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Jurnal Ilmiah Pendidikan dan Pembelajaran
ISSN : 18584543     EISSN : 26156091     DOI : -
Core Subject : Education,
Jurnal Ilmiah Pendidikan dan Pembelajaran (JIPP) is an international journal which provides a forum for publishing research or review articles related to researches in instruction, learning and teaching, curriculum development, learning environment, teacher education, educational technology, and educational development.
Arjuna Subject : -
Articles 716 Documents
RPG Game “The English Kingdom” in English Learning Subakti, Ketut Priadnyana Subakti; I Made Tegeh; I Gde Wawan Sudatha
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.78795

Abstract

English language learning is an increasingly important need in the era of globalization, considering the role of this language as a means of international communication. However, students often consider conventional learning methods less enjoyable, especially at the secondary education level, thus reducing learning motivation and competency achievement. Gamification has been highlighted as an innovation that has increased student engagement in learning. This study attempts to integrate gamification into RPG game-based learning media that is feasible to use. This study aims to analyze the effectiveness of using The English Kingdom game in improving students' English skills, especially in vocabulary, grammar, and speaking. This type of research is development research. The subjects involved in this study were class VIII. The data collection method used was observation with quantitative data analysis. The RPG game product "The English Kingdom" was developed using the ADDIE model. The RPG game product was considered good and feasible based on expert, student and teacher assessments. Overall, the study results showed that the RPG game "The English Kingdom" achieved very good criteria, so it was concluded that the product development of this research was very feasible to be applied in learning. This study's implications are expected to contribute significantly to the development of technology-based interactive learning media, especially in English language learning.
Science Materials with Guided Discovery Methods to Increase Problem Solving Ability for Junior High Schools Hadiwiyono, Syamsul; Degeng, I Nyoman Sudana; Sitompul, Nurmida Catherine
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.78862

Abstract

Science learning aims to improve problem-solving skills, and the guided discovery method has been proven to improve problem-solving skills. However, this method has not been widely practiced because teachers have difficulty designing this learning. This research aims to produce science learning materials using The Guided Discovery method for problem-solving learning for junior high school students on Light. The subjects of this study were VIII-grade students. Questionnaires and tests collected data. Questionnaires were used to obtain product feasibility, and tests were used to measure product effectiveness. Data analysis used percentages, paired t-tests, and one-way ANOVA. The results showed that, the development product meets the feasibility of being an effective learning material to build problem-solving skills. So, it can be said that products for science subjects using the Guided Discovery method are feasible and effective to be used as teaching materials to develop problem-solving skills for junior high school students, especially in the material of Light. The implication of this research shows that the product of science teaching materials based on the Guided Discovery method has the potential to be applied in the junior high school learning environment, especially in the topic of Light.
Generic Science Skills with Student Learning Perseverance in Junior High Schools in Science Learning Yusnidar; Haryanto; Kamid; Darmaji; Kurniawan, Dwi Agus; Nawahdani, Ahmad Mansur
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.79852

Abstract

Although Natural Science (IPA) has become an integral part of the curriculum at the junior high school level, there are several gaps in learning practices in the field that need attention. One of the main gaps is related to applying generic science skills in the teaching-learning process. This study investigates the relationship and influence between science generic skills and the perseverance of junior high school students in learning science. This study belongs to the quantitative research category that uses descriptive and inferential statistical analysis methods with Pearson correlation and Regression tests. The research sample consisted of 52 seventh-grade students at the junior high school level, selected using random sampling. The data collection methods used were observation and questionnaires. The data collection instruments included an observation sheet with a Likert scale of 4 for students' science generic skills and a questionnaire with a Likert scale 5 for students' learning perseverance. Data analysis techniques in this study used a quantitative approach consisting of descriptive and inferential statistical analysis. The findings showed a significant correlation between science generic skills and students' learning perseverance in both schools. So, it can be concluded that the higher the students' generic science skills, the higher the level of their perseverance in learning science. In addition, science generic skills influence students' learning perseverance. The implications of this study are very relevant for developing science education at the junior high school level.
Digital Comics Based on Problem Based Learning Materials of Past Kingdom Heritage to Train Students' Critical Thinking Skills Chamidah, Intan Azizatul; Ahdhianto, Erif; Barus, Yohannes Kurniawan
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.82896

