lesson in each cycle using a question instrument (written test). Observations are carried out by paying attention to students' interests and learning outcomes. Data were analyzed using percentage statistics. The research results showed that there was an increase in student interest and learning outcomes from 42.9% in pre-research, increasing to 71.4% in cycle I and increasing to 90.5% in cycle II. Students' interest in learning increased from the fair to good category and the good category and increased to very good after implementing the student teams achievement division (STAD) model in learning the History of Islamic Culture on material on the development of science during the Abbasid era for students in class XI-IA MAN 2 Montasik Aceh Besar for the 2018/2019 academic year.
Copyright (c) 2024 Iskandar Iskandar, Ramzi Murziqin (Author) https://creativecommons.org/licenses/by-sa/4.0
Peningkatan Hasil Belajar Siswa Dengan Model Pembelajaran Think Pair Share (TPS) Dengan Media KWARBI
The use of KWARBI media in learning can be integrated effectively into Think Pair Share (TPS) cooperative learning activities by modifying it into an engaging educational game. The TPS learning model supported by KWARBI media serves as an implementation of the 2013 Curriculum, which emphasizes scientific, student-centered, and activity-based learning processes. This study employed Classroom Action Research (PTK) consisting of two cycles with the primary objective of determining the extent to which the use of the TPS model assisted by KWARBI media can improve students’ biology learning outcomes. During the learning process, KWARBI media was utilized both in discussion sessions and during evaluation activities. Its visual and verbal elements help students strengthen memory retention, making the learning experience more meaningful and long-lasting. The TPS model combined with KWARBI media also reflects the principles of PAIKEM (Active, Innovative, Creative, Effective, and Enjoyable Learning), as it encourages students to think individually, collaborate in pairs, and communicate findings in groups. The results of this study showed that students’ learning outcomes on Plantae and Animalia topics significantly improved after the implementation of this learning approach in class X-Acceleration of SMA Negeri 1 Malang during the 2013–2014 academic year. Furthermore, the TPS strategy assisted by KWARBI media has the potential to be applied to other basic competencies or topics that possess conceptual characteristics similar to Plantae and Animalia. KWARBI media can also be developed by students as a creative assignment for materials that have not yet been prepared by the teacher, thus increasing student engagement and fostering independent learning skills.
Copyright (c) 2024 Dewi Indah Sari (Author) https://creativecommons.org/licenses/by-sa/4.0
Menjadikan PAI Menyenangkan Melalui Model MPA dengan Media Migami di SMAN 1 Peukan Bada
This study aims to improve student activity and learning achievement in Islamic Religious Education (PAI) through the application of the Market Place Activity (MPA) learning model combined with Migami (Miniature Origami) media. The background of this study is the low interest and involvement of students in PAI learning which is often considered monotonous and uninteresting. Classroom action research (CAR) was conducted in two cycles with the stages of planning, implementation, observation, and reflection. The subjects of the study were grade X students of SMAN 1 Peukan Bada. The instruments used included activity observation sheets, field notes, documentation, and learning outcome tests. The results showed a significant increase in student activity and involvement. In cycle II, students were more active in moving, discussing, exchanging information, and showing courage in explaining the material to peers. Migami media has been proven to help students understand concepts visually and concretely, so that the learning process becomes more interesting and meaningful. The increase in learning achievement is also seen from the increase in the final test scores of the cycle compared to the pre-cycle and cycle I. These findings confirm that the application of the MPA model with Migami media is effective in creating active, creative, and enjoyable PAI learning. This method is recommended for use in other Islamic Education materials and subjects that require collaborative and experience-based learning.
