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Contact Name
Made Gautama Jayadiningrat
Contact Email
jpppjournal@undiksha.ac.id
Phone
+6287762961886
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gtm_jd@yahoo.co.id
Editorial Address
Jl. Udayana Kampus Tengah Singaraja, Bali, Indonesia 81116
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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
Spelling Bees for Improving Students' Pronunciation Skills Huda, Nurul; Hidayati; Edi; Hudri, M; Ilham; Olatunji, Olusola
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.v8i2.74320

Abstract

Correct pronunciation is a crucial aspect of learning English that is often challenging for many students. Traditional methods of teaching pronunciation usually need to be more interesting and exciting for students, so a more innovative and interactive approach is required. This research aims to determine the effectiveness of the Spelling Bee in improving students' speaking pronunciation. This quantitative method uses quasi-experimental research applied to ninth-grade junior high school students. This research uses an experimental group and a control group. The experimental group consisted of 22 students of 10 men and 12 women, while the control group consisted of 22 students of 13 men and 9 women. In collecting data, pretest and posttest were used to determine the improvement in students' speaking pronunciation. The data analysis technique uses inferential statistical analysis. The research results show that the Spelling Bee can be an effective strategy in helping EFL students improve their pronunciation skills. This research implies that research contributes to improving the quality of English language teaching and learning and the development of professionalism of teaching staff in the language field.
Media Video Animasi yang Layak dan Efektif diterapkan dalam Pembelajaran IPA Sekolah Dasar Putra, I Gusti Ngurah Angga; Kristiantari, Maria Goreti Rini; Wiarta, I Wayan
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.v8i1.74473

Abstract

Penggunaan media pembelajaran masih kurang dikarenakan kurangnya pemahaman guru mengenai penggunaan teknologi khususnya pembuatan video animasi. Penelitian ini bertujuan untuk menciptakan media pembelajaran video animasi yang efektif digunakan khususnya pada muatan pelajaran IPA kelas IV. Penelitian ini merupakan penelitian pengembangan dengan model pengembangan ADDIE. Metode pengumpulan data dalam penelitian ini menggunakan kuesioner dan tes. Teknik analisis data dalam penelitian ini adalah analisis deskriptif kualitatif, deskriptif kuantitatif dan analisis statistik inferensial. Hasil penelitian menunjukkan validasi ahli rancang bangun memperoleh skor 92,50% (sangat baik), validasi ahli materi pembelajaran memperoleh skor 90,00% (sangat baik), validasi ahli desain instruksional memperoleh skor 88,30% (sangat baik), validasi ahli media pembelajaran memperoleh skor 92,30% (sangat baik), uji coba perorangan memperoleh 89,20% (sangat baik), uji coba kelompok kecil memperoleh skor 93,00% (sangat baik). Pengujian efektivitas produk diperoleh terdapat pengaruh penggunaan video animasi terhadap hasil belajar IPA. Diperoleh simpulan bahwa video animasi layak dan efektif untuk diterapkan dalam proses pembelajaran IPA materi manfaat energi matahari pada siswa kelas IV SD. Implikasi penelitian ini memberikan motivasi bagi guru-guru di sekolah untuk menerapkan media pembelajaran dalam proses pembelajaran di sekolah.
The Comparison of Satisfaction, Commitment, and Performance Between Female and Male Students Hazriyanto; Hendri Kremer; Badaruddin Ibrahim; Nasruji; Vincentius Ade Arianto Ciptoputra
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.v8i2.74747

Abstract

Education in higher education is a concern for many parties, especially related to the output of students from these universities. Various problems arise in the process of producing student outcomes that are by the demands of the times. The results in the form of student achievement and performance are very helpful for universities to reach their goals. Development, acceleration, and improvement of human resource output are the main concerns, especially in the Galileo College of Economics (STIE). This research focuses on student satisfaction, commitment, and performance. This research is a quantitative study involving 185 students as respondents. The purpose of this study is to see the comparison of satisfaction, commitment, and performance between male and female students. The research data was collected using a questionnaire, and processed with Amos SEM statistics. The results of the multi-group comparative analysis show that there is a positive and significant influence between satisfaction, commitment, and performance of women and men. The findings in this study found that satisfaction with women's performance is the same and insignificant. For this reason, the campus needs to pay attention to student satisfaction, commitment, and performance. For future research, it is necessary to consider other variables not examined in this study, such as the environment, and comparisons between students in universities. In conclusion, achievement is the result of work that a person achieves both in terms of quality and quantity in doing work by the responsibilities given to him.
Assisted Problem Based Learning Mobile Learning Application to Improve Preservice Counselor Problem Solving Skills Kholili, Ma'rifatin Indah; Purwaningrum, Ribut
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.v8i2.74890