Abstract

Lack of innovation in learning science in elementary schools is one of the problems in education because it can cause students to be passive and reduce interest in learning. In addition, it causes low learning outcomes and students' critical thinking skills, especially in the material of the history of past kingdoms. The purpose of the study was to create digital comic learning media based on problem-based learning of the material of the legacy of past kingdoms to train students' critical thinking skills. The research method used was Research and Development (R&D) with the ADDIE development model. Subjects in the study included students and teachers of grade IV, material experts, and media experts. Data collection techniques used were interviews, questionnaires, and tests. Then, the collected data were analyzed in depth both qualitatively and quantitatively. Validity testing was carried out by material and media experts with a score of 4.7. The teacher response questionnaire scored 4.69, and the student response questionnaire got a percentage of 97.45%. The paired sample t-test showed that there was a significant difference before and after the use of digital comics. The effect size test showed that digital comic media had a high effect on the results of students' critical thinking skills, which were observed through learning outcomes. The study's conclusion shows that the use of digital comics on the material of past kingdoms is feasible, practical, and effective to use during the learning process and positively impacts critical thinking skills and student learning outcomes.
Harmony at Home and School Makes Them Superior in Learning Natural and Social Sciences Desy Nur Yasinta; Ika Ratnaningrum
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.83404

Abstract

In the era of globalization and rapid technological development, the need to produce students who excel in natural and social sciences is becoming increasingly important. Many students still need help achieving optimal academic achievement, which is caused by the lack of holistic support from the home and school environment. Research shows that harmony between the home and school environment plays an important role in shaping students' character, motivation, and positive attitudes towards learning. When parents and educators work together and provide consistent support, students are more likely to develop in natural and social sciences. This study aims to explore the influence of learning interest and learning environment on the learning outcomes of fourth-grade students in science. This study uses a quantitative method with an ex post facto design. The study population was fourth-grade students, with a sample of 66 students selected randomly. Interviews, questionnaires, and recording of learning objectives were used to collect data. Data analysis was carried out using descriptive, simple, and multiple regression techniques. The results showed that learning interest and learning environment significantly influenced learning outcomes in science. Learning interest, which includes awareness, attention, willingness, and pleasure in learning, positively contributes to academic achievement. The learning environment, supported by parental understanding, teaching methods, home conditions, economic situation, cultural background, and relationships between family members, also plays an important role. These findings have practical implications, highlighting the importance of collaboration between teachers and parents in creating a conducive learning environment.
Quizizz-Assisted Cognitive Diagnostic Assessment in Pancasila Education Learning in Elementary Schools Reinita; Kaifiyatus Syahroh
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.83527

Abstract

Lack of evaluation tools in learning that are appropriate to the needs and competencies of each student. This study aims to create a cognitive diagnostic assessment assisted by Quizizz in Pancasila education learning in grade IV of Elementary School. This study is a development research study using the ADDIE model. The method and instrument for data collection used a questionnaire. The data analysis technique used quantitative and qualitative analysis. The study results showed that the validation of the three validators (material, language and assessment) obtained a valid percentage and was worthy of being tested. Overall, the results of teacher practicality in the developed cognitive diagnostic assessment assisted by Quizizz reached 92.175% with a convenient category. The results of the cognitive diagnostic assessment's effectiveness obtained an N-Gain result of 0.61 with a moderate category. The study's conclusion shows that the cognitive diagnostic assessment assisted by Quizizz can be used in Pancasila education learning in grade IV of Elementary School. This study implies that it can motivate students to continue learning and focus more on the review process before the evaluation. This research implies that Quizizz-assisted cognitive diagnostic assessment in Pancasila education learning is suitable for use in learning.
Speaking, Playing, Learning: Unveiling the Potential of Role Playing Models in Differentiated Elementary Education Zaenatul Wasilah; Sri Sukasih
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.83604

Abstract

Students' lack of confidence in speaking skills in primary schools is often caused by a lack of exposure, active practice, and learning approaches that do not support students' diverse learning styles. This hurts the development of their speaking skills. So, this study aims to evaluate the effectiveness of role-playing models in differentiated learning on speaking skills and learning outcomes of grade IV students in elementary school. This study used a quasi-experimental method with a nonequivalent control group design, involving 56 grade IV students as samples. The data collection methods used were tests and observations using research instruments like tests and observation sheets. After the data was collected, it was analyzed using an independent sample t-test. The results showed that role-playing models significantly improved students' speaking skills and learning outcomes compared to the conventional method. So, it can be concluded that the role-playing model is efficacious in improving students' speaking skills and learning outcomes. This study's results significantly contribute to developing more innovative and needs-oriented learning strategies for students.
Self-Regulation, Achievement Motivation, and Academic Flow on High School Physics Learning Achievement Putu Erika Saraswati Dewi; Ni Made Sri Mertasari; I Gede Ratnaya
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.83821