Copyright (c) 2024 Muhammad Yani, Siti Rahmi (Author) https://creativecommons.org/licenses/by-sa/4.0
Penerapan Kontrak Kesadaran Diri Untuk Meningkatkan Karakter Disiplin Siswa Kelas X TKR Smk Ma’arif 1 Kretek
The school location is close to the market, does not have a canteen and school fence, the parents' weak economic background, low student input causes the level of discipline of class X students of Light Vehicle Engineering SMK Ma'arif 1 Kretek Bantul to be low. The solution to improve students' discipline character is carried out by conducting action research in the form of implementing student self-awareness contracts. The results of implementing self-awareness contracts in the first cycle did not increase students' discipline character because observation and control of contract implementation were once a week. In the second cycle, observation and control of self-awareness contracts were carried out every two days. The result, from the initial condition of 10 alpha students 23 times to 1 alpha student 8 times in the final condition. A total of 4 students skipped school once and no students skipped school in the final condition. The conclusion of this study is that the implementation of self-awareness contracts can significantly improve students' discipline character in attending lessons at school. The suggestion given is that teachers must provide examples and be firm along with guidance on students' self-awareness when implementing disciplinary character education.
Copyright (c) 2024 Nur Syahid, Ismail Ismail (Author) https://creativecommons.org/licenses/by-sa/4.0
Penerapan Metode “Gambus” Terhadap Peningkatan Kreativitas dan Kemandirian Siswa Pada Materi Bumi Sebagai Ruang Kehidupan
his national character education innovation is entitled Application of the "Gambus" Method to Increase Student Creativity and Independence on the Earth as a Living Space Material. The author applies this GAMBUS method to the Earth as a living space material in class X IPS 1. This method is implemented in several stages, the first "Draw", students describe with their own ideas and creations, "Create", students make creativity from the imagination they produce in the picture into the form of learning products, the third stage is called "Serve", students present and present the results of the drawings they make into a product in front of the class. Creativity is a character that is expected in the implementation of this method, students are said to be creative if they are able to do something that produces a new activity obtained from the results of creative thinking by realizing it in the form of a new work. Creative students tend to be independent in their learning process. Independent students are able to learn in a place determined by themselves, at a time of their own choosing and by studying alone without face-to-face guidance from others so that they can more easily understand the subject matter. Based on the results of the implementation carried out, it was proven that student creativity increased by 83.3% and student independence in the material on the earth as a living space increased by 66.6%, thus having a good influence on student understanding of this material.
Copyright (c) 2024 Fitri Sari, Nuzliah Nuzliah (Author) https://creativecommons.org/licenses/by-sa/4.0
Penggunaan Metode Drill untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Geografi
This study aims to determine the effectiveness of the drill method in improving student learning outcomes. This Classroom Action Research (CAR) took 35 students of class XII IPS.1 at SMA Negeri 1 Seruway as subjects, consisting of 16 male and 19 female students. Data collection used observation sheets, documentation, pre-test, post-test, and evaluation question sheets. The data analysis stage was carried out by collecting the data that had been obtained and then analyzing it with general theories and concepts related to the facts to correct or investigate the problem. The research activities included planning, action, observation, and reflection. The results of this study indicate that the application of the drill method with a varied and non-monotonous exercise model in learning to practice basic map and mapping skills, student learning outcomes have improved. This is seen in the acquisition of test and evaluation scores in the first cycle increased from 40% to 71% and in the second cycle reached 97.14%. From this increase, it can be said that the application of the drill method is very effective in improving students' geography learning outcomes.
