cover
Contact Name
Made Gautama Jayadiningrat
Contact Email
jpppjournal@undiksha.ac.id
Phone
+6287762961886
Journal Mail Official
gtm_jd@yahoo.co.id
Editorial Address
Jl. Udayana Kampus Tengah Singaraja, Bali, Indonesia 81116
Location
Kota denpasar,
Bali
INDONESIA
Jurnal Penelitian dan Pengembangan Pendidikan
ISSN : 19797109     EISSN : 26154498     DOI : 10.23887/jppp.v4i3
Core Subject : Education,
Jurnal Penelitian dan Pengembangan Pendidikan (JPPP) 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. p-ISSN : 1979-7109 (Print) and e-ISSN : 2615-4498 (Online)
Articles 675 Documents
Relevansi Implikatur Percakapan Bermuatan Nilai Pendidikan pada Vlog Jerome Polin sebagai Bahan Ajar Teks Anekdot di Sekolah Menengah Atas Pratiwi, Intan Surya; Kuntoro
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 3 (2023): October
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i3.67369

Abstract

Komunikasi dengan bahasa menjadikan setiap orang dapat menyesuaikan diri dengan lingkungannya.  Tujuan spesifik dari penelitian ini adalah menemukan fungsi implikatur percakapan pada Vlog Jerome Polin di YouTube. penelitian ini juga bertujuan untuk menganalisis relevansi implikatur percakapan Vlog Jerome Polin di YouTube terhadap pembelajaran teks anekdot di Sekolah Menengah Atas. Jenis penelitian ini adalah penelitian kualitatif deskriptif dengan dasar penelitian studi kasus. Subjek penelitiannya adalah dialog percakapan pada Vlog Jerome Polin. Langkah-langkah yang dilakukan dalam penelitian ini adalah mencari dan mengumpulkan Vlog Jerome Polin, mentranskrip Vlog Jerome Polin yang sudah dikumpulkan, melakukan pendokumentasian tuturan pada Vlog Jerome Polin yang mengandung praanggapan, menganalisis data, membuat simpulan dari seluruh analisis. Hasil penelitian alih kode dan campur kode yang terjadi dalam video Youtube Jerome Polin akan dikaitkan dalam KD 3.6 menganalisis struktur dan kebahasaan teks anekdot dan 4.6 menciptakan kembali teks anekdot dengan memerhatikan struktur teks anekdot dan struktur kebahasaan teks anekdot. Handout ini dengan menambahkan pengertian, ciri-ciri, struktur dan kebahasaan teks anekdot yang dapat membantu dalam kegiatan pembelajaran. Implikasi penelitian ini untuk menyelesaikan fungsi implikatur percakapan pada sebuah tayangan harus menganalisis tuturan terlebih dahulu dan menyelesaikannya.
Pemanfaatan Augmented Reality untuk Keterampilan Komunikasi Sosial Anak dengan Gangguan Spektrum Autisme Wagino; Sujarwanto; Niratama , Fairus
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 3 (2023): October
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i3.67481

Abstract

Gangguan spektrum autisme (ASD) adalah gangguan neurologis yang menyebabkan anak yang didiagnosis mungkin menghadapi kesulitan dalam komunikasi sosial atau memiliki serangkaian perilaku yang berulang atau terbatas.  Tujuan penelitian ini untuk menganalisis pemanfaatan augmented reality untuk keterampilan komunikasi sosial anak dengan gangguan spektrum autisme. Jenis penelitian ini merupakan penelitian kualitatif. Pengumpulan data dengan menggunakan metode kualitatif maupun kuantitatif. Subjek penelitian terdiri dari berbagai kelompok usia dan tingkat keparahan dan harus mencakup kedua jenis kelamin. Hasil penelitian menunjukkan efek penggunaan AR terhadap pembelajaran individu adalah positif. Namun, mengingat beragam keterampilan yang ditargetkan dalam studi terpilih, dan heterogenitas peserta, kesimpulan sumatif mengenai keefektifan AR untuk mengajarkan keterampilan komunikasi sosial kepada individu dengan ASD berdasarkan literatur yang ada tidak mungkin dilakukan. Kefektifan relatif AR di antara lebih banyak peserta, teknologi berbeda yang mendukung AR, intervensinya, dan evaluasi di lingkungan kelas diperlukan. Penelitian ini memberikan wawasan tentang solusi berbasis augmented reality (AR) yang dikembangkan untuk gangguan spektrum autisme (ASD).  
Radar Tasikmalaya News Portal's Error Analysis in the Indonesian Language from a Linguistic Category Point of View Nurjamilah, Ai Siti; Nores K., Welly; Rosiana, Shinta; Wijayanti, Sri Hapsari; Solissa, Everhard Markiano; Saputra, Nanda
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 3 (2023): October
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i3.67575

