cover
Contact Name
Yusrawati JR Simatupang
Contact Email
yusrawati090992@gmail.com
Phone
+6285260106663
Journal Mail Official
intankemalasari00@gmail.com
Editorial Address
STKIP Bina Bangsa Getsempena, Jalan Tanggul Krueng Aceh, No.34, Rukoh, Darussalam, Banda Aceh, 23112
Location
Kota banda aceh,
Aceh
INDONESIA
Visipena
ISSN : 20861397     EISSN : 25026860     DOI : 10.46244/visipena
Core Subject : Education,
Articles to be published on Visipena should follow the focus and scope of this journal. The scope of this journal is Education.
Articles 353 Documents
THE INFLUENCE OF ANDROID-BASED MUSIC MEDIA AND CONVENTIONAL MUSICAL INSTRUMENTS AND LEARNING MOTIVATION ON THE RESULTS OF JUNIOR HIGH SCHOOL STUDENTS' MUSIC ENSEMBLE Parlina, Trisia Santi; Rufi'i, Rufi'i; Rachmadtullah, Reza
Jurnal Visipena Vol 16 No 2 (2025)
Publisher : Lembaga Penelitian dan Pengabdian (LP2M) STKIP Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/visipena.v16i2.3502

Abstract

This study aims to analyze the influence of learning media (Android-based music applications and conventional musical instruments) and learning motivation on the learning outcomes of junior high school students' music ensembles. The study used a quantitative approach with a 2×2 factorial quasi-experimental design on 60 students grouped by media type and learning motivation level. The research instruments included a learning outcome test and a motivation questionnaire (Cronbach's Alpha 0.85–0.87). Data analysis included normality, homogeneity, and two-way ANOVA tests. The results showed a significant increase between pretest and posttest scores (t = 12.84; p = 0.000). The ANOVA test revealed that learning media had a significant effect on learning outcomes (F(1,56) = 14.62; p = 0.000; η² = 0.21). Learning motivation also had a significant effect (F(1,56) = 32.45; p = 0.000; η² = 0.37). In addition, there was a significant interaction between media and motivation (F(1,56) = 4.18; p = 0.046; η² = 0.07). Highly motivated students using the Android application obtained the highest average score (Mean = 88.75), while lowly motivated students using conventional media showed the lowest score (Mean = 64.38). This finding confirms that Android-based music applications can significantly improve the effectiveness of music ensemble learning, especially for students with high motivation. The integration of digital technology is recommended as an alternative learning strategy that is interactive, flexible, and supports the improvement of students' musical performance.
PRINCIPAL MANAGEMENT IN THE IMPLEMENTATION OF THE TEACHING FACTORY TO IMPROVE GRADUATES' QUALITY Wardhani, Sri; Bahri, Saiful; Munawar, Munawar
Jurnal Visipena Vol 16 No 2 (2025)
Publisher : Lembaga Penelitian dan Pengabdian (LP2M) STKIP Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/visipena.v16i2.3526

Abstract

Vocational High Schools are designed to produce work-ready graduates; however, the high unemployment rate among SMK graduates indicates a mismatch between school competencies and labor market demands. Teaching Factory (TEFA) has been developed as a contextual vocational learning approach, yet its implementation continues to face challenges, particularly in managerial aspects. This study aims to describe the principal’s management in improving graduate quality through Teaching Factory-based learning at SMK Negeri 2 Langsa. A qualitative approach was employed, with data collected through interviews, observations, and documentation. Data analysis was conducted using NVivo 12 software. The novelty of this study lies in positioning Teaching Factory as a vocational education management system driven by the principal’s leadership, rather than merely as a learning model, through the integration of four management functions: planning, organizing, implementing, and supervising. The findings indicate that planning is carried out strategically and collaboratively with industry partners, organizing is reflected in the strengthening of work structures and human resources, implementation is conducted through coordination and product-based evaluation, and supervision is adaptive and continuous. The implementation of TEFA management has a significant impact on improving graduate quality, as reflected in the increased graduate absorption rate based on the 2025 Education Report. These findings provide both theoretical and practical contributions to the development of vocational education management at SMK Negeri 2 Langsa.
EFFECTIVENESS OF THE NUMBERED HEADS TOGETHER (NHT) MODEL BASED ON SNAKES AND LADDERS MEDIA ON STUDENTS' ENGAGEMENT IN SKI Salsabila, Choirunisa; Makbuloh, Deden; Mustofa, Muhammad
Jurnal Visipena Vol 16 No 2 (2025)
Publisher : Lembaga Penelitian dan Pengabdian (LP2M) STKIP Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/visipena.v16i2.3565

Abstract

Student engagement is a crucial indicator of successful educational outcomes. However, in practice, engagement levels often remain low, particularly in Islamic Cultural History (SKI) courses. Preliminary research conducted at MTs Negeri 2 Bandar Lampung revealed that only 2% of students actively engaged in asking questions to teachers or peers, indicating a predominantly passive attitude towards learning. This situation highlights the urgent need for innovative teaching methods that can effectively foster active student participation. Accordingly, this study empirically examines the effectiveness of the Numbered Heads Together (NHT) cooperative learning model, integrated with Snakes and Ladders game media, in enhancing students’ engagement in Islamic Cultural History (SKI). The research adopts a quantitative approach using a quasi-experimental design with a post-test-only control group framework. The sample consists of two intact groups from seventh-grade classes, selected via intact group sampling techniques. One class served as the experimental group, utilizing NHT with Snakes and Ladders media, while the other group was the control, applying the Jigsaw method. Data on learning activity were collected through questionnaires and analyzed using independent sample t- tests, along with effect size calculations. The findings revealed a significance level of 0.269 (> 0.05) and a Cohen’s d of 0.027, indicating no statistically significant difference between the experimental and control groups, with the treatment effect being negligibly small in practical terms. These results suggest that the effectiveness of the NHT model based on game media is context-dependent and influenced by students’ preparedness, self-confidence, and emotional factors. Consequently, for NHT to function optimally in enhancing student engagement, it requires strengthening of the affective domain alongside consistent reinforcement of cooperative learning practices.