Copyright (c) 2024 Muhammad Yasir (Author) https://creativecommons.org/licenses/by-sa/4.0
Upaya Peningkatan Karakter Mandiri dan Rasa Ingin Tahu dengan Physics Mobile Learning dan Pembelajaran Kepo
Karakter mandiri dan rasa ingin tahu siswa di SMK Bhakti Nusantara kurang, ditunjukkan dengan siswa senang diberi materi, terdapat siswa yang mencontoh tugas teman dan sedikitnya siswa yang bertanya. Sehingga, dibutuhkan inovasi untuk mengatasi permasalahan tersebut, yaitu menggunakan physics mobile learning (PML) dan pembelajaran kepo. Hasil implementasi pada karakter mandiri dan rasa ingin tahu meningkat. Rata-rata persentase mandiri siswa sebesar 81% yang termasuk kategori tinggi. Sedangkan rata-rata persentase karakter rasa ingin tahu sebesar 94%. Ketercapaian hasil implementasi menunjukkan peningkatan jika dibandingkan kondisi awal. PML dapat digunakan pada perangkat handphone yang mudah dibawa kemana-mana, sehingga siswa hanya perlu membuka handphone dan mengamati, mengikuti dan memahami konten dimanapun dan kapanpun. Pembelajaran kepo dengan PML dapat menarik antusias siswa untuk mengungkapkan pertanyaan-pertanyaan yang terkait materi karena siswa diberikan stimulus dalam bentuk video. Respon siswa terhadap penggunaan PML dan pembelajaran kepo menunjukkan hasil sangat baik.
Copyright (c) 2024 Fendy Novafianto, Fauza Andriyadi (Author) https://creativecommons.org/licenses/by-sa/4.0
Pemanfaatan Teknologi Internet of Things (IoT) untuk Penguatan Materi dan Praktik Pendidikan Agama Islam (PAI) di Perguruan Tinggi
This study aims to analyze the potential integration and implementation framework for the Internet of Things (IoT) in the context of Islamic Religious Education (PAI) learning in higher education. With the increasing need for PAI learning methods that are not only cognitive but also effective in practical and affective aspects (morals), IoT offers an innovative solution for creating an interactive, personalized learning environment that supports real-time worship practices. The methodology used is a comprehensive literature review, utilizing studies on the digitalization of education and PAI. The findings indicate that IoT can improve the quality of PAI through an automated attendance system, a smart lab for fiqh practice (wudu, prayer), and personalized morals materials based on students’ digital interactions. However, key challenges include religious data security, budget constraints, and the need to develop an IoT-based PAI curriculum. This study recommends collaboration between the PAI Study Program and the Faculty of Engineering to design a prototype IoT-based PAI system.
Copyright (c) 2025 Nisa Khairuni (Author) https://creativecommons.org/licenses/by-sa/4.0
Inovasi Alat Praktikum Pembelajaran Geografi
The need for practical tools in presenting teaching materials, especially about natural phenomena – the process of cloud formation, rain, wind, differences in air pressure, and tornadoes – which are difficult to observe or witness the process of occurrence in nature. The author made and used a simple teaching aid from his own innovation to meet these demands. The teaching aid was made from used jars and plastic bottles. This tool can be used by students in class. As a result, geography learning in class X of SMA Negeri 3 Palopo gave good results. The level of student activity and independence in discovering the substance of the teaching material by themselves was very high compared to not using practical tools. Student learning outcomes also increased. Student scores in Class X-G and Class X-H successfully increased on average from 77.48 to 83.78. The results of the t-test to test the difference between the two values ​​produced a t-count value of 9.220 which was much greater than the t-table value of only 1.645 with an α of 0.05. The obstacle faced in implementing the practice using the tool was the rather long manufacturing time. However, this obstacle can be overcome by having students make the tools at home. Alternative developments can be made by modifying or designing other practical tools using the same materials.