Abstract

There are still many online news portals that make writing errors, not only in terms of spelling, but also in terms of morphology, syntax and semantics. The goal of this language mistake analysis is to analyze and repair phonological, morphological, syntactic, and semantic faults found on instructional pages of the Radar Tasikmalaya news site. The researcher employed a descriptive analytic method. The research methods employed in this study were observation, interviews, and literature studies, which involved reviewing all of the books, articles, notes, and reports that had anything to do with the issue being addressed. By performing numerous steps in the study process, including: (1) gathering data, (2) describing the data, (3) evaluating the data, and (4) drawing conclusions. The findings of a language mistake study for the Radar Tasikmalaya news portal's edition can be concluded that there are forms of language errors in the fields of phonology, morphology, syntax, and semantics. In linguistic-morphological category errors there are errors in affixation. Syntactic errors consist of errors in sentence construction. There are also semantic errors consisting of errors in the meaning of sentences that can make the reader misinterpret the sentence. Then there are errors in the use of spelling or phonology, these spelling errors consist of writing errors in the use of punctuation marks, especially in writing academic degrees, using standard words, writing foreign terms, and writing capital letters.
Need Assessment for the Development of e-Rapor Sehatku as an Adolescents Health Screening Application Sitoayu, Laras; Dewanti, Lintang Purwara; Melani, Vitira; Agustina, Noni; Fanani, Lutfi
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 3 (2023): October
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i3.67831

Abstract

Adolescents are one of the strategic targets for the implementation of health programs. Networking health in adolescents must be fulfilled as the right same health for all Indonesian children. One tool used for screening health is the book Rapor Kesehatanku. This book must own and filled by all students at school. This research aims to analyze the extent to which it is necessary to digitize my health reports to make them more effective and efficient. This research type is a descriptive qualitative study. Study this involving two informants selected key purposively, five informants main and two informants selected supporters with technique snow-ball. Research data was taken with the method of interview depth and FGD. Data analysis was carried out using the content analysis method. From the results, the study can conclude that there must be an E-Rapor Kesehatanku with features including nutritional status checks, growth charts, compliance with TTD consumption, mental health, PTM risk detection, discussion forums, my health e-report reporting, notifications, multiple users (TPG, teachers, students, parents and Health Office) and many educational features contains a short video about adolescent health.
Effectiveness of using Canva Application to Improve Learning Outcomes of Tenth Grades Students Friska, Junita; Pramuaniati, Isda; Mahriyuni
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 3 (2023): October
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i3.67879

Abstract

The influence of the use of supportive learning media in today's modern times is linked to low student achievement on French language learning, especially on French language learning material. The purpose of this research was to determine the effectiveness of using the Canva application on improving the French language learning outcomes of students at tenth grade. This research is quasi-experimental research. This study is used sampling technique which is simple random. The selection of sample members from the population is done randomly without considering the existing strata in the population. This research used two classes, namely X IPA class 1 as an experimental class (Implementation of Canva app) and X IPA class 4 as a control class using only Whatsapp. The data collection technique in this research was in the form of a test consisting of a pre-test and a post-test. Based on the t-test calculations that were performed in the experimental class and the control class, the sig. 000 then if the probability value is sig (two-sided) or (sig 0.05) then Ho is accepted. So, there is the effectiveness of using Canva app to increase the French language learning outcomes of tenth grade students.
Interactive Multimedia Learning for Basic English Education Kabri; Budiyanto
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 8 No. 1 (2024): April
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v8i1.67940

