Jurnal Pendidikan dan Pengajaran
JPP publishes original research papers, case reports, and review articles. The publication includes the following topics: Early childhood education. Adult education Mathematics and science education. Guidance and counseling education. Educational technology. Character education. Special needs education. Global issues in education Technical and vocational education. Language education. Social science education Educational management Sport science and physical education Other areas in education.
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Applying Non-Verbal Reinforcement in Increasing Students' Confidence in Economic Subjects
Febianti, Yopi Nisa;
Gianti Nawangsari
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i2.62666
This study was motivated by students' low self-confidence in themselves and the environment, especially in teaching and learning activities in the classroom. This research aims to describe the level of student self-confidence in economics subjects by providing non-verbal reinforcement and the effectiveness of non-verbal reinforcement in increasing students' self-confidence during teaching and learning activities in economics subjects. With a high level of self-confidence, students can experience teaching and learning activities in class in a fun way which has an impact on increasing understanding of economic material. The research method used in this research is quasi-experimental. The population in this study was 146 students, and the sample was 36 students. Data collection in this research used tests and observations. The test in this study was used to measure students' self-confidence. Data were analyzed with descriptive statistics, percentages and t tests using SPSS. The research results showed that the effectiveness of implementing non-verbal reinforcement in increasing students' self-confidence increased after implementing non-verbal reinforcement. Before being given nonverbal reinforcement, students were in the less confident category when studying economics in class. Meanwhile, after being given non-verbal reinforcement, students experienced an increase in self-confidence when studying economics material in class. There is a significant difference in students' self-confidence after being given nonverbal reinforcement compared to before being given nonverbal reinforcement.
Menggunakan Model Penerimaan Teknologi (TAM) untuk Menjelaskan Adopsi Teknologi Digital oleh Guru dalam Bisnis Pendidikan
Nur Rahmi Akbarini
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i2.74301
The use of technology eases and makes teaching learning process effective and efficient. Thus far, researches on technology acceptance in higher education has been widely conducted; however, only few has focused on vocational high school teachers, especially in the field of business. This survey research aims to analyze the influences of technology acceptance variables: Perceived of usefulness (PU) and Perceived of Ease of Use (PEU) towards two other acceptance variables: among vocational high school (SMK) teachers in the Business and Management field in Surakarta. The population of this research was all vocational high school teachers in the Business and Management field in Surakarta. At the end of the research, there were 172 responses obtained from the teachers involved. Partial Least Squares (PLS) on Structural Equation Modelling (SEM) was used to test the research hypotheses. The empirical findings show that there are significant influences; particularly on PEU and PU, as well as PEU and PU on BI. Furthermore, BI is also proven to have a significant influence on AU. The findings are expected to provide deeper insights into the factors influencing technology adoption by teachers in business education. Moreover, the implication is foreseen to contribute on the development of more effective and efficient business education through the use of digital technology.
P Perangkat Pembelajaran Terintegrasi Etnomatematika Permainan Tradisional untuk Meningkatkan Pemahaman Konsep Matematis
Devian, Lora;
Ahmad Fauzan;
Syafri Ahmad;
Melva Zainil;
Nevi Novelita
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i2.75767
Understanding of mathematical concepts is different than expected. Students need help learning mathematical concepts. Based on this, this research aims to develop an integrated learning tool for the ethnomathematics of traditional games. This type of research uses the Plomp development model with three stages. Subjects in this development research include instrument validators, expert validators (2 material experts, 1 language expert, and 1 cultural expert), teachers as expert practitioners, and third-grade students in three elementary schools. The methods used in collecting data were observation, interviews, questionnaires and tests. Data collection instruments are questionnaire sheets and test questions. Data analysis techniques were carried out qualitatively and quantitatively, as well as inferential statistics. The research results are validation results from experts in the very valid category. Second, the practical results of students are in the convenient category. Third, the results of teacher practicality are in the convenient category. The results of the N Gain score test show increased learning outcomes by developing an integrated worksheet on ethnomathematics on whole numbers counting operations to understand mathematical concepts in class III elementary school students. It was concluded that the integrated learning tools for ethnomathematics in the operational material for calculating whole numbers were valid and practical for increasing the understanding of mathematical concepts for class III elementary school students. This research implies that the traditional game ethnomathematics integrated learning tools developed can be used in learning.
