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INDONESIA
Indonesian Journal of Learning Education and Counseling
ISSN : 26228068     EISSN : 26228076     DOI : -
Core Subject : Education, Social,
Indonesian Journal of Learning Education and Counseling has a prefixes DOI: 10.31960 . IJoLEC is published twice a year by the ILIN Institute with a field of study (1) Education in Learning: Primary Education, Learning Models, Curriculum, Learning Innovation, Vocational Education, (2) Educational Technology: Learning Technology, Learning Media, Virtual Education , Educational software, digital technology in education, Multimedia Learning, E-Learning (3) Counseling: Educational Psychology, Guidance and Counseling, IT in BK, BK Media, Counseling Techniques, Family Counseling .
Arjuna Subject : -
Articles 146 Documents
Development Of Learning Media Based On Wondershare Filmora Software On Integrated Thematic Learning Elementary School M Aidhal Fikri; Yanti Fitria
Indonesian Journal of Learning Education and Counseling Vol. 4 No. 2 (2022): Maret
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v4i2.1574

Abstract

This study aims to determine the validity and practicality of learning media based Wondershare Filmora software in integrated thematic learning. This type of research is R&D (Research and Development). This means that research is responsible for the results of new products or improvements to existing products. This study uses a 4-D development model. Consists of define, design, development, and disseminate. The subjects of the pilot study were 3 experts, 1 class teacher and 30 third grade elementary school students. The instruments used were expert validation sheets, teacher and student response questionnaires. The results showed: (1) Wondershare Filmora software in integrated thematic learning theme 6 Energy and its Changes in Elementary School was declared very valid with an average score of 94,12% media experts, material experts 90.67% and linguists 97.50%, (2) Teacher and student responses to software -based learning media trials Wondershare Filmora in Elementary School obtained a very practical category with an average value of 92.50% teacher responses and 95.83% student responses.
Tingkat Keaktifan Pemahaman Siswa Terhadap Materi Belajar Daring Via WhatsApp Muhammad Hasan; Nirwana; Rahmatullah; Thamrin Tahir; Nur Arisah
Indonesian Journal of Learning Education and Counseling Vol. 4 No. 2 (2022): Maret
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v4i2.1632

Abstract

Kajian ini dibuat dengan tujuan untuk dapat mengetahui bagaimana pengimplementasian pendidikan pada jenjang sekolah dasar, dimana kita ketahui pada saat awal tahun 2020 Covid-19 memasuki Indonesia sehingga pembelajaran hanya dilakukan melalui tatap muka. Pada kajian ini kita menggunakan pendekatan kuantitatif, lalu akan dijabarkan melalui metode observasi berupa penyebaran kuesioner dan peninjauan langsung pada lapangan melihat apa yang terjadi di sekolah tersebut. Dengan informan yang ada yaitu guru, orangtua dan siswa serta kepala sekolah. Dalam menentukan tekniknya informan yaitu antara lain (a) berprofesi sebagai guru di Sekolah Dasar Negeri Balang Boddong (b) orang tua bertugas sebagai pendamping anaknya selama proses pembelajaran secara offline yang dilakukan di rumah yang disediakan datang kesekolah. Dan (c) siswa di sekolah SDN balang boddong cukup memahami cara penggunaan media yang digunakan selama pembelajaran tatap muka di rumah, mereka cukup memahami secara seksama
Pengaruh Model Pembelajaran Problem Based Learning Terhadap Motivasi Belajar Siswa Asrifa RosaKhaerunnisa; Eva Meizara Puspita Dewi; Nur Akmal
Indonesian Journal of Learning Education and Counseling Vol. 5 No. 1 (2022): September
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v5i1.1679

Abstract

This study aims to determine the effect of problem based learning (PBL) learning model to increase students’ learning motivation. The intervention in this study was to apply a problem based learning model to increase students' learning motivation. A total of 41 participants in this study were divided into two groups, namely 24 participants in the PBL group and 17 participants in the conventional learning group. The experimental design in this study was a pretest-posttest using a quasi-experimental design with a two-group between-subject design. The results of this study prove that the problem based learning model can increase students’ learning motivation in the PBL group compared to the conventional learning group. There is a difference in the value of motivation in the group given the problem based learning model with the group given the conventional learning model. The implication of this research refers to teachers to use problem based learning models as one of the model choices that can be used to increase learning motivation
Development Learning Media E-Book Based on TPACK on Natural Science Education in Elementary School Selsa Ramdhania Putri
Indonesian Journal of Learning Education and Counseling Vol. 5 No. 1 (2022): September
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v5i1.1688

