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Jurnal Pendidikan Ekonomi Undiksha
ISSN : 25991418     EISSN : 25991426     DOI : -
Jurnal Pendidikan Ekonomi Undiksha published by Undiksha Press managed by Department of Economic Education Universitas Pendidikan Ganesha in collaboration with Asosiasi Profesi Pendidik Ekonomi Indonesia. A blind peer-reviewed and open access journal published twice a year (June and December). Jurnal Pendidikan Ekonomi Undiksha has an objective to help researchers publish their work for a wider audience and discover new connections. Jurnal Pendidikan Ekonomi Undiksha considers original research articles and review articles in any research areas of Economic Education.
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Articles 25 Documents
Search results for , issue "Vol. 13 No. 1 (2021)" : 25 Documents clear
Studi Komparasi Metode Pembelajaran Kooperatif STAD dan Ekspositori dalam Meningkatkan Learning Outcome pada Computer for Communication Waris, Abdul; Rochman, Fatkhur
Jurnal Pendidikan Ekonomi Undiksha Vol. 13 No. 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpe.v13i1.34070

Abstract

The problem often experienced in learning computer for communication to achieve maximum learning outcomes is the accuracy in presenting the materials, so the method used matches the characteristics of the learning material. In this case, the selection of teaching methods must be adjusted to the current situation and condition to obtain innovative and effective method because the students’ ability is heterogeneous. This study aims to determine students’ learning outcomes using cooperative learning STAD, to determine students’ learning outcomes using expository, as well as to find out the difference students’ learning outcomes between cooperative learning STAD and expository methods. Therefore, this study was designed using quasy-experimental with pre-test and post-test non-equivalent control group design. The population was students of D3 Business Administration Program of Politeknik Negeri Malang consisting of two groups, control and experimental class as a sample. Quantitative statistical analysis was used as a tool in this study. Through t-test, it is found the results of obtained t-count is 3.803 and higher than t table = 1.99. It means that there was a significant difference between the learning outcome of the control and the experimental group on computer for communication subject.
Perang Dagang Amerika Serikat dan Tiongkok: Bagaimana Dampaknya Bagi Perekonomian Indonesia Tahun 2017 - 2020? Sitorus, Destri Sambara
Jurnal Pendidikan Ekonomi Undiksha Vol. 13 No. 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpe.v13i1.34192

Abstract

The trade war that began with the foreign policy of the President of the United States, Donald Trump, who imposed tariffs on goods from China, triggered China to retaliate against this policy with various other forms of protection. This has an impact on global economic growth, especially for countries that have a lot of cooperation with the two countries, including Indonesia. As for countries like Indonesia, which depend a lot on economic cooperation with the two countries, especially in the export and import sectors, it is certainly affected by their economic growth. This research is a descriptive qualitative study that aims to explain how the impact of the trade war between the United States and China on the Indonesian economy in 2017 - 2020 using foreign policy theory and the concept of protectionism. The results of the study show that the trade war between the United States and China has had a significant impact on the Indonesian economy, especially in the export sector and stock investment.
Perilaku Berwirausaha Generasi Milenial di Era Pandemi COVID-19 Hasan, Muhammad; Arisah, Nur; Sasmita, Fira Ayu; Miranda, Miranda; Putri, Aisyah Amaliyah; Pattisina, Chatrien Dione
Jurnal Pendidikan Ekonomi Undiksha Vol. 13 No. 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpe.v13i1.34551

Abstract

This study aims to study and reveal the entrepreneurial behavior of the millennial generation during the COVID-19 pandemic. This study is a study with a quantitative approach with survey techniques. Data collection was carried out using an instrument in the form of a questionnaire and completed with interviews with millennials who have businesses, in order to obtain a comprehensive picture of entrepreneurial behavior. There are four aspects measured in this study, namely entrepreneurial interest, creativity, innovation, and product marketing strategies carried out by millennials during the COVID-19 pandemic. The population in this study were millennials who have businesses and are domiciled in South Sulawesi Province, West Sulawesi Province and Southeast Sulawesi Province with purposive sampling of 31 people. The results of this study show that during the COVID-19 pandemic, the millennial generation still has an interest and enthusiasm for entrepreneurship. This is shown by even though they are currently in the era of the COVID-19 pandemic, millennials still have entrepreneurial behavior, such as creativity, innovation, and marketing strategies to sustain their business during the COVID-19 pandemic. 
Modifikasi Permainan Puzzle Sebagai Media Pembelajaran Ekonomi Berbasis Make A Match Kelas XI Untuk Meningkatkan Hasil Belajar Ariyawan, Vivi Feby
Jurnal Pendidikan Ekonomi Undiksha Vol. 13 No. 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpe.v13i1.34586

Abstract

Research is in the background because there is no learning media in schools to help the teaching and learning process in economic subjects. Often found low learning motivation in students. In the classroom there is no learning media that supports and increases student learning outcomes in economic subjects in particular, so this study develops a make a match based puzzle game learning media which aims to determine the feasibility, effectiveness, practicality of learning media on student learning outcomes. This research is a development research with Four-D models which only reaches the Develop stage. The trial design of this study used a pretest-posttest group design. The test subjects in this study were 24 students of SMA Negeri 3 Bojonegoro, class XI IPS 1. The results of this study met the feasible requirements, obtained a very feasible category of 91% in media validation, obtained a very feasible category of 100% in material validation, obtained a feasible category of 80% in the evaluation evaluation, obtained a very feasible category of 100% on the validation of effectiveness, and obtained a very feasible category of 100% in practicality, obtained a very feasible category of 95.07% in the response of students. From the research results it can be concluded that the learning media based on make a match puzzle games developed are feasible, effective and practical to use.
Pengaruh Pemanfaatan Video Pembelajaran Terhadap Hasil Belajar Pada Mata Pelajaran Ekonomi Kelas XI IPS Dewi, Kadek Puspa; Tripalupi, Lulup Endah
Jurnal Pendidikan Ekonomi Undiksha Vol. 13 No. 1 (2021)
Publisher : Universitas Pendidikan Ganesha

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

Abstract

This study aims to find out the effect of the use of learning videos on learning outcomes. The sample technique used in this study was a saturated sample of 71 students. The data collection method in this study uses test instruments. Data analysis techniques using T test. The results of this study showed that the utilization of learning videos has a positive and significant effect on learning outcomes. The completion value of the learning outcomes in the control class was 19.44% and the completion value of the learning outcomes in the experimental class was 77.14%. There are significant differences in learning outcomes taught by utilizing learning video media and without utilizing learning video media with a significance value of 0.000.

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