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INDONESIA
Jurnal Dimensi Pendidikan dan Pembelajaran
ISSN : 23033800     EISSN : 2527049     DOI : -
Core Subject : Education,
Jurnal Dimensi Pendidikan dan Pembelajaran is a peer-reviewed, open access journal that provides publication of articles in all areas of educational research. It aims to promote excellence through the dissemination of high-quality research findings and provide a platform for scientists and academicians all over the world to promote, share, and discuss various new issues and developments in different areas of educational research.
Arjuna Subject : -
Articles 429 Documents
Analisis Efektivitas Media Realia Pada Konsentrasi Belajar Peserta Didik Down syndrome Mafluda, Andini Oktavia; Wati, Tri Linggo
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 12: Special Issue No. 1 (2024)
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v12i0.9138

Abstract

Media realia sebagai alat untuk memaksimalkan rentan perhatian atau konsentrasi belajar peserta didik down syndrome. Tujuan dari penelitian ini adalah menganalisis efektivitas media realia terhadap konsentrasi belajar peserta didik down syndrome. Metode yang digunakan oleh peneliti adalah metode kualitatif jenis fenomenologis. Subjek peneliti dipilih dengan cara purposive sampling. Subjek terdiri dari 2 peserta didik down syndrome kelas III di SLB Mutiara Hati Sidoarjo dan 1 guru. Analisis data memakai analisis deskriptif yaitu dengan membandingkan temuan-temuan dilapangan serta data yang sudah diperoleh (data sebelum menggunakan media realia) dengan (data sesudah menggunakan media realia). hasil penelitian menunjukkan bahwa sebelum diterapkan atau diimplementasikan media realia oleh guru peserta didik masih belum konsentrasi, serta masih belum mampu menjawab pertanyaan ataupun tugas yang guru berikan. Sedangkan pada saat guru mengimplementasikan media realia pada saat pembelajaran berlangsung, peserta didik menyimak dengan penuh konsentrasi, peserta didik menjadi  aktif dan perasaan ingin tau mereka yang tinggi pada saat pembelajaran berlangsung, dan peserta didik dapat menjawab beberapa pertanyaan maupun tugas yang diberikan. Melalui penelitian ini bisa disimpulkan bahwa media realia sangat efektif dalam mengoptimalkan konsentrasi belajar peserta didik down syndrome.
Pengembangan Media Video Animasi Pembelajaran IPA Materi Perubahan Cuaca Untuk Meningkatkan Hasil Belajar Siswa Berbasis Canva Pendidikan Kristiari, Shintia Putri; Cahyadi, Fajar; Suyitno, Suyitno
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 11: Special Issue No. 1 (2023)
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v11i1.8102

Abstract

Penelitian ini bertujuan untuk mengembangkan video pembelajaran interaktif menggunakan aplikasi Canva Pendidikan pada pembelajaran IPA Tematik materi perubahan cuaca di kelas 3 sekolah dasar. Jenis penelitian yang digunakan adalah penelitian dan pengembangan (research and development) dengan mengacu pada 9 langkah yang dikembangkan oleh model Dick and Carey. Adapun subjek di dalam penelitian ini adalah siswa kelas III yang berjumlah  19 orang. Instrumen yang digunakan berupa lembar angket validasi untuk para ahli (materi, media, bahasa, dan guru), lembar studi pendahuluan untuk siswa, lembar studi akhir untuk siswa, angket respon guru dan angket respon siswa. Teknik pengumpulan data yang digunakan adalah wawancara, kuesioner, dan dokumentasi. Dari hasil akumulasi penilaian yang dilakukan oleh guru kelas, Besarnya persentase ini menunjukkan bahwa media pembelajaran video interaktif berbasis Canva Pendidikan pada materi perubahan cuaca termasuk ke dalam kategori “Sangat Baik” atau “Sangat Layak” untuk digunakan sebagai media di dalam proses pembelajaran IPA
Pengaruh Metode Pembelajaran Role Playing Terhadap Profil Pelajar Pancasila Berbasis Nilai-Nilai Kearifan Lokal Di Sekolah Dasar Guna Meningkatkan Hasil Belajar Nabilah, Anisa Ayu; Tirtoni, Feri
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 12: Special Issue No. 1 (2024)
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v12i1.9391

