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INDONESIA
Jurnal Pendidikan
Published by Universitas Terbuka
ISSN : 14111942     EISSN : 24433586     DOI : -
Core Subject : Education,
Jurnal Pendidikan diterbitkan oleh Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Terbuka. Jurnal ini memuat artikel yang ditulis berdasarkan hasil penelitian dan analisis konseptual mencakup berbagai dimensi pendidikan, seperti kurikulum, pembelajaran, evaluasi, manajemen, kualitas Pendidikan, dan pemanfaatan teknologi komunikasi dan informasi, dalam berbagai jenjang pendidikan dan modus penyampaian pembelajaran
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Articles 5 Documents
Search results for , issue "Vol. 24 No. 1 (2023)" : 5 Documents clear
Tantangan Pembelajaran Tematik dalam Jaringan dengan Model Website Berbasis Youtube di Sekolah Dasar Yusuf Rendi Wibowo; Andi Prastowo
Jurnal Pendidikan Vol. 24 No. 1 (2023)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jp.v24i1.3237.2023

Abstract

Abstract: The purpose of this study is to reveal the challenges faced in online learning using a website model through Youtube. This is because during distance learning from home, students at the MI / SD level do a lot of online learning so that efforts are needed to make policies or solutions that can solve the challenges that occur. Qualitative is chosen as the approach that the researcher applies, while the method used is descriptive. The data collection technique used is by conducting interviews with class IV teachers and grade IV students of SD IT Baitul Muslim Way Jepara. The results of the study found that the challenges of learning the website model through Youtube were felt, namely: 1) Unstable internet network quality, 2) prices and quota usage, 3) infrastructure facilities were not supportive, 4) power outages that interfered with the quality of the internet network, 5) Difficulty of monitoring during the learning process. Some solutions that may be able to reduce these challenges are internet quota subsidies to educators and students by working with the provider, Youtube is used to deliver material only, for assignments it can be through Whatsapp or Google Classroom only, and the last solution if you don't want there to be challenges as explained, it is better to apply PTMT (limited face-to-face meetings). Abstrak: Tujuan dilakukannya penelitian ini ialah untuk mengungkapkan tantangan-tantangan yang dihadapi dalam pembelajaran online menggunakan model website melalui youtube. Hal ini dikarenakan selama pembelajaran jarak jauh dari rumah, peserta didik dalam jenjang MI/SD banyak melakukan pembelajaran secara daring sehingga butuh upaya pengambilan kebijakan atau solusi yang bisa menyelesaikan tantangan yang terjadi. Kualitatif dipilih sebagai pendekatan yang peneliti terapkan, sedangkan metode yang diguanakan ialah deskriptif. Teknik pengambilan data yang digunakan yaitu dengan melakukan wawancara pada guru kelas IV dan murid kelas IV SD IT Baitul Muslim Way Jepara. Hasil dari penelitian didapatkan bahwa tantangan pembelajaran model website melalui youtube yang dirasakan yaitu: 1) Kualitas jaringan internet yang tidak stabil, 2) harga dan penggunaan kuota, 3) fasilitas sarana prasaran kurang mendukung, 4) pemadaman listrik yang mengganggu kualitas jaringan internet, 5) Sulitnya pemantaun saat proses pembelajaran dilakukan. Beberapa solusi yang mungkin bisa mengurangi tantangan tersebut ialah subsidi kuota internet ke pendidik dan peserta didik dengan cara bekerja sama dengan pihak provider, youtube digunakan untuk menyampaikan materi saja, untuk penugasan bisa melalui Whatsapp atau Google Classroom saja, dan solusi yang terakhir jika tidak ingin ada tantangan-tantangan seperti halnya yang sudah dijelaskan maka lebih baik terapkan PTMT (pertemuan tatap muka terbatas).
A Review on Gamification in e-learning: Effects and Challenges Senthil kumaran V; Nithiya Shri M; Harini A
Jurnal Pendidikan Vol. 24 No. 1 (2023)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jp.v24i1.3673.2023

Abstract

Information technology has brought us a great deal of technological advancement, opening up endless possibilities for distance education. E-Learning platforms make it possible to connect people around the globe. Using the various technologies that are available, Gamification enhances the performance of e-learning platforms. Gamification of e-learning platforms helps in providing an engaging learning experience for users of all ages. Applying gamification in a non-gaming environment motivates students and also keeps them engaged in learning. This paper summarizes various game elements such as points, leader boards, badges, provided to the users for better e-learning experience by gamifying the environment and discussing the impact of gamification.
Developing Scrabble Wall for Students’ Vocabulary Learning Sarah Fauziah; Fitri Hilmiyati; Siti Sa'diah
Jurnal Pendidikan Vol. 24 No. 1 (2023)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jp.v24i1.4731.2023

