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Contact Name
Otang Kurniaman
Contact Email
otang.kurniaman@lecturer.unri.ac.id
Phone
+62813-9527-8819
Journal Mail Official
pajar@ejournal.unri.ac.id.
Editorial Address
Gedung B1, FKIP Universitas Riau Kampus Bina Widya Km. 12,5 Simpang Baru Panam Pekanbaru Riau Indonesia 28293
Location
Kota pekanbaru,
Riau
INDONESIA
Jurnal PAJAR (Pendidikan dan Pengajaran)
Published by Universitas Riau
ISSN : 25808435     EISSN : 26141337     DOI : 10.33578
Core Subject : Education,
Jurnal PAJAR (Pendidikan dan Pengajaran) aims to develop and disseminate science and technology through the scientific article of research and study of concepts or theories as an effort to enrich the scientific knowledge in the field of education and teaching. Jurnal PAJAR (Pendidikan dan Pengajaran) covers issues concerning education and teaching at the level of primary, secondary and higher education. This article is based on the results of research and theoretical studies which are equivalent to research supported by various theoretical studies that produce research in the form of educational research, learning research, classroom action research, and development. The fields of science include: Social Sciences Education; Mathematics Education; Language Education; Science Education; Arts and Culture Education; Early Childhood Education; Civics Educational; Religious Education; Physical Education; Education and Teaching; Educational Psychology; Learning Media; Education Management; Educational Technology; Music Education; Economics Education.
Articles 29 Documents
Search results for , issue "Vol 4, No 6 (2020)" : 29 Documents clear
IMPROVING STUDENTS’ LEARNING OUTCOMES THROUGH COOPERATIVE LEARNING MODEL OF GAME METHOD IN CIVICS LEARNING AT GRADE VI SD 005 KUMPAI Masran Masran
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8194

Abstract

This research was initiated by the low ability of students at grade VI SDN 005 Pulau Kumpai. The minimum achievement criteria (KKM) for PKN subjet was 65. Unfortunately, only 2 students, out of 10 students at grade VI, scored above the KKM while the other 8 students scored below the KKM. This research was a classroom action research (CAR) which aimed to improve the Civics learning outcomes in reading and understanding texts of students at grade VI SDN 005 Pulau Kumpai through cooperative learning model of game method. The subjects of this research were 10 students at SDN 005 Pulau Kumpai, consisting of 2 boys and 8 girls. This research was conducted in two cycles; each cycle consisted of four stages: planning, implementing, observing, and reflecting. The learning process was conducted through the game method of cooperative learning. The results of this research obtained that the initial score before the action was 61.50 and it increased in the first cycle I by 2.5% with an average of 64.00. then, in the second cycle, the score increased by 7.5% from the basic score with an average of 71.50. Before starting the treatment, 80% of the total number of students (8 students) did not achieved the minimum achievement criteria (KKM) while 2 students achieved the KKM. In cycle I, 6 students could not achieve the KKM  and 4 students already achieved the KKM. Moreover, in cycle 2, there was only 1 student who could not reach the KKM and almost all students (9 students) already reached the KKM. Based on the results, it could be concluded that cooperative learning model of game method improved the students’ learning outcomes in Civics learning at grade VI SDN 005 Pulau Kumpai especially in reading and understanding the content of reading materials.
THE EFFECT OF READING INTERESTS IN THE LIBRARY ON LEARNING OUTCOMES AT GRADE IV SD NEGERI 7 PARDUGUL IN ACADEMIC YEAR 2020/2021 Lenni Tampubolon; Rumiris Lumban Gaol; Ester Simarmata; Patri Janson Silaban
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8156

Abstract

This study aimed to determine the effect of reading interest in the library on the learning outcomes at grade IV SD Negeri 7 Pardugul in the academic year 2020/2021. The population was 50 students and all of them were chosen as the samples of this study. This research utilized a quantitative method with a survey type. The method used in this research was a quantitative method. Then, the hypotheses were tested by using t test. The results of this study showed that there was a significant effect of reading interests in the library on the learning outcomes of the fourth grade students at SD Negeri 7 Pardugul in the academic year 2020/2021. This finding was supported by the value of tcount> ttable, which was 3.204> 1.675. Hence, H0 was accepted,meaning that there was a significant effect of reading interests on students’ learning outcomes. Based on the results of this study, it can be concluded that reading interests has an effect on students’ learning outcomes.
THE EFFECTIVENESS OF THE SCRAMBLE METHOD TO IMPROVE THE STUDENTS’ ABILITY IN READING ALOUD AT GRADE II ELEMENTARY SCHOOLS Yeni Sulaeman; Muhardila Fauziah; Aan Aan
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8182