Abstract

In today's digital era, the need for effective problem solving skills is increasingly urgent, especially for preservice counselors who will play an important role in helping individuals overcome various challenges. This research aims to test the effectiveness of Application-assisted Problem Based Learning (PBL). Mobile Learning (MLA) through the Bikonesia platform in improving the problem solving abilities of guidance and counseling students (school counselors initial service). This research method is descriptive qualitative by using a quasi-designpre-test post-test experiment control group design which was carried out for 8 weeks. The subject of this research is students majoring in guidance and counseling in one academic year Treatment using the PBL process is divided into five stages: Problem analysis and learning, Discovery and reporting, Solution presentation and reflection, Overview, integration, and evaluation. Data was collected using the Problem Solving Skills Scale developed by researchers. Data were analyzed using an independent t test to compare data stop you And post-test. Hypothesis test results show that Sig. This shows that the model Problem Based Learning (PBL) assisted by Application Mobile Learning (Bikonesia) has a significant effect on improving problem solving abilities Preservice Counselor. Future researchers should consider or even test multiple skills simultaneously through PBL. The implications of this research are can encourage educational institutions to integrate mobile technology in the learning process, considering its effectiveness in improving problem-solving skills.
French E-Module for Production Écrite Débutante Learning Based on Project Based Learning Using Kodulars Marice; Isda Pramuniati; Jubliana Sitompul
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.v8i2.74913

Abstract

Students need help with ideas and writing simple sentences in French according to the correct rules. In addition, the learning media used are still dominated by conventional methods such as printed books and sheets of paper, which are less exciting and do not support the learning process effectively. This study aims to design project-based learning (PjBL)-assisted Kodular e-module for French Production Écrite Débutante (writing for beginners). The research method used the Research and Development (R&D) method of the ADDIE model. The subjects involved in this study were 16 students. The data collection methods used were observation and questionnaires. The instrument used was a questionnaire sheet. After the data was collected, it was analyzed using qualitative and quantitative data analysis methods. The results showed that the E-Module that had been developed was adequate for beginners to use in learning French writing. Thus, it can be concluded that the E-Module that has been created is feasible and effective for beginners to use in learning French writing. The use of e-modules assisted by Codular application in learning writing based on Project Based Learning (PjBL) can be an innovative solution to improve students' writing skills.
Teams Games Tournament (TGT) Cooperative Learning Model in Learning Personification Figures of Speech Anis Safira, Rahmadhani; Sukardi
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.v8i2.75959

Abstract

Currently, many teachers still need to pay more attention to conducive learning activities. Teachers tend to use a student-centered learning model so that students feel bored while learning. Based on this, this research aims to analyze the effectiveness of the Teams Games Tournament (TGT) cooperative learning model in personification learning in fourth-grade elementary school. This type of research is experimental research. In this research, the design used was Nonequivalent Control Group Design. The population of this study was 42 fourth-grade elementary school students. The research sample was determined using the cluster random sampling technique. The methods used to collect data are tests, interviews, observation, documentation, and questionnaires. The technique used to analyze data is inferential statistical analysis. The research results, namely the t-test results, show differences in students' ability to understand personification figures of speech after being treated with the effective Teams Games Tournament learning model. The results of the N-gain test showed an increase in the average pretest and posttest scores for the experimental and control classes. It was concluded that the Teams Games Tournament Learning Model can improve student learning outcomes in learning personification figures of speech. This research implies that the application of TGT can improve student learning outcomes.
Koditako Media (Digital Comics of Economic Activities) in IPAS for Fourth-Grade Students Zulfa, Isma Alliyatuz; Bektiningsih, Kurniana
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.v8i2.76836