Copyright (c) 2023 Mujahidin Agus (Author) https://creativecommons.org/licenses/by-sa/4.0
KITA ASOI Modal Dasar Guru Menyemai Prestasi di SMA Negeri 2 Pati
Achievement is the result of activities that have been carried out or carried out. Among high school students, at least two achievements need to be understood, namely academic and non-academic achievements. Regulations governing student development in achieving academic and non-academic achievements are contained in the Regulation of the Minister of National Education Number 39 of 2008 concerning Student Development. The Ministerial Regulation is a barometer for fostering academic and non-academic achievements. The problems of this best practice are: 1) how to implement the KITA ASOI technique as a basic capital for teachers to sow achievements at SMA N 2 Pati? 2) how are the results of student achievement at SMA Negeri 2 Pati after the implementation of KITA ASOI?, and 3) what is the impact. The implementation of problem-solving strategies consists of preparation, implementation of revolutionary actions, and evaluation. The preparation stage utilizes observation sheets and checklists. The revolutionary stage consists of providing catalysts, intensive guided practice techniques, and illustrations of idol figures. Meanwhile, the evaluation stage consists of reflection activities, observation, and interviews. The routine, consistent, and sustainable implementation of KITA ASOI can produce results in both academic and non-academic areas, for both students and teachers. The obstacles that must be addressed immediately are the difficulty in changing teachers' mindsets, the limited knowledge of both teachers and students, and the difficulty in attracting role models. Supporting factors come from the community, the 2013 Curriculum, schools, and existing regulations.
Copyright (c) 2023 Mulyono Mulyono (Author) https://creativecommons.org/licenses/by-sa/4.0
Pemanfaatan Aplikasi GeoGebra Mampu Meningkatkan Pemahaman Grafik Fungsi Kuadrat Siswa SMA Negeri 1 Singaraja
Understanding the characteristics of quadratic function graphs is an essential competency in the mathematics curriculum. However, students often face difficulties when interpreting graphs created manually, as these drawings are frequently inaccurate, less proportional, and time-consuming to produce. Such limitations can reduce students’ motivation and hinder the development of conceptual understanding. The integration of dynamic mathematical software such as GeoGebra offers an effective solution to these challenges. GeoGebra enables teachers to present more precise, engaging, and interactive visualizations of quadratic functions, allowing students to explore algebraic forms and their graphical representations more meaningfully. Through exploration, students are encouraged to observe patterns, test hypotheses, and construct understanding independently in alignment with the scientific approach mandated in the 2013 curriculum. This classroom action research, conducted in two cycles with students of class X MIA 7 SMA Negeri 1 Singaraja, demonstrates that the use of GeoGebra significantly improves students’ comprehension of quadratic function graphs. The results show an increase in both the average learning outcomes and the percentage of mastery from cycle I to cycle II. In conclusion, the implementation of GeoGebra not only enhances visualization and learning efficiency but also strengthens students’ conceptual understanding and engagement with the topic of quadratic functions.
Copyright (c) 2023 Gede Alit Narohita (Author) https://creativecommons.org/licenses/by-sa/4.0
Integrasi Nilai-Nilai Pendidikan Karakter pada Mata Pelajaran Matematika dengan Modif COC KOBE
The implementation of character values ​​integration in the classroom is carried out by: (1) exploring student potential/exploring student talents and potential, (2) conducting a learning contract (KOBE) or joint agreement on learning habits in schools, (3) designing meaningful learning, and (4) giving awards. As for outside learning, it is carried out by: (1) creating a guidebook for developing character/character for teachers and staff, (2) creating a book of achievement targets for students, and (3) conducting socialization and cooperation with the school community. The results of the integration of character values ​​in learning are: (1) teachers handle students more optimally because based on the results of learning modality tests and talent and interest tests, they will know how students' learning styles, types of intelligence they have, their learning tendencies, and their talents/interests they have, (2) the growth of positive student character, (3) students can gain meaningful learning experiences and teachers are able to actualize competencies by designing child-friendly learning and utilizing ICT.
Copyright (c) 2023 Arif Ediyanto (Author) https://creativecommons.org/licenses/by-sa/4.0
Penggunaan Multimedia Interaktif untuk Meningkatkan Hasil Belajar Siswa Materi Bilangan Bulat di Sekolah Dasar
Online learning at SDN 102094 of Paya Pinang cannot facilitate student’s learning needs. The result of the AKM simulation conducted in September 2021 were 87,5% of students with score bellows 70. The students had difficulty solving problems related to numeracy. Therefore, the use of interactive multimedia in learning began to be used. This study was conducted to measure students learning outcomes after using interactive mathematics multimedia. The result showed that in first cycle as many as 68,75% of students obtained mastery learning and increase in second cycle, was 93,75% of students completed arithmetic operation on integers. Based on the result of second cycle, it can be concluded that the use of interactive multimedia can improve student learning outcomes in the matter of counting integer operations in class VISDN 102094 Paya Pinang.