Abstract

The purpose of this study was to improve the students' ability in reading aloud by using the scramble method and to find out the students' sentence comprehension skills. This research wa a classroom action research conducted in two learning cycles. Each cycle consisted of two meetings with 2x30 minutes each. The data were obtained by observing the learning process, learning activities, and the results of the reading aloud comprehension test. The results showed that the students' ability to read aloud at grade II increased after the imlementation of scramble method in the learning process. Then, the results of the observation in the first cycle found several shortcomings so that they affected the students’ learning activities. The tests given at the second meeting were categorized as fairly good. After that, in the second cycle, the learning process became more conducive and fun. The students became active and enthusiastic about the learning process. It was found that  95% of students actively participated in learning and the average score of the  test was 93.50 with very good category. Thus, the implementation of scambel method improved the students’ ability to read aloud at grade II SDN Nameng 1 Rangkasbitung.
DEVELOPING WEB-BASED TEACHING MATERIALS ON THE SUBJECT OF SCHOOL CURRICULUM DEVELOPMENT Ade Vidianti; Johan Eka Wijaya DN
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8183

Abstract

The development of science and technology has changed the elements in all fields, especially education. The learning patterns have also changed; one of which is using computer-based or internet / web-based learning, such as: E-learning, online courses, web-based education, and others. This paradigm shift sometimes requires lecturers to be more creative in delivering learning materials to students, especially, in this research, in the subject of school curriculum development. This aims to increase the effectiveness and flexibility of learning. In its implementation, the school curriculum development subject still ituilize printed teaching materials during the learning process. The purpose of this research was to develop web-based teaching materials for the subject of school curriculum development. This research applied research and development method with ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The development of web-based teaching materials in this research was assessed through the expert review stage with an accumulation of assessment results from media experts, design experts, linguists, and media experts. The result showed that the percentage of the expert review was 86%  very good category. Then, the percentage of the individual test (one to one) was 85% with very good category. After that, the percentage of small group test was 85% with very good category. Based on these results, it can be concluded that web-based teaching materials are feasible to be applied to in the subject of school curriculum development.
IMPROVING PROBLEM SOLVING ABILITY THROUGH THE IMPLEMENTATION OF PROBLEM-BASED LEARNING ASSISTED BY SQUARE PUZZLE MEDIA Fitriana Mahmudah; Henry Suryo Bintoro; Deka Setiawan
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8104

Abstract

The aim of this classroom action research was to improve problem solving skills of the fourth grade students at Sekolah Dasar Negeri 2 Lambangan through the implementation of Problem-Based Learning model assisted by square puzzle media. This research involved 19 students as the subjects. This research was conducted in 2 cycles; each cycle consisted of 4 stages: planning, action, observation, and reflection. The independent variable in this study was a Problem-Based Learning model assisted by the square puzzle media. After that, the dependent variable was problem solving abilities. Data were collected through interviews and tests. The interviews were carried out to determine students’ interest in learning mathematics while the test was carried out to measure students’ mathematical problem solving abilities. Then, the data were analyzed quantitatively. The results showed that there was an increase on problem solving abilities in cycles I and II. The percentage of classical learning completeness increased from 63.15%, in cycle I, to 84.21%, in cycle II. The increase in problem solving abilities was caused by the implementation of Problem-Based Learning model which was student-centered. This model encouraged students to take an active role in problem solving activities. Besides, it was also supported by the use of square puzzle media which made it easier for students to build their understanding towards the materials about circumference and area of a two-dimentional figures (square and rectangle).
IMPLEMENTING DEADLINE LEARNING STRATEGY TO IMPROVE STUDENTS' INTEGRATED SCIENCE LEARNING OUTCOMES Kartini Br. Sembiring
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8186

Abstract

The purpose of this research was to improve the students’ learning outcomes on integrated science subject of class VIII.1 SMP Negeri 2 Bangko Kabupaten Rokan Hilir Regency by implementing the active learning of Deadline strategy. The subjects of this study were 30 students of Class VIII.1 SMP Negeri 2 Bangko Kabupaten Rokan Hilir. The research was a classroom action research. Based on the results of the study, the average score of the students’ learning outcomes before the implementation of Deadline strategy was only 62.50 with the percentage of learning mastery of 36.7%. it was found that the average score of the students’ learning outcomes in the first cycle was 67.33 with the the percentage of learning mastery of 66.7%. this meant that 20 students obtained a minimum score of 65 (KKM). Then, after reflection and improvements to learning weaknesses, the average score of students’ learning outcomes in the second cycle reached 82.33 with 100% learning mastery. This indicated that all students reached the specified KKM, so the implemnentation of Deadline Strategy successfully improved students’ learning outcomes.
IMPROVING TEACHERS’ SKILLS IN DESIGNING HOTS (HIGHER ORDER THINKING SKILLS) QUESTIONS THROUGH TEACHER WORK GROUP (KKG) Hiliyati Yus
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8162

