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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 1,742 Documents
PENGGUNAAN MEDIA KARTU KATA UNTUK MENINGKATKAN KEMAMPUAN MENULIS PEMULAAN SISWA KELAS II SDN 164 PEKANBARU Nurma Hidayah; Lazim N
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 1 (2022): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i1.8269

Abstract

Penelitian ini dilatar belakangi oleh rendahnya hasil menulis pemulaan siswa dalam mata pelajaran Bahasa Indonesia di kelas II SDN 164 Pekanbaru. Nilai rata-rata yang diperoleh siswa sebelum dilakukannya pembelajaran dengan menggunakan media kartu kata adalah 72.7 sehingga belum mencapai Kriteria Ketuntasan Minimal yang ditetapkan yaitu 75. Tujuan dari penelitian ini adalah untuk meningkatkan kemampuan menulis pemulaan siswa kelas II SDN 164 Pekanbaru. Jenis penelitian PTK. Teknik analisis data yang digunakan adalah teknik kuantitatif deskriptif. Penelitian ini dilakukan sebanyak 2 siklus. Data yang dikumpulkan pada penelitian ini adalah data aktivitas guru dan siswa serta data tes hasil menulis siswa pada ulangan harian di setiap siklus. Hasil menulis pemulaan siswa kelas II SDN 164 Pekanbaru mengalami peningkatan yaitu dari skor dasar 72.7 meningkat pada siklus I menjadi 74.67 dengan presentase peningkatan 2.7%, kemudian pada siklus II kembali mengalami peningkatan menjadi 91.33% dengan presentase peningkatan 25.62%. Dilihat dari hasil penelitian tersebut maka disimpulkan bahwa media kartu kata dapat meningkatkan hasil menulis pemulaan siswa kelas II SDN 164 Pekanbaru dan hasil belajar siswa mengalami peningkatan setelah menggunakan media kartu kata dalam pembelajaran Bahasa Indonesia.
UPAYA MENINGKATKAN HASIL BELAJAR PESERTA DIDIK DENGAN MENGGUNAKAN MODEL DISCOVERY LEARNING Gabriel Sabatini; Saut Mahulae; Dewi Anzelina; Patri Janson Silaban
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 1 (2022): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i1.8547

Abstract

Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK). Dengan menggunakan model Discovery Learning pada mata pelajaran tematik tema Praja Muda Karana subtema 4 pembelajaran 1 dan pembelajaran 3 di kelas III SD Negeri 104186 Tanjung Selamat Kecamatan Sunggal Tahun Pembelajaran 2020/2021 dapat meningkatkan hasil belajar siswa. Hal ini dapat dilihat pada hasil belajar yang diperoleh siswa secara individu yaitu pada prasiklus dengan nilai rata-rata 50.93%, pada siklus I meningkat dengan nilai rata-rata 61.13%, selanjutnya pada siklus II nilai rata-rata diperoleh sebesar 83.3%. Hal ini menunjukkan bahwa pada siklus I sampai siklus II mengalami peningkatan. Pelaksanaan pembelajaran dengan menggunakan model Discovery Learning pada mata pelajaran tematik tema Praja Muda Karana subtema 4 pembelajaran 1 dan pembelajaran 3 di kelas III SD Negeri 104186 Tanjung Selamat Kecamatan Sunggal Tahun Pembelajaran 2020/2021 dikategorikan sudah baik. Hal ini dapat dilihat dari hasil observasi aktivitas siswa pada siklus I diperoleh sebanyak 55% kategori cukup dan pada siklus II meningkat menjadi 93% kategori sangat baik.
ANALYZING EXPRESSIVE SPEECH ACTS OF THE MAIN CHARACTER IN THE JOKER MOVIE Shevira Selsibilla; Novitri; Erni
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 1 (2022): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i1.8549

