https://journal.actual-insight.com/index.php/paidea/issue/feed Paidea : Jurnal Pendidikan dan Pembelajaran Indonesia 2025-07-24T04:05:21+00:00 Open Journal Systems <p><strong>Paidea: Jurnal Pendidikan dan Pembelajaran Indonesia</strong> merupakan jurnal penelitian yang menerbitkan beragam artikel dalam bidang pendidikan dan pembelajaran. Jurnal ini memberikan peluang untuk melakukan diseminasi kepada berbagai kalangan yang lebih luas untuk berbagi informasi hasil penelitian secara empiris dan kajian literatur tentang pendidikan dan pembelajaran, seperti guru, dosen, mahasiswa dan para peneliti di bidang pendidikan dan pembelajaran. Pada edisi ini telah<strong> <a href="https://sinta.kemdikbud.go.id/journals/profile/13463" target="_blank" rel="noopener">TERINDEKS SINTA 5</a></strong><br /><strong>e-ISSN :</strong> <strong><a title="e-ISSN Jurnal Paidea" href="https://issn.brin.go.id/terbit/detail/1612111100" target="_blank" rel="noopener">2775-1600</a></strong> <strong>p-ISSN : <a title="p-ISSN Paidea" href="https://issn.brin.go.id/terbit/detail/20210422242245207" target="_blank" rel="noopener">2776-5253</a>.</strong></p> https://journal.actual-insight.com/index.php/paidea/article/view/3433 The Effectiveness Implementation Team Games Tournament Learning Model on Negotiation Text Materials Class X Students 2025-07-08T08:10:31+00:00 Lailatul Khasanah lailakhasanah0130@gmail.com Suwadi Suwadi suwadi.adiansyah@gmail.com Sugianti Sugianti sugiantiuniwara@gmail.com <p>This study investigates the effectiveness of the Team Games Tournament learning model as a cooperative learning strategy in teaching negotiation texts to Grade X students at Muhammadiyah 1 Vocational High School Pasuruan. The research was motivated by initial classroom observations indicating low student enthusiasm and passive learning behavior, particularly regarding negotiation texts. This study employed a qualitative descriptive approach, involving 33 students. Data were collected through classroom observations, teacher and student questionnaires, and documentation of learning outcomes. Data analysis followed the Miles and Huberman model: data reduction, display, and conclusion drawing. The findings reveal that the Team Games Tournament model significantly increased student engagement, collaboration, and confidence. Approximately 90% of students actively participated in role-play activities and demonstrated improved comprehension of negotiation texts. Teachers also reported enhanced classroom interaction and ease of implementation. The Team Games Tournament model fostered a dynamic, competitive, and cooperative environment, aligning with vocational education's emphasis on practical and interpersonal skills. These results suggest that Team Games Tournament is a viable alternative for promoting active learning in language subjects, particularly in vocational school contexts.</p> 2025-07-23T00:00:00+00:00 Copyright (c) 2025 Paidea : Jurnal Pendidikan dan Pembelajaran Indonesia https://journal.actual-insight.com/index.php/paidea/article/view/3329 Investigating Code Mixing as a Feature of Bilingualism in Indonesian Language Education 2025-07-24T04:05:21+00:00 Krisna Novarisa lusikomalasari@gmail.com Lusi Komala Sari lusikomalasari@gmail.com Lusi Mgbemgasha Apakama lusikomalasari@gmail.com <p>In the teaching and learning process, Indonesian is formally used as the language of instruction. However, students frequently incorporate regional or foreign languages during classroom interactions, both within and beyond the classroom context, often without regard for the appropriateness of the language variety used. For students, the primary concern is that the intended message is conveyed and understood. This study aims to examine the forms of code mixing and identify the factors that influence its occurrence in Indonesian language learning among seventh-grade students at State Junior High School 2 Bangko Pusako, Rokan Hilir Regency. Employing a qualitative case study approach, data were collected through non-participant observation of classroom conversations. The findings indicate the presence of code mixing during the learning process, with two types identified: inner code mixing (27 instances) and outer code mixing (7 instances). The factors contributing to code mixing include role identification (1 instance), interlocutor (1 instance), language function and purpose (9 instances), and speaker-related factors. These findings highlight the linguistic dynamics in multilingual classrooms and suggest a need for pedagogical strategies that acknowledge and manage students' bilingual or multilingual practices.</p> 2025-07-31T00:00:00+00:00 Copyright (c) 2025 Paidea : Jurnal Pendidikan dan Pembelajaran Indonesia https://journal.actual-insight.com/index.php/paidea/article/view/3307 The Utilization of Google Workspace to Improve the Poetry Analysis Skills of Tenth Grade Students at State Senior High School 2 Malang 2025-07-01T12:09:34+00:00 Rahutami Rahutami mamik@unikama.ac.id Fince Mathelda mamik@unikama.ac.id Astrid Wangsagirindra Pudjastawa mamik@unikama.ac.id <p>This research utilizes Google Workspace, especially Google Docs which is integrated with mobile phones, in learning poetry analysis in class X E State Senior High School 2 Malang. The goal is to increase students' active participation and understanding of the intrinsic elements of poetry, including themes, majas, and rhyme. This study uses the Kemmis and McTaggart model Classroom Action Research (PTK) approach which was carried out in two