Abstract

The quality of teachers as educators becomes an important factor, one of which is the quality in designing HOTS (Higher Order Thinking Skills) questions. This study aimed to improve teachers’ ability in designing HOTS (Higher Order Thinking Skills) questions through teacher work group (KKG). The subjects of this study were 26 teachers. This study was conducted by using school action research methods conducted in several cycles. The results demonstrated an increase in teachers’ activities in the first cycle; the average percentage was 73% with a good category. Then, the average percentage in the second cycle was 91% with a very good category. It was also found that the average score of teachers’ ability in designing HOTS questions in the first cycle was 80.76 with good category, while the average score in the second cycle was 96.92 with the very good category. Hence, it can be concluded that carrying out KKG activities was effective to increase the teachers’ ability in designing HOTS questions.
IMPROVING STUDENTS’ LEARNING OUTCOMES THROUGH EXAMPLES NON EXAMPLES LEARNING MODEL IN LEARNING BAHASA INDONESIA AT SDN 011 PAUH ANGIT Nurlela Nurlela
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8181

Abstract

A fundamental problem faced by fifth grade students at SDN 011 Pauh Angit was the low achievements in learning Bahasa Indonesia. As a result, the learning process became less effective at schools. The learning model applied in this research was example non example method, which was useful for making it easier for students to understand the concept of learning by looking directly at examples of the topic being taught. The purpose of this study was to improve the students’ achievement in learning Bahasa Indonesia at SDN 011 Pauh Angit. This research was a classroom action research which aimed to improve and enhance the learning process in the classroom. This study found that example non example learning model was effective to enhance the students’ learning outcomes. Based on the results of observations, there was an increase in teachers’  activities for 57% (sufficient category) in the first meeting. Moreover, in the second meeting, the activities increased  for 71% which was in good category. Meanwhile, in the third meeting, he teachers’ activities increased for 83% with very good category, and in the fourth meeting, the percentage increased to 92% with very good category. In addition, data on students’ activities revealed that in the first meeting, the students’ activities increased for 59% with sufficient category, and it increased  at the second meeting for 72% with good category. Then, at the third meeting the percentage reached 85% with very good category, and at the fourth meeting, it was 90% with the category of very good. Lastly, data on the improvement of students’ learning outcomes revealed that the score of daily test I was 78 and daily test II was 88.
EFFORTS TO IMPROVE TEACHERS' COMPETENCE IN PREPARING LESSON PLAN DURING THE COVID-19 PANDEMIC THROUGH IN HOUSE TRAINING Arpius Arpius
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8191

Abstract

This research was motivated by the government policies regarding the distance learning in which teachers played an important role to prepare effective learning for students. This research sought to improve teachers’ competence in preparing lesson plans by conducting in-house training activities. This research was conducted at SDN 014 Teratak Buluh with 9 teachers as the research subjects. The instrument was an observation sheet containing the information about the teachers’ competence in preparing lesson plans. The results showed that in cycle I the average score of the teachers’ competence was 67.22 with sufficient category. Then, the score increased in the second cycle to 78.33, which reached good category. Based on the results of this study, it can be concluded that the teachers’ competence in preparing the lesson plan during the Covid-19 pandemic increased through in-house training.
DEVELOPING 3-D SNAKE AND LADDER GAME: THE IMPLEMENTATION AT THE SECOND GRADE STUDENTS OF SDN 37 PEKANBARU Dian Febriyanti; Zetra Hainul Putra
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8107

Abstract

This study aimed to test the feasibility of a 3D snake and ladde game to reflect the thematic learning materials from theme 6 subthemes 2 about “Taking Care of Animals around Me”. This study was conducted in June 2020 in one of the parents’ house of the second grade students of SDN 37 Pekanbaru. This research was motivated by the lack of learning media for primary school students. The learning outside the learning hours was important for students to have additional learning activities, working together in groups, respecting friends' opinions, and interacting. The 3D snake and ladder game was an interesting game. The development of 3D snake and ladder game was conducted according to the Research and Development (R&D) method with the procedure of ADDIE development models. The feasibility test of 3D snake and ladder game found that the prduct was valid with the validation rate of 87.5% from the media expert (very acceptable category) and 92.5% from the content expert (very acceptable category). Moreover, the percentage of students’ responses to the snake and ladder game was 95.97% (excellent category).

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