Abstract

This research aimed to find out the types of expressive speech acts and the context of the expressive speech acts uttered by the main character in the Joker movie. The design of the research was descriptive qualitative research. The data source was the Joker Movie directed by Todd Phillips. The movie was released in 2019 and its duration was about 1 hour 55 minutes. The data of this research were utterances included as expressive speech acts. The data were collected by watching, observing, and writing down the utterances indicated as expressive speech acts found in the movie. The data were analyzed by using formal and informal methods. The data were presented by using a table (Formal method) and description (Informal method). The contexts of the utterances were analyzed by using SPEAKING model. The results of the analysis showed that there were six classifications of expressive speech acts uttered by the main character in the Joker Movie. The total number of expressive speech acts found in the movie was 27 utterances covering 7 utterances of greeting, 6 utterances of agreeing, 5 utterances of thanking, 4 utterances of apologizing, 3 utterances of wishing, and 2 utterances of exclamation. The researcher found that the expressive speech act of greeting was the most frequently used by the main character. It showed that the main character liked to express his salutation when he met someone.
EFEKTIFITAS BLENDED LEARNING DALAM MATA KULIAH PEMBELAJARAN SAINS ANAK USIA DINI TERHADAP KREATIFITAS MAHASISWA PG-PAUD STKIP SYEKH MANSHUR DENGAN MENGGUNAKAN APLIKASI SIGIL Badri Munawar; Gasam Tarmon; Rihatul Jannah
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 1 (2022): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i1.8567

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kreativitas mahasiswa PG-PAUD dalam memahami pembelajaran sains anak usia dini pada masa pandemi, khususnya dalam pembelajaran yang menggunakan model blended learning. Penelitian ini bertujuan untuk menguji secara terbatas efektivitas blended learning pada mata kuliah sains anak usia dini terhadap kreativitas mahasiswa PG-PAUD STKIP Syekh Manshur dengan memanfaatkan aplikasi Sigil. Untuk menjawab tujuan tersebut, penelitian dilakukan dengan pendekatan kuantitatif menggunakan metode quasi eksperimen dengan desain pretest–posttest group design. Desain penelitian melibatkan dua kelas, yaitu kelas eksperimen dan kelas kontrol. Perlakuan yang diberikan pada kelas eksperimen adalah pembelajaran blended learning berbasis aplikasi Sigil (X1), sedangkan pada kelas kontrol digunakan model pembelajaran konvensional (X2). Berdasarkan hasil uji ANCOVA diperoleh nilai F hitung lebih besar daripada F tabel (15,49 > 3,98), sehingga dapat dinyatakan bahwa terdapat perbedaan rata-rata kreativitas mahasiswa antara kelas eksperimen dan kelas kontrol. Hal ini menunjukkan bahwa blended learning berbasis aplikasi Sigil memberikan pengaruh yang signifikan terhadap kreativitas mahasiswa dan lebih efektif dalam meningkatkan kreativitas. Temuan tersebut diperkuat dengan adanya perbedaan rata-rata nilai N-Gain, yaitu sebesar 0,88 dengan kategori tinggi pada kelas eksperimen dan 0,66 dengan kategori sedang pada kelas kontrol.
PENGEMBANGAN BUKU CERITA BERGAMBAR SEBAGAI MEDIA PEMBELAJARAN Windi Yuliani
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 1 (2022): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini dilatarbelakangi oleh pandangan bahwa satuan pendidikan yang dianggap sebagai dasar penanaman ilmu bagi siswa berada pada jenjang Sekolah Dasar. Pendidikan yang ditempuh pada pendidikan dasar akan menjadi fondasi bagi proses pendidikan selanjutnya. Penelitian ini bertujuan untuk mengembangkan buku cerita bergambar “Batu Belah Batu Betangkup” serta mengetahui kelayakan buku cerita bergambar tersebut. Produk buku cerita bergambar ini dibuat menggunakan aplikasi Clip Studio Paint. Metode penelitian yang digunakan adalah model 4D yang terdiri atas empat tahapan, yaitu Define (pendefinisian), Design (perancangan), Development (pengembangan), dan Disseminate (penyebaran). Pengumpulan data dilakukan menggunakan angket, dengan instrumen penelitian yang telah melalui proses validasi oleh validator. Jenis data yang dihasilkan berupa data kuantitatif yang dianalisis menggunakan pedoman kriteria penilaian untuk menentukan kualitas produk. Hasil validasi dari para ahli menyatakan bahwa produk buku cerita bergambar “Batu Belah Batu Betangkup” yang dikembangkan oleh peneliti sangat layak digunakan. Penilaian ahli desain produk memperoleh persentase rata-rata 88,91% dengan kategori sangat layak, penilaian ahli bahasa memperoleh persentase rata-rata 95,8% dengan kategori sangat layak, dan penilaian pengguna lapangan berdasarkan produk memperoleh persentase rata-rata 95,83%, serta penilaian bahasa dengan persentase rata-rata 95,5% yang termasuk kategori sangat layak. Uji coba produk pada respon siswa memperoleh persentase sebesar 91,5% dengan kategori sangat baik. Dengan demikian, dapat disimpulkan bahwa media buku cerita bergambar sangat layak digunakan untuk siswa Sekolah Dasar.
PENGEMBANGAN MEDIA PEMBELAJARAN POP-UP BOOK PADA PEMBELAJARAN TEMATIK TERPADU PADA TEMA 9 UNTUK SISWA KELAS IV SD Novelia Pertiwi; Yanti Fitria
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 1 (2022): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i1.8535