Abstract

The use of learning media that is less varied and exciting results in students being less interested in learning, resulting in low student learning outcomes. This research aims to analyze the development, feasibility and effectiveness of Koditako media in improving student learning outcomes in the economic activities material in the science and science subject. This research is Research and Development (RnD), which refers to the ADDIE model. The subjects of this research consisted of material experts, material experts, language experts, class IV teachers and class IV students totalling 19 students. Data was collected by conducting observations, interviews, questionnaires and tests. Data analysis uses qualitative and quantitative descriptive analysis. The results of expert validation tests and teacher and student responses obtained very appropriate criteria. The T-test indicated a significant difference between the pretest and post-test average scores. The N-Gain test with moderate criteria shows increased student learning outcomes after using Koditako media. It was concluded that Koditako media is feasible and effective in improving learning outcomes for "IPAS" material on economic activities. The implication of this research is to make it easier for students to understand science learning material about economic activities so that student learning outcomes can improve.
Gamification Animation Video Modelled CIRC to Improve Reading Comprehension Skills on Narrative Discourse of Grade II Students Irenewati, Inggit; Sukardi
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.v8i2.78460

Abstract

Teachers' use of learning media still needs to be improved, and learning models still need to be developed. Teachers at school only utilize books and simple pictures. This results in students' reading comprehension skills in narrative discourse in Indonesian language lessons needing to improve. This research aims to create a gamification animation video with a CIRC model to improve the reading comprehension skills of grade II elementary school students. The type of research used in this study is research and development (R&D), which uses the research model design from Borg and Gall. The subjects of this research were grade II students, as many as 25. The data collection methods used in this research are observation, interview, and questionnaire or questionnaire. The instrument used was a questionnaire sheet with a Likert scale. After the data was collected, it was analyzed using descriptive qualitative and quantitative data analysis methods. This study showed an increase in the average results before and after treatment in the small-scale and large-scale tests, so it can be concluded that the gamification of animated video media with the CIRC model can help improve students' reading comprehension skills in narrative discourse. This research is expected to help teachers enhance the quality of learning and help students have more creative and critical thinking potential.
Android Application as an Innovative Learning Media: Increasing Students' Historical Empathy Through the History of the Balinese Kingdom I Made Devid Krisna Utama Putra; Muhammad Akhyar; Akhmad Arif Musadad
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.v8i2.79070

Abstract

The lack of digital learning media makes it difficult for students to study anywhere. This research aims to analyze Android-based media applications for the history of the Balinese Kingdom that are suitable for learning media for class X high school Hindu and Buddhist Kingdoms material. This research method is research and development (R&D) with a 4-D approach. The subject of this research is class X SMA. The validation process involves experts in the field of materials and media. Data collection methods through interviews, surveys, questionnaires and literature studies. The data analysis technique uses quantitative descriptive analysis. The research results show that the Android-based media application for the history of the Balinese kingdom based on Hindu and Buddhist kingdom material is very suitable for use as an alternative learning media to increase historical empathy. By using augmented reality (AR) technology, students can explore historical sites in realistic 3D, allowing them to experience the atmosphere of the past more realistically. Learning media using Android-based applications can provide a more exciting and relevant approach for students, increase historical empathy, and expand the accessibility of learning materials. This research implies that the use of technology such as augmented reality (AR) and multimedia interaction makes historical material more exciting and easier to understand and allows students to engage emotionally and deeply with the material being studied.
Digital Literacy Profile of Indonesian Educational Technology Students in the Era of Digital Transformation Murti Kusuma Wirasti; Ramadhan Hamam Irawan; Mulyadi
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.v8i2.82120

Abstract

The development of digital technology has led to fundamental changes in the industrial world, known as the industrial transformation of the digital era. One of the serious challenges in education regarding digital technology resources is the ability to control them through algorithmic systems. This research aims to analyze and map the profile of Educational Technology students, particularly Generation Z, who are now in an increasingly mediated and digitalized learning environment. The research employs a quantitative approach with a descriptive research design. The sampling method used is total sampling, where the entire population is selected as the research sample. Data collection is conducted using a questionnaire as the instrument. The data analysis techniques include both qualitative and quantitative descriptive analysis. The research findings reveal three categories of digital literacy competencies among Indonesian Educational Technology students: communicative power, selective power, and digital-based creation. Communicative power relates to elements such as social networking, transliteracy, identity management, and self-broadcasting. The digital literacy competency related to communicative skills is categorized as very good, as is the ability to select various digital content when accessing internet-based media. However, the digital literacy competency related to creative power is in the good category, tending towards quite good.

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