Abstract

Metode Role Playing berbasis project learning merupakan pendekatan yang bersifat kreatif dan interaktif untuk digunakan pada siswa Sekolah Dasar. Metode ini menggabungkan pembelajaran berbasis proyek dengan simulasi peran, di mana siswa akan memainkan peran tertentu dalam sebuah skenario atau situasi keterkaitan dengan materi yang dipelajari. Dengan tema Lelang Bandeng pada penelitian ini bertujuan untuk mengenalkan kepada peserta didik akan adanya kearifan lokal dari daerah setempat yang merupakan tempat domisilinya. Populasi penelitian ini adalah kelas IV B dan jumlah siswa sebanyak 25 orang. Metode penelitian yang digunakan adalah metode kuantitatif eksperimen dengan menggunakan jenis Pre-Experimental  Design. Desain penelitian ini  menggunakan  jenis “One Group Pretest-Posttest”. Metode analisis pada data yang diaplikasikan ialah analisis deskriptif (mean, median, dan modus), uji normalitas, uji homogenitas. Penerapan hipotesis dihitung melalui Uji-t menggunakan ketentuan sampel  yang terkumpul serta terdistribusi normal dan serta sampel yang bersifat homogen dengan bantuanSoftwareSPSS versi 26. Hasil penelitian ini berupa hasil pretest dan posttest yang di analisis dengan menggunakan uji normalitas, serta menghasilkan data yang berdistribusi normal. Mengggunakan uji paired sample t test dengan nilai sig (2 tailed) sebesar 0.000 0.05, menunjukkan bahwa terjadi adanya pengaruh dan Ha diterima serta Ho ditolak. Selanjutnya pada uji N-Gain dapat dikategorikan sedang karena g ≤ 0.7. Dengan diberikannya wawasan baru terkait hal ini para peserta didik mengalami peningkatan pengetahuan yang dapat dilhat dari uji analisis diatas.
Pendekatan Science Technology Engineering Math (STEM) Pada Mahasiswa Pendidikan Teknik Mesin Di Era Revolusi Industri 5.0 Firdausia, Fadliyanti; Yoto, Yoto
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 11: Special Issue No. 1 (2023)
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v11i1.8087

Abstract

Meningkatkan pendidikan yang bermutu sesuai dengan kompetensi di era abad 21 saat ini dapat diupayakan dengan menggunakan salah satu metode yaitu Science Technology Engineering Math (STEM) yang sejalan dengan perkembangan industri menuju industry 5.0. Pendekatan STEM diharapkan dapat membuat individu bersaing secara global dalam menghadapi kebaharuan, kemajuan, dan perubahan signifikan yang terjadi di lingkup nasional maupun internasioanl. Untuk menghadapi tantangan global siswa dilatih agar mampu berkomunikasi, berpikir kritis, mengasah kreatifitas, dan menyelesaikan masalah. Dengan penerapan metode penelitian Systematic Literature Review, maka penelitian bersumber dari artikel, buku, dan teori-teori pendukung yangrelevan dengan topik yang diambil kurang lebih 85 literatur yang telah terbit pada rentang waktu antara tahun 2013 sampai tahun 2023 di dalam dunia pendidikan yang terkolaborasi STEM untuk menyongsong revolusi industri. Dalam kajian artikel SLR ini dimana tujuannya ialah memperoleh deskripsi empiris yang relevan tentang pembelajaran yang terintegrasi STEM pada jenjang mahasiswa Pendidikan Teknik Mesin dan implementasi yang telah di terapkan.
Analysis of the Role of Regional Government in Optimizing the School Operational Assistance Program (BOSP) Policy in Surabaya as a Strategy for Improving Education Quality Dewi, Rahmatika Putri; Pramudiana, Ika Devy; Widyawati, Widyawati; Patria, Dendy
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 13, No 1 (2025): January
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v13i1.10613