Abstract

Development research aims to instill the character value of responsibility in students during this pandemic, this is one of the backgrounds for the development of this Digital Picture Storybook. In addition, the problem that is often faced is the limited learning media available to instill the character of responsibility in children. The purpose of this study was to 1) find out the steps for developing digital picture story books to increase the character of responsibility, 2) find out the feasibility of digital picture story book media to improve the character of responsibility in 3rd grade elementary school students. This research and development model adopts the 4D theory (four-D model). The steps for developing digital illustrated storybooks that have been carried out are the Define, Design, and Develop stages. The method used is Research & Development, the model developed using; Analyze, Design, Develop, Implement, and Evaluation (ADDIE). The steps in this research stage, 1) analyzing research needs, 2) product design, 3) developing products, 4) student trials, and 5) evaluation. Data analysis techniques using interviews, and questionnaires.
Differential Item Functioning and Implications for Testing in Nigeria Education System Yinusa Akintoye Faremi; Kasali Jimoh
Indonesian Journal of Learning Education and Counseling Vol. 5 No. 1 (2022): September
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v5i1.1689

Abstract

The study analyzes and assesses differential item functioning (DIF) by different demographic groups, particularly gender and cultural groupings, in order to produce appropriate test items. It is essential to examine the extent to which test items work differently among subgroups when selecting test items. This paper is based on modern ways for removing irrelevant parameters and sources of bias of any kind so that a test can produce valid results. As a result, it is recommended that test developers and policymakers evaluate and exercise caution in fair test practice by devoting more effort to more unbiased test development and decision-making. In educational testing, examination bodies should employ the Item Response Theory, and test developers should be aware of test items that may induce bias in response patterns between male and female students or any other sub-group of interest.
Analisis Kebutuhan Sumber Belajar LMS Pada Mata Kuliah Micro Teaching Pattaufi; Dedy Aswan
Indonesian Journal of Learning Education and Counseling Vol. 5 No. 1 (2022): September
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v5i1.1715

Abstract

The purpose of the study was to determine the needs of students in learning resources by using LMS in Micro Teaching courses. The research method is quantitative with research subjects Semester VI majors, Educational Technology UNM The instruments used in this research are questionnaires and interviews, the tendency shows that the presentation shows that 98% like online learning. The results of the questionnaire from the indicators of the need to pay attention to the tendency of 52.5% of students strongly agree, 47.1% agree if LMS learning media is developed using video. Besides video media, PPT media and books/ebooks also appear as options. Based on the results of this study, it can be concluded that it is necessary to develop LMS-based learning resources by combining more videos, followed by PPT and books/ebooks.
Media Pembelajaran Kontekstual Learning Berbasis Game Edukasi Pengaruhnya Terhadap Hasil Belajar Rahmatullah; Annisa Rezki Ramadhani; Muh. Ihsan Said Ahmad; Inanna; Nurjannah
Indonesian Journal of Learning Education and Counseling Vol. 5 No. 1 (2022): September
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v5i1.1723

Abstract

Penelitian ini bertujuan untuk memberikan desain media pembelajaran berbasis game edukasi dengan pendekatan kontekstual learning terhadap hasil belajar ekonomi yang tepat dan efektif pada siswa di Madrasah Aliyah Negeri 1 Makassar. Dalam penelitian ini menggunakan jenis penelitian ini adalah Research and Development (R&D) atau penelitian pengembangan. Adapun metode pengumpulan data yang diterapkan yaitu melalui observasi, wawancara dan dokumentasi. Responden dalam penelitian ini yakni satu orang ahli media, satu orang ahli desain dan siswa kelas X di Madrasah Aliyah Negeri 1 Makassar. Game edukasi yang dikembangkan adalah Wordwall, berdasarkan hasil penelitian menunjukkan bahwa nilai yang sangat efektif sehingga game edukasi Wordwall ini dapat digunakan pada proses pembelajaran ekonomi dengan nilai persentase untuk seluruh aspek sebesar 87,1%. Sedangkan hasil validasi revisi dari ahli materi, pada uji coba tahap awal mendapatkan nilai angket yang sangat efektif sehingga game edukasi Wordwall ini dapat digunakan pada proses pembelajaran ekonomi dengan perolehan nilai keseluruhan untuk aspek desain sebesar 92%. Hasil dari percobaan pada siswa Dengan total persentase penilaian untuk keseluruhan sebesaar 88,4% sehingga game edukasi termasuk dalam kategori “Sangat Efektif” untuk digunakan untuk meningkatkan keaktifan dan juga hasil belajar siswa. Hal ini menunjukkan bahwa game edukasi Wordwall digunakan sebagai media pembelajaran untuk meningkatkan hasil belajar siswa.
Case Study of WhatsApp Messenger Application-based Online Learning in Elementary School Rut Elsaday; Ubaidah Ubaidah
Indonesian Journal of Learning Education and Counseling Vol. 5 No. 1 (2022): September
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v5i1.1737