Abstract

Dalam proses pembelajaran, dosen memberikan stimulus namun sebagaian siswa tidak memberikan respon. Siswa merasa tidak fokus dalam pembelajaran karena merasa tidak bisa menguasai penggunaan bahasa Inggris yang dipelajari. Berdasarkan hal tersebut maka tujuan penelitian ini yaitu mengembangkan Multimedia Interaktif Pendidikan Bahasa Inggris Dasar. Jenis penelitian yang digunakan adalah Penelitian dan Pengembangan (penelitian dan pengembangan). Model yang digunakan dalam mengembangkan produk yaitu ADDIE. Subjek penelitian yaitu ahli media, desain, dan material. Jumlah subjek uji coba sebanyak 43 siswa. Penelitian pengembangan ini menggunakan angket, wawancara, dan observasi sebagai teknik pengumpulan data. Instrumen pengumpulan data berupa kuesioner. Teknik analisis data yaitu deskriptif kualitatif, kuantitatif dan statistik inferensial. Hasil penelitian yaitu penilaian yang diberikan oleh ahli media pembelajaran yaitu 3,2 (sangat baik). Ahli desain pembelajaran yaitu 3.3 (sangat baik). Ahli materi pembelajaran yaitu 3.2 (sangat baik). Rata-rata kepraktisan produk multimedia interaktif yang dikembangkan sebesar 94,5% dengan kriteria “Sangat Praktis. Uji efektifitas menunjukkan terdapat perbedaan rata-rata hasil belajar siswa setelah menggunakan Multimedia Interaktif Pendidikan Bahasa Inggris Dasar. Multimedia yang disimpulkan dapat dikatakan layak untuk digunakan sebagai media dalam pembelajaran dan dapat meningkatkan hasil belajar Bahasa Inggir Dasar.
Banyumasan Context-based Modul Improves Mathematical Literacy in Data Content of Junior High School Students Nada, Yusrina Qotrun; Isnandar; Usodo, Budi
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 3 (2023): October
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i3.68233

Abstract

Learning mathematics is a type of learning that is quite difficult. However, learning will be easier for students to understand if the material presented uses the students' daily context. Learning modules will help students to understand learning in depth. This research aims to develop a mathematics module based on the Banyumasan context. This development research was adapted from the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. Data collection methods were carried out through questionnaires and mathematical literacy tests. Data were analyzed using descriptive analysis and quantitative analysis. The research results concluded that: validation results show that the Banyumasan context-based module meets the feasibility standards and is included in the very good category. The results of developing the Banyumasan context-based module were declared practical to use, with a practicality score included in the good category. The results of the development of the Banyumasan context-based module were declared effective in use with the result t-obs = 8.2140 with a critical area of t > 2.030, which means that the mathematical literacy of students who used the Banyumasan context. The context-based module was better than the mathematical literacy of students before using the Banyumasan context-based module. Banyumasan context.
Traditional Games on Basic Movement Abilities of Elementary School Students Ningsih, Yuni Fitriyah; Khusnul Khotimah; Sugeng, Imam; Suhartiningsih; ME Winarno; Safirah, Adita Dwi
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 8 No. 2 (2024): Juli
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v8i2.68580

