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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
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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): November" : 29 Documents clear
IMPROVING STUDENTS’ LEARNING OUTCOMES THROUGH MACROMEDIA FLASH APPLICATION IN THE THEME OF “KAYANYA NEGERIKU” AT GRADE IV SD BINTANG TIMUR RANTAUPRAPAT Lusia Dorisma Sinaga; Dewi Anzelina; Anton Sitepu
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 6 (2020): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8091

Abstract

This study aimed to improve students’ learning outcomes through the implementation of macromedia flash application on the theme of “Kayanya Negeriku” at SD RK Bintang Timur Rantauprapat. This research was Classroom Action Research. The subjects of this research were 30 students at grade IV consisting of 17 male students and 13 female students. This research was conducted in two cycles with two meetings in each cycle. The research data were obtained from tests and observations. The results showed an increase on students’ learning outcomes after the implementation of Macromedia Flash application. This was proved by the increase of students’ learning outcomes in each cycle. The results in the pre-test showed that 7 students (23%) reached the learning mastery while 23 students (77%) did not yet reach the learning mastery with the average score of 57.33 then, in cycle 1, 13 students (43%) were completed the learning mastery while 17 students (57%) did not reach the learning mastery with the average score of 73.00. Moreover, in the second cycle 24 students (80%) reached the learning mastery while 6 students (20%) did not with the average score of 83.00. The results of observations in cycle I found that 64% of teachers got sufficient category and 62% of students also got sufficient category. Then, the results in cycle II, the observation for teachers increased to 82% with very good category while the observation for students increased to 84% with good category. Based on the percentage of learning outcomes and observations, it can be concluded that implementing Macromedia Flash application improved students’ learning outcomes.
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): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

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 webbased 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.
FIVE THINKING MECHANISMS AS TECHNIQUES FOR DEVELOPING AN OUTLINE Pana Pramulia
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 6 (2020): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8167

Abstract

A short story is a type of prose that does not have a lot of conflict and many characters in it, but it has a complex unanimity. However, writing a short story is not easy because it requires imaginative power and qualified creativity to express ideas and processing language. The imaginative process and creativity do not just exist but need to be trained intensively and continuously. There are several strategies for writing short stories, especially for beginner writers. The first strategy is compiling the outline of the essay, and the second one is using the technique of developing idea. One of the techniques to compile the outline of the essay is using “cilukba” pattern technique. Meanwhile, 5 thinking mechanisms is a technique used for developing an essay outline. This technique includes developing, omitting, increasing, decreasing, and sideways. This pattern was applied by PGSD students at Universitas PGRI Adi Buana registered in 2016 to write short stories. The methods included that (1) lecturers decided themes, (2) students were assigned to compile an outline based on “cilukba” patterns, (3) students were assigned to study the 5 thinking mechanism techniques, and (4) students were asked to arrange the outline based on the 5 thinking mechanism techniques. Based on this finding, PGSD students of Universitas PGRI Adi Buana Surabaya were able to write short stories and compiled the short stories into an ISBN collection book of short stories.
THE NEED FOR DISCOVERY LEARNING-BASED STUDENT WORKSHEETS (LKPD) TO IMPROVE STUDENTS’ LEARNING OUTCOMES AT ELEMENTARY SCHOOLS Budi Sayekti; Murtono; A Hilal Madjdi
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 6 (2020): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8133

Abstract

This study aimed to describe the needs for Discovery Learning-based student worksheet (LKPD), especially for grade V SD Negeri Sukoharjo 01and 03, to improve students’ learning outcomes. This research was a development research utilizing Borg and Gall model which included seven steps, namely potentials and problems, data collection, product design, validation of design, revision of design, product testing, and product revision. The needs analysis of LKPD was conducted based on teachers’ and students’ perceptions to 50 students in the experimental class and 40 students in the control class. The data were collected through a questionnaire of material needs and a test for students’ learning outcomes. The results of the needs analysis based on the students’ and teachers’ perceptions included four aspects, namely (1) book content (89.1%), (2) language (91.25%), (3) presentation (88.9%), and (4) graphics (95.2%). The gain test ndicated an increase in students’ learning outcomes as much as 1.44 with high criteria from the cognitive aspects. Furthermore, the results of T test for the cognitive aspect was 0.172> 0.05 and T test for the psychomotor aspect was 0.062. Based on this result, there were differences in the learning outcomes between the experimental class and the control class. Thus, it could be concluded that Discovery Learning-based LKPD improved student learning outcomes
DEVELOPING A CHARACTER BASED MODULE FOR LEARNING PANCASILA AND CIVICS EDUCATION AT GRADE VII SMP Sudiyo Widodo; Sri Wiyata
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 6 (2020): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8208