cycles with 36 students. Data was collected through classroom observations, teacher diaries, and online worksheet documents, then analyzed by data reduction techniques, data presentation, and conclusion drawn. The results showed an increase in student learning completeness from 22% in the pre-cycle to 61% in the first cycle and reached 86% in the second cycle. Real-time collaboration in Google Docs has proven effective in deepening understanding of the intrinsic elements of poetry and encouraging students' critical engagement. The novelty of this research lies in the application of Google Docs in the context of poetry analysis at the high school level, which has been more widely applied in writing or prose learning, so as to theoretically expand the use of digital platforms to strengthen the ability of online collaborative-based literary analysis, and practically provide an alternative technology-based literary learning strategy that is participatory, collaborative, reflective, and relevant to the learning needs of the century 21st.</p> 2025-08-03T00:00:00+00:00 Copyright (c) 2025 Paidea : Jurnal Pendidikan dan Pembelajaran Indonesia https://journal.actual-insight.com/index.php/paidea/article/view/3308 The Use of Interactive Game-Based Wordwall Media to Increase Student Participation in Pancasila Education 2025-07-01T12:24:11+00:00 Yuli Ifana Sari ifana@unikama.ac.id Ulfa Roudohtul Annisa ifana@unikama.ac.id Yenny Sunaryati ifana@unikama.ac.id <p>This research aims to increase the active participation of students in learning Pancasila and Citizenship Education through the use of interactive digital media Wordwall in class VIII-E State Junior High School 10 Malang. The background of this study is based on the results of initial observations that show low student participation during the learning process, where only about 40% of students are active in discussions and answering teachers' questions. The low participation is caused by the lack of variety of learning methods and media used, making students easily bored and tend to be passive. To overcome these problems, this study uses a qualitative descriptive approach with the Kemmis and McTaggart model class action research method which is carried out in two cycles. Each cycle consists of planning, action, observation, and reflection stages. The research data was obtained through observation techniques of student participation during learning activities and questionnaires of student responses to the use of Wordwall media. The results showed a significant increase in student active participation from 40% at the pre-action to 68% at the end of the first cycle, and increased again to 85% at the end of the second cycle. In addition, students' enthusiasm and motivation to learn have also increased to reach 90%. These findings prove that the use of interactive digital media such as Wordwall is effective in creating a more participatory, fun, and motivating learning environment for students to be actively involved in Pancasila and Civic Education learning. Thus, the application of interactive media can be an alternative learning strategy that is relevant to improve the quality of the teaching and learning process in schools.</p> 2025-08-03T00:00:00+00:00 Copyright (c) 2025 Paidea : Jurnal Pendidikan dan Pembelajaran Indonesia https://journal.actual-insight.com/index.php/paidea/article/view/3309 Increasing Interest in Learning Natural and Social Sciences of Grade III Elementary School Students Through a Problem Based Learning Model Assisted by Interactive Media 2025-07-01T12:24:34+00:00 Yulianti Yulianti yulianti@unikama.ac.id Rani Prasetyaningtyas yulianti@unikama.ac.id Setyo Agung Widodo yulianti@unikama.ac.id <p>Students' interest in learning Natural and Social Sciences (IPAS) subjects in elementary schools remains relatively low, as indicated by the limited active participation of students during lessons, which affects the achievement of optimal learning outcomes. This issue is mainly caused by the lack of varied learning models and media, resulting in monotonous and less engaging learning activities. This study aims to improve the learning interest of Grade III students at SDN Tanjungrejo 05 in the IPAS subject through the application of the Problem Based Learning (PBL) model assisted by Educaplay Froggy Jumps, a web-based educational game. The research employed a Classroom Action Research (CAR) approach based on the Kemmis and McTaggart model, conducted in two cycles. Each cycle included four stages: planning, action implementation, observation, and reflection. Data were collected through observations of student activities and learning interest questionnaires administered before and after the actions. The collected data were analyzed using descriptive qualitative and quantitative techniques. The results indicated a significant increase in students' learning interest from the first to the second cycle. In the first cycle, the average learning interest reached 78%, increasing to 90% by the end of the second cycle. The use of the PBL model assisted by digital educational game media effectively enhanced students' attention, engagement, interest, and enjoyment in learning IPAS material. These findings suggest that integrating problem-based learning with interactive digital media can be an effective and enjoyable alternative strategy for increasing students' learning interest in elementary schools.</p> 2025-08-03T00:00:00+00:00 Copyright (c) 2025 Paidea : Jurnal Pendidikan dan Pembelajaran Indonesia