https://jurnal.uniraya.ac.id/index.php/NDRUMI/issue/feedNdrumi : Jurnal Ilmu Pendidikan dan Humaniora2026-03-02T00:00:00+07:00Darmawan Harefa, M.Pdndrumi@uniraya.ac.idOpen Journal Systems<p align="justify">Ndrumi : Jurnal Ilmu Pendidikan dan Humaniora sebagai wadah publikasi pada bidang pendidikan dan humaniora yang diterbitkan oleh LPPM Universitas Nias Raya, berupa hasil penelitian, kajian teori, metode, dan gagasan ilmiah yang sesuai dengan kepakaran ilmu pengetahuan. Ndrumi : Jurnal Ilmu Pendidikan dan Humaniora merupakan peer-reviewed journal yang mempublikasikan artikel ilmiah berkualitas dalam Bahasa Indonesia atau Bahasa Inggris berupa hasil penelitian (prioritas utama) dan atau kajian ilmiah bidang kependidikan dan keguruan, baik dari sisi kebijakan pendidikan, metode, strategi ataupun pendekatan pengajaran, yang implementasinya terhadap pencapaian tujuan pendidikan nasional. Ndrumi : Jurnal Ilmu Pendidikan dan Humaniora menerima artikel ilmiah dari berbagai kalangan akademisi dan peneliti baik nasional maupun internasional. Ndrumi : Jurnal Ilmu Pendidikan dan Humaniora memiliki P-ISSN 2615-0832 dan E-ISSN 2828-4097 dari LIPI serta terdaftar di BRIN dan GARUDA. Periode terbit jurnal dua kali setahun yaitu bulan Maret dan September.</p>https://jurnal.uniraya.ac.id/index.php/NDRUMI/article/view/4570PENGEMBANGAN BAHAN AJAR BERNUANSA ALAT MUSIK TRADISIONAL GAMELAN JAWA PADA MATERI LINGKARAN UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS DENGAN MODEL PROBLEM BASED LEARNING2026-02-22T22:40:34+07:00Rianda Sinagarianda.sinaga97@gmail.comHardi Tambunantambunhardi@gmail.comFirman Pangaribuanfirmanpangribfkipuhn@gmail.com<p><em>This study aims to develop mathematics teaching materials incorporating the traditional Javanese gamelan cultural context in the topic of circles to improve students’ mathematical problem-solving skills through the Problem Based Learning (PBL) model. The research employed a Research and Development (R&D) approach using the ADDIE development model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects included eighth-grade junior high school students, mathematics teachers, and instructional design and content experts. Data were collected using expert validation sheets, teacher and student response questionnaires, classroom observation sheets, and mathematical problem-solving ability tests. The data were analyzed using qualitative and quantitative descriptive techniques, including N-Gain analysis to measure improvements in students’ problem-solving abilities. The results indicate that the developed teaching materials are valid and practical for classroom use. Furthermore, the implementation of gamelan-based teaching materials integrated with the PBL model was proven effective in enhancing students’ mathematical problem-solving skills in circle topics. The integration of local cultural contexts into mathematics learning increases student engagement, strengthens conceptual understanding, and creates meaningful and contextual learning experiences. Therefore, the developed teaching materials are suitable as an innovative alternative for mathematics instruction at the junior high school level.</em></p>2026-03-10T00:00:00+07:00Copyright (c) 2026 Rianda Sinaga, Hardi Tambunan, Firman Pangaribuanhttps://jurnal.uniraya.ac.id/index.php/NDRUMI/article/view/4568PENGARUH PENGGUNAAN GAME EDUCAPLAY UNTUK MENINGKATKAN MOTIVASI BELAJAR DAN KEMAMPUAN KOGNITIF PESERTA DIDIK SMP NEGERI 1 ENDE PADA MATERI USAHA DAN ENERGI2026-02-24T21:32:10+07:00Martha Wahan Makinathamakin15@gmail.comYasinta Embu Ikasinta83ika@gmail.comAntonia Fransiska Laka23antonialaka@gmail.com<p><em>This study aims to analyze the effect of using the Educaplay game on students’ learning motivation and cognitive abilities at SMP Negeri 1 Ende on the topic of Work and Energy. The research employed a one-group pretest–posttest design involving 20 students as the sample. The instruments used in this study were a learning motivation questionnaire and a cognitive ability test. The results showed that after the implementation of the Educaplay game, students’ learning motivation was categorized as high, with an average percentage of 80.2%. In addition, students’ cognitive abilities improved significantly, as indicated by the increase in the mean pre-test score of 58.00 to a mean post-test score of 87.00. The t-test analysis revealed a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant difference between the pre-test and post-test scores. Therefore, it can be concluded that the use of the Educaplay game has a positive and significant effect on students’ learning motivation and cognitive abilities.</em></p>2026-02-20T17:42:19+07:00Copyright (c) 2026 Martha Makinhttps://jurnal.uniraya.ac.id/index.php/NDRUMI/article/view/4445PENGARUH MODEL PROBLEM BASED LEARNING (PBL) TERINTEGRASI KAHOOT TERHADAP PEMAHAMAN KONSEP FISIKA SISWA MAN ENDE2026-02-24T21:31:26+07:00Rasul Labaruldehuris@gmail.comMelkyanus Bili Umbu Kalekamelkhyitra@gmail.comAloisius Harsoaloharso@gmail.com<p><em>This study aims to determine the effect of implementing the Problem Based Learning (PBL) model integrated with Kahoot! on students’ understanding of physics concepts in Grade XI Science at MAN Ende. The study was motivated by students’ low conceptual understanding, reflected in their difficulty relating physics material to real-life contexts and their limited active participation in classroom learning. This research employed a quasi-experimental method using a one group posttest-only design. The participants were 25 students in the 2025/2026 academic year. The research instrument consisted of 30 multiple-choice questions, including 10 Kahoot-based items and 20 printed items. Data were analyzed using descriptive statistics, a normality test, and a one-sample t-test. The results showed an increase in the mean score from 63.2 to 90.6, with Sig. (2-tailed) < 0.05, indicating a significant positive effect on students’ conceptual understanding of physics.</em></p>2026-02-21T15:23:39+07:00Copyright (c) 2026 rasul laba