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran pada tema 9 untuk siswa kelas IV SD dengan konteks Pop-Up Book yang valid dan praktis. Penggunaan media Pop-Up Book dilakukan karena di lapangan guru belum mengembangkan media pembelajaran tersebut. Media pembelajaran yang digunakan selama ini hanya berupa buku pegangan guru dan buku penunjang untuk siswa. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan model ADDIE yang meliputi tahapan analisis, perancangan, pengembangan, implementasi, dan evaluasi. Subjek penelitian ini terdiri atas ahli media, ahli materi, ahli bahasa, guru, dan siswa. Instrumen yang digunakan adalah lembar validasi dan angket. Data yang diperoleh dianalisis menggunakan teknik analisis statistik. Nilai rata-rata hasil uji validitas media pembelajaran Pop-Up Book adalah 89,5% dengan kategori sangat valid. Hasil uji kepraktisan oleh guru kelas IV SDN 02 Koto Tangah Batu Hampa memperoleh persentase sebesar 91,42% dengan kategori sangat valid, sedangkan hasil angket kepraktisan respon siswa memperoleh persentase sebesar 95,71% dengan kategori sangat valid. Sementara itu, berdasarkan respon guru kelas IV SDN 04 Koto Tangah Batu Hampa diperoleh persentase sebesar 94,28%, dan hasil angket kepraktisan respon siswa memperoleh persentase sebesar 92,42% dengan kategori sangat valid. Hasil penelitian ini diharapkan dapat membantu siswa dalam memahami materi yang disampaikan oleh guru. Penelitian ini menghasilkan media pembelajaran Pop-Up Book yang sebelumnya belum digunakan dalam pembelajaran.
PENGARUH DISIPLIN BELAJAR TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS IV DI SD NEGERI 066050 MEDAN DENAI Rosa Maria S; Reflina Sinaga; Darinda Sofia Tanjung
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 4 (2022): July
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/pjr.v6i4.8473

Abstract

This article focuses on a study that was designed to determine the level of students’ learning discipline. The type of study was quantitative research. The subjects of the study involved the fourth-grade students of SD Negeri 066050 Medan Denai. Based on the results, there was an effect of discipline on learning outcomes at the fourth-grade level of SDN 066050 Medan Denai in the academic year of 2020/2021. The research instrument was used to measure learning discipline. The instrument was a questionnaire that consisted of 40 items. Meanwhile, to measure students’ learning outcomes, the researcher used math scores. After measuring the learning discipline, the mean (average) score of the questionnaire was 120.3. It means that the learning discipline for students at SDN 066050 Medan Denai was categorized as high level. To determine the effect level between learning disciplines and learning outcomes, the Pearson correlation formula was used. Based on the count result, rcount was 0.609, which meant that the correlation value was strong or correlated. The significance test was carried out to test the hypothesis by comparing the value of tcount with ttable. The value of tcount was 4.062 while ttable was 2.042. Because tcount 4.062 was higher than ttable 2,042, thus Ha was accepted and Ho was rejected. Through the ttest,, it could be concluded that there was a significant relationship between students’ learning discipline and learning outcomes.
PENGARUH PERSEPSI PROFESI GURU DAN LINGKUNGAN KELUARGA TERHADAP MINAT MAHASISWA MENJADI GURU DENGAN SELF EFFICACY SEBAGAI VARIABEL INTERVENING Saniyatul Hidayah; Ruri Nurul Aeni Wulandari
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 4 (2022): July
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/pjr.v6i4.8815