Abstract

The development of the implementation of the School Operational Assistance Policy (BOSP) in Surabaya faces various challenges that affect policy optimization. This study aims to analyze the role of local government in optimizing the BOSP policy using Edward III's policy implementation theory, which includes communication, bureaucratic structure, resources, and the disposition or attitudes of implementers. This research employs a qualitative method by collecting data through in-depth interviews with informants from the education office and educational institutions in Surabaya, as well as documentation studies related to the BOSP policy. The study results show that communication contributes 68% to the success of the BOSP policy implementation, although there are still shortcomings in responsiveness and socialization. Bureaucratic structure contributes 72%, with major challenges in fragmented coordination between units and complex decision-making procedures. Resources contribute the highest at 74%, but limitations in staff competence and technological infrastructure remain significant obstacles. The disposition or attitudes of implementers contribute 73% to success, though deficiencies in discipline, integrity, and initiative are still evident. These four aspects indicate that while most elements have performed well, there is still room for improvement requiring serious attention to enhance policy effectiveness.The conclusion of this study is that optimizing the BOSP policy in Surabaya requires strengthening the four analyzed aspects. To address communication shortcomings, more structured and responsive socialization mechanisms are needed. Bureaucratic fragmentation can be resolved by simplifying procedures and integrating data management systems. Human resource and technological limitations must be addressed through intensive training and infrastructure investment. Finally, implementer disposition can be improved through development programs and supervision. These strategic recommendations can support the Surabaya local government in optimizing the implementation of the BOSP policy in a transparent, accountable, and effective manner to achieve better educational goals.
Students Mathematical Reflective Thinking Ability in Solving Higher Order Thinking Skills (HOTS) Type Problems as Seen From Cognitive Style Sari, Yaniswa; Swastika, Annisa; Tanyono, Dillah
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 13, No 1 (2025): January
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v13i1.10599

Abstract

One of the high-level thinking skills that plays an important role in problem solving is reflective thinking. Reflective thinking helps students think about what they do and why they do it. In fact, this ability is still in the low category. Each student has different characteristics. This is related to the way a person absorbs and processes the information they receive, resulting in different ways of thinking in solving problems. The purpose of this study was to describe the mathematical reflective thinking skills of students with dependent cognitive styles and independent cognitive styles when solving HOTS-type problems. This study involved teachers and students at SMK Muhammadiyah 1 Surakarta. The data collection method in this study was the test and interview method and will be analyzed using descriptive analysis. The results showed that students with independent cognitive styles were able to meet all indicators of reflective thinking, such as reaction, evaluation, and reflection. Students with dependent cognitive styles were unable to meet the three indicators of reflective thinking. Students with domain dependent cognitive styles were only able to meet the reaction indicator, but the evaluation and reflection indicators had not been met. It can be said that students with domain independent cognitive styles solve problems more thoroughly than students with domain dependent cognitive styles.
Development of Fukado Learning Media on Mathematics Content of Space Building Materials on The Improvement of Student Results Class VI at SD Negeri Sadeng 01 Semarang City Farid, Nizar; Nugraheni, Nursiwi
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 13, No 1 (2025): January
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v13i1.9949

Abstract

The purpose of this study was to develop Fukado media with Borg and Gall's development theory through 10 stages of development so that the developed media can be used to achieve learning objectives, namely improving student learning outcomes. The research subjects used 6th-grade students at SD Negeri Sadeng 01 Semarang City with 27 students. Augmented reality is one of the media that can help with learning. The development of this media is done by analyzing problems, designing media, media validated by experts, and testing on learning. The effectiveness of this learning media is seen with assessment instruments on validity, effectiveness, and practicality. Media development that has gone through various stages of development is declared successful with a level of validity of media, material, and language of 88%, 95%, and 91% respectively, The effectiveness of the media can be seen from the increase in learning outcomes in mathematics learning with the difference in the average student score reaching 15 from the original 61 to 76 obtained from trials with pretest and posttest.
Utilizing Serious Games as an Interactive Platform for Programming Learning in Informatics Students Wicaksono, Manuel Yosia Krista Ananda; Prasetya, Noven Indra
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 13, No 1 (2025): January
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v13i1.10758