Abstract

The pandemic situation gives no other option for all schools to switch face-to-face learning to online learning immediately. Some schools in Indonesia were looking for the most feasible alternative by considering the availability of supporting resources both owned by the school and parents of students at home. One of the most familiar alternatives is the use of messaging applications. This study aims to describe how the planning and implementation of online learning using messaging applications are implemented in an elementary school in Greater Jakarta, Indonesia. The research used the case study method. Researchers conducted a series of data collection such as interviews, observations, surveys, and document tracking. Based on the data collected, it is known that online learning based on the WhatsApp messenger application is carried out based on a learning plan prepared by the Education Office of Greater Jakarta which can be adjusted to the needs and conditions of the school. The implementation of an online learning design was carried out using the WhatsApp messenger sharing application.
Pengaruh Model Pembelajaran SAVI Berbantuan Media Praktikum Sederhana Terhadap Hasil Belajar IPA Sinta Putri Indriani; I Made Ariasa Giri; I Ketut Ngurah Ardiawan
Indonesian Journal of Learning Education and Counseling Vol. 5 No. 1 (2022): September
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v5i1.1746

Abstract

Penelitian ini bertujuan untuk mengetahui dan menganalisis perbedaan hasil belajar IPA antara siswa kelas V yang menggunakan model pembelajaran SAVI berbantuan media Praktikum Sederhana dengan siswa kelas V yang tidak menggunakan model pembelajaran SAVI berbantuan media Praktikum Sederhana di SDN 1 Paket Agung dan untuk mengetahui dan menganalisis pengaruh model pembelajaran SAVI berbantuan media Praktikum Sederhana terhadap hasil belajar IPA siswa kelas V SDN 1 Paket Agung. Penelitian ini termasuk jenis eksperimen semu yang menggunakan desain pretest-posttest control group design. Sehingga digunakan teknik analisis data menggunakan uji prasyarat yang terdiri dari uji normalitas, uji homogenitas, dan uji hipotesis. Hasil penelitian menunjukan bahwa terdapat perbedaan hasil belajar IPA antara kelas eksperimen dan kelas kontrol. Hal ini dibuktikan dengan Uji-T dengan nilai sig. (2 tailed) = 0,002 < 0,05, maka H0 ditolak dan Ha diterima. Selain itu, hasil uji ANAVA satu jalur yang memperoleh nilai sig. = 0,002 < 0,05, maka Ha diterima. Hal ini menunjukan bahwa terdapat pengaruh model pembelajaran SAVI berbantuan media Praktikum Sederhana terhadap hasil belajar IPA siswa.
Penerapan Bimbingan Klasikal dalam Mencegah Internet Addiction pada siswa Sarah Suhailla Jalaluddin
Indonesian Journal of Learning Education and Counseling Vol. 5 No. 1 (2022): September
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v5i1.1751

Abstract

Internet Addiction merupakan sebuah gangguan dari perilaku individu yang menghabiskan waktu menggunakan Internet secara berlebihan, individu tersebut juga tidak dapat mengkontrol dirinya dalam penggunaan Internet. Tujuan penelitian ini untuk mengetahui gambaran Internet Addiction pada siswa sebelum diberikan bimbingan klasikal dan gambaran Internet Addiction pada siswa sesudah diberikan bimbingan klasikal. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian Pre-experimental design model One Group Pretest-Posttest. Populasi penelitian adalah seluruh siswa kelas XI Sekolah Menengah Atas Negeri 12 Banda Aceh sebanyak 46 siswa. Teknik pengumpulan data menggunakan skala yang dimodifikasi dari skala Internet Addiction Widyanto & McMurren dalam buku Kecanduan Internet oleh Young tahun 2017. Teknik analisis data dalam penelitian ini ialah teknik analisis kuantitatif deskriptif. Hasil penelitian menunjukkan bahwa setelah diberikannya perlakuan, siswa mengalami perubahan tingkatan Internet Addiction dari tingkat rendah menjadi tingkat sangat rendah setelah diberikannya bimbingan klasikal, dengan nilai rata-rata sebelum diberikan bimbingan klasikal ialah 32,4 menjadi 19,3 sesudah diberikan bimbingan klasikal. Dengan demikian, penerapan bimbingan klasikal dapat mencegah Internet Addiction pada siswa. Hasil Penelitian ini diharapkan dapat berkontribusi secara teoritik dan praktik dalam mengembangkan perluasaan khasanah kajian keilmuan bimbingan dan konseling.

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