Copyright (c) 2025 Fitri Artika, M. Yusuf (Author) https://creativecommons.org/licenses/by-sa/4.0
Pembelajaran IPS Melalui Permainan Galah Aceh di Sekolah Menengah Pertama Negeri 8 Pidie Jaya
The aim of the study to determine the increase in the creativity of social studies teachers in each learning process and to improve student learning outcomes through the Galah Aceh game by utilizing the pase card in social studies learning. The research method used is classroom action research. The results obtained are improving student learning outcomes from cycle I to cycle III. In the first cycle, the average result obtained was 71.2, increasing to 80.08 in the second cycle and in the third cycle, it increased again by 89.24. The conclusion of this study is that social studies learning through the Galah Aceh game using the pen pase media can increase the creativity of social studies teachers in every learning process and improve student learning outcomes through social studies learning.
Copyright (c) 2025 Mursyidah Mursyidah, Mukhlis Mukhlis (Author) https://creativecommons.org/licenses/by-sa/4.0
Enhancing Teacher Professionalism through the Development of a PositiveSelf-Concept Based on Communication Psychology
This study examines how teacher professionalism can be effectively enhanced through the development of a positive self-concept using a communication psychology approach. Conducted at SMP Negeri Kota Banda Aceh, the research addresses long-standing challenges related to low teacher motivation, seniority-based hierarchies, limited ICT competence, and weak collaboration between civil servant teachers (PNS) and non-permanent teachers (GTT). Using a qualitative design, data were collected through observations, interviews, and documentation over a six-month intervention period focusing on interpersonal communication, small-group communication within MGMP meetings, and large-group communication led by the school principal. The findings show that communication psychology significantly improves teachers’ confidence, motivation, and willingness to engage in professional tasks. Teachers demonstrated increased digital competence, greater openness to collaboration, stronger reflective practices, and improved pedagogical initiative. The intervention also helped reduce social gaps between PNS and GTT teachers by fostering a more supportive relational climate. These results suggest that teacher professionalism is not solely a technical or administrative issue but a psychosocial construct shaped by relational support, communication patterns, and emotional validation. The study concludes that communication-based interventions can serve as effective strategies for professional development in schools with hierarchical cultures. Future research should employ longitudinal or mixed-method designs to examine sustainability and broader applicability.
Copyright (c) 2025 Nurwahyuni Nurwahyuni (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengembangan Buku Ajar Tematik dengan Lembar Pantauan Orang Tua untuk Kelas 3 Sekolah Dasar
The development of teaching books is carried out to facilitate the needs of students and adapted to the environment of student learning conditions. In this development research presented the efforts of researchers in developing the teaching book tema 2 for grade 3 students at SD Al Hikmah Surabaya. The objectives of this teaching book development research include: (1) describing the development of theme 2 teaching books for grade 3 students that are adapted to the environmental conditions; (2) describe the response and activities of students in using the results of the development of tema 2 teaching books for grade 3. The research method used in the development of this teaching material is Research and Development (R&amp;D). According to Dick & Carrey there are 9 procedures in the development of teaching materials. The results of this development study showed that the development of theme 2 teaching books for grade with parents monitoring sheets is worth developing, as well as responses and activities when using the results of teaching book products shows that students are greatly helped in learning tema 2 Grade 3.