Abstract

In elementary schools, physical education, sports, and health have experienced a decline in students' basic movement abilities, especially regarding running ability. This is in line with the increasing trend of inactive lifestyles among children, which has the potential to harm their physical health. This research aims to analyze the influence of traditional games on elementary school students' basic movement abilities. This research is a type of experimental research. This research uses a true experiment method with a Pre-test and Post-test Control Group Design. The research population was all class V students, totaling 42 students. Data was collected through interviews and tests. The instruments used in data collection were interview sheets and a 30-meter running test. The data analysis technique uses quantitative descriptive and independent sampling t-test differences. This research shows that integrating traditional games significantly affects students' basic movement abilities. Therefore, traditional games can effectively develop elementary school students' basic movement abilities. This research implies that schools should consider introducing traditional games in their curriculum to improve students' basic movement skills while preserving local culture.
'SIMLA' Educational Game-Based Learning Media for the Inculcation of Pancasila Symbols and Principles, Augmenting Independent Character Diah Aulia Azizatur Rohmah; Sri Untari; Ade Eka Anggraini
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 8 No. 1 (2024): April
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v8i1.68601

Abstract

The transition from the K13 curriculum to an independent curriculum creates problems, especially in the learning process and learning media. A learning process needs to be supported by good learning media to achieve learning goals. This research aims to develop the educational game learning media "SIMLA" with material on the symbols and principles of Pancasila to strengthen the independent character of fourth-grade elementary school students. The type of research used is the research and development (R&D) ADDIE development model. The research subjects were material experts, media, teachers, and fourth-grade elementary school students. Data collection includes interview guides, validation instruments, and student questionnaires. This quantitative data was obtained from material, media, user/teacher, and student validator questionnaires. Qualitative data was obtained from suggestions and input from experts, users, and students. The validator analysis technique uses a Likert Scale. Data obtained from product trials and usage tests uses the Guttman scale. The results obtained from material validation were 87.5% (very valid), media validation 93.75% (very valid), user validation 100% (very valid), and product trials 100% (very practical/interesting). It is practical and fun to improve independent character. The results of the paired t-test show that this product is very effective in improving students' abilities. The educational game learning media produced using the Construct 3 application is valid and can improve student learning outcomes.
Media Smart Apps Creator Berbasis Problem Based Learning Meningkatkan Kemampuan Menulis Kalimat Efektif Dyah Ratnasari; Isa Ansori
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 8 No. 1 (2024): April
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v8i1.68614

Abstract

Terbatasnya penggunaan media pembelajaran, model pembelajaran yang belum inovatif (konvensional) dan guru merasa kesulitan untuk mengajarkan materi kalimat efektif muatan pelajaran Bahasa Indonesia di SDN Jontro melatarbelakangi dilaksanakanya penelitian ini. Penelitian ini bertujuan untuk mengembangkan media pembelajaran dan mengetahui kelayakan, serta keefektifan media Smart Apps Creator  berbasis Problem Based Learning untuk meningkatkan kemampuan menulis kalimat efektif muatan pelajaran Bahasa Indonesia. Jenis penelitian ini adalah Research and Development (R&D)dengan model pengembangan menurut Borg and Gall. Teknik pengumpulan data yang digunakan yaitu tes, wawancara, observasi, dokumentasi, dan angket.“Teknik analisis data analisis produk, analisis data awal, dan analisis data akhir. Subjek validasi dilakukan oleh beberapa ahli, yakni 1ahli materi dan 1 ahli media. Subjek uji coba adalah siswa kelas III SDN Jontro. Hasil validasi media diperoleh persentase sebesar 91% kriteria “Sangat layak”, hasil validasi materi diperoleh persentase sebesar 80% kriteria “Sangat layak”, hasil pretest dan postest dihitung menggunakan n-gain mengalami peningkatan dengan kriteria “sedang”. Pada uji coba skala kecil serta uji coba skala besar mengalami peningkatan rata-rata yang termasuk dalam kategori tinggi. Simpulan dari penelitian ini adalah media Smart Apps Creator berbasis Problem Based Learning sangat layak dan efektif digunakan untuk meningkatkan kemampuan menulis kalimat efektif pada muatan pelajaran Bahasa Indonesia.

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