Multimedia Interaktif Macromedia Flash pada Materi Keragaman Budaya Indonesia di Sekolah Dasar
Laksana Wahyu Cahyaningsih;
Dewi Nilam Tyas
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i2.76118
The main obstacle underlying this research is the need for teachers to use a greater variety of digital media in teaching science subjects. This research aims to develop interactive Macromedia Flash multimedia, test the feasibility of developing Macromedia Flash interactive multimedia, and test the effectiveness of Macromedia Flash interactive multimedia in improving student learning outcomes on material about Indonesian cultural diversity. The type of research used is included in the R&D (Research and Development) research category using the Borg and Gall model. The subjects in this research were an expert in the field of media, an expert in the field of learning materials, a teacher, and 23 students in class IV elementary school. Data were collected through observation, interviews, documentation, questionnaires, and written tests. The research instrument is a questionnaire sheet with test questions. The data analysis techniques used are descriptive, quantitative, qualitative, and inferential statistics. The research results, namely the media and material experts' feasibility results, were classified as "very feasible." The t-test (paired sample t-test) effectiveness test shows a significant difference between the pre-test and post-test scores. The N-gain results show that the N-gain value is 0.60, which is in the "moderate" improvement category. It was concluded that interactive multimedia (Macromedia Flash) can improve science learning for elementary school students. The implication of this research is that the interactive macromedia flash multimedia that has been developed can be used in learning, especially regarding Indonesian cultural diversity material in elementary schools.
Media Game Edukasi Gakera pada Materi Kerajaan Nusantara
Meliana Putri Pramihapsari;
Kurniana Bektiningsih
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i2.76757
Teachers still need to work on providing learning media, especially technology-based media. The impact of this is low student learning outcomes. Thus, this research aims to develop technology-based learning media for grade IV elementary school science and science lesson content on Nusantara Kingdom material to improve student learning outcomes. This research is research and development (R&D). The development model used is the ADDIE development model. The data collection methods were observation, tests, questionnaires, and interviews. The data collection instruments are questionnaires and test questions. The research subjects are media experts and learning material experts. The test subjects, namely in the small-scale trial, were 6 students, while on a large scale, there were 18 students. Data analysis techniques use descriptive qualitative, quantitative analysis, and inferential statistics. The results of the feasibility test for Gakera's educational game media products, assessed by a team of experts, obtained an average score of 90% from media experts, which was included in the very feasible category. Furthermore, the average feasibility score by material experts was obtained at 87.5% with very feasible criteria. Next, a t-test was obtained with a Sig value. (2-tailed) of 0.000 on a small scale and a large scale. The Gakera educational game media was feasible and practical to be applied in the learning process because it increased student motivation and learning outcomes.
inggris
Duwi Aprilia;
Yanuarita Sutikno, Putri
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i2.76924
The current problem is that mathematics is complex because it relates to formulas and arithmetic. This impacts the low mathematics abilities of elementary school students in Indonesia, so they must be improved. Based on this, this research aims to analyze the influence of song media on the mathematics learning outcomes of third-grade elementary school students. This type of research is a quasi-experimental research with a one-group pretest-posttest design. The subjects of this research were a total of 36 students. The method used to collect data is a test. The instrument used to collect data is the test question sheet. The technique used to analyze data is inferential statistical analysis. The results of the research show that the use of song media influences learning outcomes in flat-figure mathematics. The test results show that there are differences in learning outcomes between students who use song media and students who do not use song media in learning mathematics. It was concluded that song media can improve mathematics learning outcomes in third-grade students, especially in mathematics learning.