Copyright (c) 2025 Mochamad Riduwan, Sulaiman Sulaiman (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengembangan Buku Pendamping Pembelajaran Menulis dengan Pendekatan Ilmiah Kelas IV Sekolah Dasar
This development research aims to improve writing skills Elementary School fourth grade students through the development of a companion book of learning to write with a scientific approach. It also describes the quality of the companion book both in quality products and quality of use in the classroom. Developing the process of developing a companion book of learning to write with a scientific approach using 4-D models adopted from Thiagarajan. The research was conducted in three stages: (1) The definition phase consists of a front and analysis, student analysis, concept analysis, task analysis, and the formulation of objectives; (2) The design phase consists of arranging the reference benchmark, media selection and preliminary design; (3) the development stage in the form of media development phase, which consisted of expert validation and test development. Data results obtained were as follows: the contents of expert validation get a score of 80.63% in feasible criteria. At the trial limited to the activities of teachers got 94.3% with very good criteria, the response of teachers got 75% good criteria, student activity got 71.4% good criteria, the students response got 94.3% very good criteria, experiencing an increase in student learning outcomes 57%. As for the extensive testing the activity of teachers got 94.3% with very good criteria, teachers response got 77.8% good criteria, student activity got 71.4% good criteria, the response of students got 94.6% very good criteria, the results of student learning experience an increase of 32%. Based on the results of data analysis, it can be concluded that the development of a companion book of learning to write with a scientific approach to learning Indonesian can improve students' writing ability.
Copyright (c) 2025 Sri Dwi Murwaningsih (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengembangan Lembar Kerja Komik Berbasis Android untuk Menumbuhkan Kreativitas Belajar dan Meningkatkat Hasil Belajar Siswa
Education in the 4.0 industrial revolution demands teacher creativity in concocting creative and interesting learning activities, especially the use of digital media (gadgets) which are often misused by students. Comic worksheets based on Android are an alternative solution that can be used to solve the problem of using gadgets in students and can add variations to the worksheets that teachers often use in teaching. The purpose of this study was to determine the growth of student learning creativity and the improvement of student learning outcomes after using Android-based comic worksheets in science learning. The design used in this study was a one-group pretest-posttest design, while the development of an Android-based comic worksheet used the 4D model which consisted of 4 stages, namely Define, Design, Develop and Disseminate. Comic worksheets based on Android were tried out in class 7H SMP Negeri 5 Bojonegoro, which consisted of 32 students. Android-based comic worksheet assisted learning has been able to foster student learning creativity with a growth percentage of 82.3% and an increase in learning outcomes with an average N-gain of 0.76 in the high category so it can be concluded that Android-based comic worksheet assisted learning Able to foster student learning creativity and improve student learning outcomes.
Copyright (c) 2025 Puji Astutik, Elviana Elviana (Author) https://creativecommons.org/licenses/by-sa/4.0
Peningkatan Hasil Belajar Siswa Prakarya Melalui Model Pembelajaran STEAM
The purpose of this research in general is to improve and improve the quality of handcrafted learning and specifically to improve the learning outcomes of handcrafted learning through the Science Technology Engineering Art Mathematics (STEAM) learning method for students in class VIII-F Odd semester SMP Negeri 13 Surakarta in the school year 2019/2020. This research was conducted in two cycles, each cycle consisting of planning, implementing the action, reflecting and evaluating. To know the progress of the learning outcomes of students, each cycle is done by using a Post Test and calculating the average achievement. Analysis of the data used in this study was a qualitative descriptive analysis based on the results of observation and reflection in cycle I and cycle II. The results of the study can be concluded that the application of the STEAM (Science Technology Engineering Art Mathematics) learning method can improve the learning outcomes of workshops for class VIII-F students of SMP Negeri 13 Surakarta from the initial conditions of low learning outcomes, namely with an average of 64.68 to the final condition of learning outcomes. High craftsmanship is with an average of 83.72 with an increase of 19.4%.
STEAM (Science Technology Engineering Art Mathematics).