Abstract

Interest on the teaching profession is the beginning of someone’s interest to become a teacher. The research in this article is designed to measure the impact of perceptions of the teaching profession, family environment, and self-efficacy on the students’ interest to become a teacher, perceptions of the profession and family environment on self-efficacy, and the perceptions of the teaching profession and family environment on the students’ interest to become a teacher through self-efficacy. The research was conducted on 158 students in the year of 2017 and 2018 at the Administration Education Study Program of Universitas Negeri Surabaya. The research uses a quantitative method, with survey techniques. Data collection techniques using questionnaires and analyzed by path analysis. The conclusion showed that the perception of the teaching profession with a P-Value was 0.088, family environment with a P-Value was 0.000, and self-efficacy toward the students’ interest in becoming a teacher with a P-Value was 0.000. Perceptions of the profession and family environment to self-efficacy with a P-Value were 0.000 and 0.004. Perceptions of the teachingprofession and family environment to students’ interest in becoming a teacher through self-efficacy with a P-Value were 0.003 and 0.011. Hence, it could be concluded that H1 was rejected and H2, H3, H4, H5, H6, and H7 were accepted in this research.
ANALISIS FAKTOR PENENTU KUALITAS PEMBELAJARAN DALAM JARINGAN DI PERGURUAN TINGGI Icha Yolanda; Suarman; Gani Haryana
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 4 (2022): July
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/pjr.v6i4.8644

Abstract

Online learning has actually become part of an alternative learning process at universities since the 90s. And since 2020 there has been a pandemic of COVID-19 conducing whole universities to do online learning. It is just that in the implementation, it causes many problems either from the lecturers or the students themselves. It is caused by many factors that determine as good as the learning or not will be carried out. Therefore, the study described in this article is designed to analyze the determinant factors and the influence on the quality of online learning. The study used 133students of Economics Education of FKIP Universitas Riau as respondents who were selected randomly. Data that were collected through questionnaires were Google form and analyzed by quantitative descriptive and statistical analysis by using Chi-square. Based on the results of data analysis, it was found that most of the respondents stated that the quality of online learning that had been carried out has been implemented procedurally based on the criteria for online learning. Furthermore, when it was seen from the determinant factor of the online learning quality, in fact, most of the respondents stated that either the facilities and infrastructure factors or lecturers and students factors, it has been adequate in descriptive analysis and as expected it was. After analyzing the statistical analysis, finally, the three factors also have an influence on the quality of online learning. Accordingly, it could be concluded that as good as online learning implementation or not were depending on the availability of facilities and infrastructure either provided by the universities or the students themselves. In addition, the lecturers who have qualifications and competencies and factors from students, especially those who were related to their enthusiasm and learning skills, technological literacy, communication, and collaboration, also determined the quality of online learning. Thus, based on the results of the study, it was recommended to improve the quality of online learning at universities, the facilities and infrastructure, especially for the facilities of network and LMS, the improvement of the lecturers’ competence in order to make the learning based on the demands of the 21st Century and RI of 4.0, and improve the students’ skills in online learning.
ANALISIS KEBIASAAN SISWA DALAM BERMAIN GAME ONLINE KELAS VI DI SD Dulastri Munthe; Antonius Remigius Abi; Jontra Jusat Pangaribuan; Patri Janson Silaban
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 4 (2022): July
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/pjr.v6i4.8570

Abstract

This article discusses a study about students’ habits in playing online games at the elementary school level. The study used a qualitative method with a case study approach. The informants in the interview involved eight people, three students as the key informants that played online games, three parents, two friends who also played online games, and one teacher. To find out the students’ habits in playing online games, the researcher conducted direct observations and interviews. After obtaining the results of the interview, the researcher obtained the information that students who had a habit of playing online games by using the application of Free Fire game spent more time playing online games. The times that students play online games started from morning until noon and continued at night so that the time used in a day was 7 to 8 hours per day. The places where students played online games were a tavern or small shops with the facility of wifi, on the terrace of the house and in the house. Students’ habit of playing online games had a negative impact on themselves and their parents. Students who play online games with the application of Free Fire game did not divide their time to studying, because much time was spent playing online games with Free Fire. The students dared to lie to parents, opposed against parents, and stole money to top up internet quotas to continue playing the game of Free Fire.

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