Abstract

Mastering vocabulary could be one of the keys to be successful in learning English. Teaching by using a certain game could be an interesting way to increase students’ vocabulary. The aim of this study is to create a scrabble wall to help students improve their vocabulary. This study employed the research and development method, as well as the ADDIE Model's theory, which is divided into five stages: analysis, design, development, implementation, and evaluation. Interviews, exams, and expert validation checklists were used as study instruments. This study used 25 students as a sample of product implementation among eleventh-grade students of SMA Putra Juang Cianjur. Data were gathered from student interviews, test results (Pre-test and Post-test), teacher replies, and expert validation results. The data analysis revealed that the product was both good and valid. The scrabble wall can be used as a means to teach English, particularly vocabulary. The scrabble wall is helpful for students as well. It may be concluded that the use of scrabble wall can enhance students’ vocabulary mastery.
Application of Blockchain Technology at Sekolah Islam Terpadu Al-Madinah Mohammad Kahfi Abdul Azis; Dewi Wahyuningsih; Patras, Yuyun Elizabeth Patras
Jurnal Pendidikan Vol. 24 No. 1 (2023)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jp.v24i1.4820.2023

Abstract

Abstract: The purpose of this study is to discuss Blockchain Technology and the application of Sisko at the Al-Madinah Integrated Islamic School, where the students’ cognitive development varies from 4 years to 17 years old. This article uses the library research method which refers to 19 articles downloaded from Google Scholar and Crossref. Blockchain technology is a system that limits its users according to its boundaries but can still be connected with other users. One of the systems for implementing Blockchain Technology at the Sekolah Islam Terpadu Al-Madinah is Sisko SIT Al-Madinah, which contains a database about education from Kindergarten to High School within the Al-Madinah Integrated Islamic School. The menu in the Sisko system is different for each user, for example students use Sisko for exams and assignments, teachers use Sisko to input grades and savings, principals and vice principals use Sisko to manage curriculum, add and edit student data, map students into classes, and finally the Sisko admin uses it to add and edit report formats, map user accounts and archive school databases. Sisko is highly recommended for schools that want to be more effective and efficient in managing data, finances, learning outcomes and in archiving all of their data because schools must be ready to shift into school digitalization in this era.
Desain Riset Media Pembelajaran Augmented Reality Berbasis Discovery pada Mata Pelajaran IPA Wisnu Pamungkas
Jurnal Pendidikan Vol. 24 No. 1 (2023)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jp.v24i1.4823.2023

Abstract

Abstract: Books are the media most often used by teachers. From the analysis of the teacher's needs, it is known that the teacher finds it difficult to explain to students about the form or describe the original form and sometimes gets stuck in just memorizing terms. Therefore, media is needed that can help teachers and students in the learning process. This research aimed to determine product specifications, attractiveness, and practicality of augmented reality learning media products in discovery learning activities in grade VIII natural science subjects on the human respiratory system at SMPK PENABUR Depok. This type of research is development research. The procedure in this development research was adapted from Borg & Gall. The subjects in this study were 40 grade VIII students of SMPK PENABUR Depok for the 2021/2022 academic year. In addition, this study also involved three experts in the fields of augmented reality, learning, and science education. Data analysis shows that the level of product attractiveness is 86.06% and the product practicality level is 88.64%. With these results, the product is declared feasible and can be used as a new learning media in the subject of the respiratory system in humans. Keywords: augmented reality, discovery, learning media.  Abstrak: Buku adalah media yang paling sering digunakan guru. Dari analisis kebutuhan guru diketahui bahwa guru kesulitan untuk menjelaskan kepada siswa mengenai bentuk atau menggambarkan wujud asli dan terkadang terjebak dalam kegiatan menghafal istilah saja. Oleh sebab itu, dibutuhkan media yang mampu membantu guru dan siswa dalam proses pembelajaran. Tujuan dari penelitian ini adalah untuk mengetahui spesifikasi produk, kemenarikan dan kepraktisan produk media pembelajaran augmented reality pada aktivitas pembelajaran discovery dalam mata pelajaran Ilmu Pengetahuan Alam (IPA) kelas VIII materi sistem pernapasan pada manusia di SMPK PENABUR Depok. Jenis penelitian ini merupakan penelitian pengembangan. Prosedur dalam penelitian pengembangan ini diadaptasi dari Borg & Gall. Subjek dalam penelitian ini siswa kelas VIII SMPK PENABUR Depok tahun ajaran 2021/2022 yang berjumlah 40 orang selain itu penelitian ini juga melibatkan tiga ahli pada bidang augmented reality, pembelajaran, dan pendidikan IPA. Hasil dari penelitian ini menunjukkan bahwa tingkat kemenarikan produk sebesar 86,06% dan tingkat kepraktisan produk sebesar 88,64%. Dengan hasil ini maka produk dinyatakan layak dan dapat dijadikan media pembelajaran yang baru dalam materi sistem pernapasan pada manusia. Kata Kunci: augmented reality, discovery, media pembelajaran.

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