Copyright (c) 2025 Ria Widyawati (Author) https://creativecommons.org/licenses/by-sa/4.0
Peningkatan Hasil Belajar IPS Siswa SMP Melalui Model Pembelajaran Discovery Learning
The purpose of this study was to improve the learning achievement of social studies students on international trade material by implementing the discovery learning model in class IX.4 of SMP Negeri 16 Batam during the 2018/2019 academic year. This research was carried out through classroom action research which consisted of two cycles, where each cycle included stages of planning, implementation, observation, and reflection. The discovery learning model was chosen because it encourages students to play an active role in the learning process, especially in exploring concepts, identifying problems, and finding solutions independently or collaboratively. Data collection techniques in this study included documentation to obtain information regarding student learning outcomes and observation sheets to monitor learning activities and the extent of student involvement during the implementation of discovery learning. The collected data were analysed descriptively qualitatively to describe the improvement in student achievement from one cycle to the next. The results of the study show that the application of discovery learning has a positive impact on students’ understanding of international trade material. This is evident from the increase in the percentage of students who achieved mastery learning, where in cycle I the completeness level reached 68%, and after improvements and refinements to the learning process, student mastery increased significantly in cycle II to 85%. These findings indicate that discovery learning is effective in improving social studies learning outcomes and can be used as an alternative model in developing students’ analytical and conceptual skills, particularly in economic-related materials such as international trade.
Copyright (c) 2025 Agus Giri Yulianta, Syahril Syahril (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengembangan Fasilitas Share Screen Pada Media Webex untuk Meningkatkan Kemampuan Menulis Teks Report Siswa
This study investigated the use of sharing screen facility on Cisco Webex media in teaching writing proses on Report Text of IXC students SMPN 2 Garut. It’s an action research study used systematically method which starts from planning, doing, observing, and evaluating (self-evaluating), and reflecting. The participants included 30 of 9C students of junior high school 2 in Garut. This study examined two types of data. The first data were texts written by students in the first, the second and the third cycle. The second data were the students’ opinion, which was gathered through an interview after each cycle. This study found that generally learning activities used share screen facility on Cisco Webex media impoved. It’s showed on the second and third draft of sudents’ text are better with more improving ideas and better sentence structures from the first draft. At the end of the writing activities with facility of share screen on media Cisco Webex influence on students writing abilities on Report text. It is also found this effectiveness is supported by the findings from the interview: the students found the learning activities both enjoyable and beneficial.
Copyright (c) 2025 Atin Kartinah (Author) https://creativecommons.org/licenses/by-sa/4.0
Peningkatan Hasil Belajar Matematika Melalui PjBL, dan STEM, Berbantuan Webex untuk Siswa SMP
Based on the writer's experience, the material of congruence and similarity is material that is considered difficult by students and the learning outcomes of this material are unsatisfactory. Previously, learning in this material used Project Based Learning (PJBL), had not implemented Science Technology Engineering Mathematics (STEM) and had not used any applications. This study aims to improve the learning outcomes of class IXE students of SMP Negeri 4 Yogyakarta in the material of congruence and similarity in the 1st semester of the 2019/2020 school year. by applying the PPA and STEM learning model assisted by the Webex application. This type of research is a classroom action research (PTK) which consists of 2 cycles. The qualitative analysis model is the Miles & Hubberman model which includes: data reduction (sorting out important, relevant, and meaningful data from useless data), descriptive presentation (narrative, visual images, tables) with a systematic and logical flow of presentation, conclusion of research results shows: (1) the increase in the average pre-test and post-test cycle 1, 25.17 points and cycle 2, 15.82 points, exceeding the research success indicator, namely an increase of at least 5; (2) The increase in the average results of student activity is 8%, teachers are 4%, student questionnaires are 11.4%, all above the indicators of research success are at least 2%. Based on the description, the actions in this study can improve student learning outcomes.
Copyright (c) 2025 Wahyu Cahyaning Pangestuti, Masbur Masbur (Author) https://creativecommons.org/licenses/by-sa/4.0