Abstract

Modules refer to teaching materials arranged systematically and attractively which include contents, methods, and learning evaluation. A module can be used independently by students to achieve the expected competencies. The purpose of this study was to determine the extent to which the Pancasila and Civics Education module with character-based learning approach for grade VII junior high school students could be used especially in developing or forming the students’ characters. This module was expected to assist grade VII students to have better characters. This research was Research and Development since it developed a character-based approach module. R&D aims to develop a new product or to improve an existing product. The results of this study found that the character-based learning at grade VII was less optimal and did not contain noble values. As a result, the students’ character was not well-built so research on character-based module for grade VII SMP needed to be developed. The subjects of this research were 35 grade VII students in the first semester of the academic year 2018/2019. The results revealed that 25 students were active in the learning process and most of them had reached the KKM score of 85%. Meanwhile, the students’ comprehension about the language was 82.5%. Thus, the character-based module assisted students to achieve good grade in learning Pancasila and Civics Education.
IMPROVING STUDENTS’ LEARNING OUTCOMES THROUGH EXAMPLES NON EXAMPLES LEARNING MODEL IN LEARNING BAHASA INDONESIA AT SDN 011 PAUH ANGIT Nurlela
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 6 (2020): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

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.
THE USE OF WANDA PA'U TRADITIONAL DANCE IN LEARNING BASIC PHYSICS FOR BIOLOGY EDUCATION STUDENTS AT UNIVERSITAS FLORES Yuliana Yenita Mete; Ainun Jariyah; Yosefina Angelina Mili
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 6 (2020): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8068

Abstract

The purpose of this study was to reveal the use of Wanda Pa'u traditional dance to improve students’ learning interests and understandings in learning basic physics in Biology Education Study Programs, Universitas Flores. This research was classroom action research (CAR) consisting of four stages: planning, implementation, observation, and reflection. The data collection was carried out through observation,interviews, questionnaires, tests, and documentation. Then, the data were analyzed quantitatively and qualitatively. The results showed that the students’ learning interest at pre-action was 52.25% (low category). Then, in the first cycle, it increased to 71.75% (medium category), and in the second cycle, it became 81.5% (high category). The average score of students’ understanding was 45% at pre-action, 65% in cycle I, and 96.4% in cycle II. The conclusion was that the use of Wanda Pa'u as a learning medium increased the students’ learning interests and understandings at Biology Education Study Program Universitas Flores.
THE EFFECTIVENESS OF USING DISTANCE LEARNING MEDIA IN THE COVID-19 PANDEMIC AT SDN 50 MANDAU Atina
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 6 (2020): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8215

Abstract

Covid-19 pandemic affected psychological conditions and changes in human behavior that covered broader aspects over a longer period of time. It also changed the education system in Indonesia. As a result, teachers and students became familiar with distance learning interactions. The purpose of this article was to see the effectiveness of long distance learning online systems during the Covid-19 pandemic. The Covid-19 pandemic initiated distance learning which utilized various online learning platforms such as google classrooms, zoom cloud meetings, quisziiz, whatsAap group, and other platforms. Each platform had their own functions in supporting the implementation of online learning. Online learning was considered effective to be applied during the Covid-19 pandemic. However, a more varied model was required to keep it interesting to be used in the long term. Learning activities involved a communication process to convey educational messages from teachers to students. It was intended to make the message conveyed by the teacher to be well-received so that it affected the students' knowledge and behavior changes. This implied that the success of a learning activity was very dependent on the effectiveness of the communication process occurred in learning. Therefore, the purpose of this study was to analyze the effectiveness of google classroom as a media for distance learning at SDN 50 Mandau. This study concluded that the implementation of online learning activities was effective and ideal. The online learning run smoothly even though it was not yet ideal. The obstacles faced by students and teachers in online learning included: the availability of internet access, unstable networks, and som supporting devices such as cellphones and laptops
IMPROVING STUDENTS’ LEARNING OUTCOMES THROUGH COOPERATIVE LEARNING MODEL OF GAME METHOD IN CIVICS LEARNING AT GRADE VI SD 005 KUMPAI Masran
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 6 (2020): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

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

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