Abstract

Learning achievement is often defined as a reflection of the quality of education, whereas various internal factors often infareence low and high learning achievement. This study aims to analyze the effect of self-regulation, achievement motivation, and academic flow on learning achievement. This study is qualitative with an ex post facto design. There are 219 grade XI students from state senior high schools. The sample was selected using the proportional sampling technique. Data were collected using test and non-test methods. The test method uses a test, while the non-test uses a questionnaire as a research instrument. The collected data were analyzed using the Structural Equation Model (SEM) and path analysis. The analysis was carried out with the help of the SMART PLS and SPSS applications. The results of the study showed that student learning achievement is influenced by self-regulation. Student learning achievement is influenced by achievement motivation. Student learning achievement is influenced by academic flow. Student academic flow is influenced by self-regulation. Student academic flow is influenced by achievement motivation. Student achievement motivation is influenced by self-regulation. Self-regulation has an indirect effect on physics learning achievement through academic flow. Achievement motivation indirectly affects student physics learning achievement through academic flow. It is concluded that self-regulation, achievement motivation, and academic flow influence high school physics learning achievement. These findings imply the important role of self-regulation, achievement motivation, and academic flow in students' physics learning achievement.
Public Policy on Entrepreneurship Education in the Independent Curriculum Based on Aquaculture Entrepreneurship Values Tui, Fenti Prihatini Dance; Rahmatiah; Naufal R. Races; Abdussamad, Juriko
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.85082

Abstract

In the era of globalization and digital transformation, the need for human resources who have the ability to adapt, innovate and entrepreneurship skills is increasing. This research aims to analyze the design of public policy in the field of entrepreneurship education in the Merdeka Curriculum in class X Social Sciences subjects, with a focus on integrating the values of fish farming entrepreneurship. The research method used is qualitative. Data collection techniques were carried out using observation, interviews and documentation. The research subjects are policy makers in the education sector. Data analysis is carried out by data reduction, data presentation, and drawing conclusions or verification. The research results show that the integration of fish farming values, such as social values, tenacity values, patience values, independent learning values, diligence values, and innovation values, into the Merdeka Curriculum can equip students with relevant practical skills. Applying a project approach allows students to be directly involved in managing fish farms to strengthen technical and managerial skills. This research also highlights the importance of forming entrepreneurial character, such as hard work and mental resilience, through contextual entrepreneurial activities. Policy support from local governments, including the provision of facilities and market access. This research provides recommendations for public policy in the field of entrepreneurship education based on pond entrepreneurial values in Pohuwato Regency. The novelty of this research is the design of public policy regarding the integration of fish farming values in the Merdeka Curriculum in the local context of Pohuwato, and implementation strategies based on local potential.
Implementation of Project Based Learning Using Talempong Traditional Musical Instrument Playing to Develop Mutual Cooperation Values in Elementary Schools Ardipal; Niza Machfauzia, Ayu; Zikri, Ahmad
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.85344

Abstract

The need to find an effective method of instilling social values ​​in elementary schools, especially amidst the tendency of individualism. This study aims to evaluate the effect of implementing project-based learning using Talempong games on developing cooperation values ​​among elementary school students. The research method is a quasi-experiment with two groups: an experimental group that received project-based learning with Talempong and a control group that received conventional learning. The research sample consisted of 60 5th-grade students from two elementary schools. The instrument used was a validated questionnaire, and its reliability was measured. Data were analyzed using paired sample t-test and independent sample t-test. The results showed a significant increase in the cooperation value of students in the experimental group, from an average of 3.2 to 4.5, compared to the control group, which only increased from 3.1 to 3.3. This study concludes that implementing project-based learning with Talempong games effectively develops students' cooperation values, and it is recommended to be applied more widely in elementary schools. This research implies that project-based learning with Talempong games can develop students' cooperation values.