Modul Elektronika Berbasis STEAM (Science, Technology, Engineering, Arts and Mathematics) pada Materi Komponen Listrik Sekolah Dasar Kelas V
Kusumarani, Fatimah;
Sarwanto;
Sri Marmoah
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i2.77221
The challenge in implementing the independent curriculum is teachers ' readiness to use digital technology for learning. Teachers are required to be able to use technology, but many still need help developing digital media for learning. This research aims to develop a STEAM-based electronic module for class V elementary schools learning electrical components. This type of research uses the 4D development model (Define, Design, Develop, and Disseminate). The research subjects were media experts, learning materials experts, and language experts. The test subjects were five teachers and students. Data collection methods used in this research include interviews, questionnaires and tests. The instrument used to collect data was a questionnaire sheet. The techniques used to analyze data are qualitative descriptive analysis and quantitative and inferential statistics. The results of the research show that there is a significant difference between before and after using STEAM-based electronic modules and after. It was concluded that STEAM-based electronic modules can improve students' higher-order thinking abilities. This research highlights the potential of e-module learning tools, particularly in the context of a STEAM approach, in improving educational outcomes. The implication of this research is that STEAM-based electronic modules can be used in learning.
Wordwall Media in Learning Pancasila Education on Learning Outcomes and Learning Motivation for Fifth Grade Elementary School Students
Zahwa Iftithaa Russhaimah;
Teguh Supriyanto;
Tri Murtini
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i2.77551
The current problem is that learning activities must be aligned with the desired learning outcomes. Some activities do not use digital learning media, so students need learning assistance. Based on this, this research aims to test the effectiveness of word wall media in class V elementary school on student motivation and learning outcomes. This type of research is quantitative research. The design used in this research was quasi-experimental, with a sample of 59 class V students consisting of 27 control class students and 32 experimental class students taken using random sampling techniques. Data collection was carried out by researchers using test techniques, questionnaires, and documentation in the control class and experimental class. The data collection instrument is in the form of test questions. Hypothesis testing in this research starts by testing the prerequisites for analysis with normality and homogeneity tests. After fulfilling the requirements, proceed with the Independent and One Sample T Test. The research results show differences in student learning outcomes after implementing word wall media in learning Pancasila education material. It was concluded that wordwall media effectively improved learning outcomes and motivation for fifth-grade elementary school students. The research implies that the application of Wordwall media can help overcome student learning problems and improve student learning outcomes.
Ethnomathematics Digital Student Worksheet Using the Problem Based Learning Model to Improve Creative Mathematical Thinking for Elementary School Students
Nur Atikasari;
Agus Efendi;
Sri Yamtinah
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i2.77866
Low creative mathematical thinking ability is caused by the difficulty of learning mathematics on the division of decimal numbers. Therefore, this research aims to develop digital ethnomathematics worksheets using the PBL model to build students' creative mathematical thinking skills on division of decimal numbers in class V elementary school. This type of research is development research with the ADDIE development model. The subjects of this research were 7 material experts and 2 learning media experts. The test subjects in this research and development were 8 students. Data collection techniques include observation, interviews, and questionnaires. The data collection instrument is a questionnaire sheet. The techniques used to analyze the data are qualitative and quantitative descriptive analysis. The research results, namely the assessment results given by learning material experts, were 84.29% so they were declared very good. The assessment results by learning media experts were 90.00% so they were declared very good. The assessment results by students obtained an overall average score of 81.52%, so it was very good. It was concluded that digital ethnomathematics worksheets using the PBL model were suitable for learning. This research implies that using digital ethnomathematics worksheets using models can improve students' creative thinking.
Cultural Perceptions, Emotional Intelligence, and Conflict Resolution Abilities of High School Students: A Study on the Influence of Ghanaian Traditional Culture
Amedome, Sedem Nunyuia;
Kartadinata, Sunaryo;
Ilfiandra;
Suherman, Uman
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i2.78147
Significant gaps in understanding perceptions of traditional Ghanaian culture affect secondary school students' emotional intelligence and conflict resolution skills. This study was conducted to analyze the influence of conventional Ghanaian culture on students' perceptions of their own culture, as well as how it impacts their emotional intelligence and conflict resolution skills in the school setting. To assess these relationships, the study utilized a quantitative research design with partial least squares structural equation modeling. The study targeted a diverse sample of 674 students aged 16-18 from various educational institutions. The data collection method used was a questionnaire. Data analysis was conducted using partial least squares structural equation modeling (PLS-SEM). The findings showed that emotional intelligence significantly mediated the relationship between perceptions of traditional culture and conflict resolution skills. This study emphasizes integrating cultural elements into the educational framework to enhance conflict resolution skills. The implications of this study include actionable recommendations for educators and policymakers to develop culturally responsive strategies to encourage more effective conflict management in schools.