Abstract

Programming is a critical skill for informatics students, enabling them to design systems, develop software, and analyze user requirements. However, many students face significant challenges in understanding programming concepts and syntax, particularly during the initial stages of learning. These difficulties often stem from limited proficiency in reading, debugging, and writing code, coupled with low motivation and engagement in the learning process. To address these challenges, it is essential to adopt engaging and enjoyable instructional approaches. Serious games have proven to be an effective instructional method, enhancing students' motivation and engagement through game-based elements. This study introduces DolananCoding, a serious game developed as an interactive platform for teaching structured programming courses. DolananCoding incorporates two key features: live coding and a leaderboard, both designed to boost students' motivation and engagement in programming learning. The platform was rigorously evaluated through two testing methods: system testing and user testing. System testing validated the fulfillment of functional requirements, including modules, materials, and experience points, all of which met the expected standards. User testing assessed the platform's user satisfaction through a questionnaire administered to 76 students, yielding an average satisfaction score of 4.3 out of 5.0. These results indicate a positive reception among students, demonstrating the platform's readiness for integration into programming learning.
Development of Learning Media Based on Kinemaster Pro Application in History Subjects Guritno, Galih; Susanti, L.R. Retno
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 13, No 1 (2025): January
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v13i1.10810

Abstract

This study aims to develop learning media based on kinemaster pro applications that are effective and efficient. This research is a type of research that uses the Alessi Trollip development model. The purpose of this research is to develop learning media based on kinemaster pro applications that are valid and have an effective impact on history learning. The validity of the developed product is based on the results of validation conducted by several experts, namely media experts, material experts and learning design experts. The results of the validation of media experts are 3.93 with a valid category, material experts are 4.30 with a very valid category, and learning design with a value of 4.10 with a valid category. The effectiveness of the use of kinemaster pro application-based learning media can be seen in the learning outcomes of students who experienced an increase in learning outcomes by 43.61%. Furthermore, the N-gain is 0.78 which is included in the high category.
Development Of Explosion Box Media Recognizing Culinary Heritage Nurjanah, Nunung; Firyal, Fadila Fikri; Saputri, Anggi Martiningtyas Januwati; Effendi, Muhammad Idris
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 13, No 1 (2025): January
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v13i1.10306

Abstract

The objectives of this research: 1) produce a product in the form of explosion box media; 2) analyze the suitability of the explosion box media; 3) analyze the effectiveness of the explosion box media. This Development Research or RD uses Sugiyono's development model, the stages it goes through include: 1. potential and problems; 2. data collection; 3. product design; 4.design validation; 5. design revision; 6. product testing, and 7. product revision. The research subjects were media experts and material experts who acted as validators, as well as language experts, with one expert each and 30 respondents aged between 7 and 13 years who lived in Kampoeng Heritage Kajoetangan Malang. Data collection uses questionnaires and assessment sheets from material experts, language experts and media experts to evaluate how effective the explosion box media is. Produce: 1) explosion box media getting to know the Kampoeng Heritage Culinary of Kajoetangan Malang; 2) the explosion box media recognizes that the Kampoeng Heritage Kajoetangan Malang Culinary is suitable for use, this is in accordance with the results of validation by material experts who gave a score of 87.5%, media experts 88.6%, and language experts 84.3%; 3.) shows the effectiveness of the explosion box media to get to know the culinary delights of Kampoeng Heritage Kajoetangan Malang which was tested using a validity test and a reliability test which showed a result of 0.755 which means reliable.