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Contact Name
Muhammad Affan Ramadhana
Contact Email
redaksi.jsgp@gmail.com
Phone
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Journal Mail Official
redaksi.jsgp@gmail.com
Editorial Address
Fakultas Keguruan dan Ilmu Pendidikan Universitas Cokroaminoto Palopo Jalan Latammacelling No. 9 B Kota Palopo, Provinsi Sulawesi Selatan, 91921
Location
Kota palopo,
Sulawesi selatan
INDONESIA
Jurnal Studi Guru dan Pembelajaran
ISSN : -     EISSN : 26546477     DOI : https://doi.org/10.30605/jsgp
Core Subject : Education,
JSGP (Jurnal Studi Guru dan Pembelajaran, ISSN 2654-6477) is an academic publication media managed by the Faculty of Teacher Training and Education and published by Universitas Cokroaminoto Palopo (UNCP). Publishing research results and theoretical studies in the field of education, JSGP is a reference source as well as a means of publication for teachers, lecturers, students, school supervisors, policymakers, and education observers.
Articles 736 Documents
Motivational Pathways to Success in English Language Learning: Insights from Higher Education Ivana Carla Monica Widiarsih; Paulus Kuswandono
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4354

Abstract

Knowing the driving factors in achieving something is necessary. whether based on the outside or from oneself. The objective of this study is to establish the levels of self-determination of English language students with attention, relevance, confidence, and satisfaction (ARCS Model). The achievement of understanding English depends on the degree of motivation demonstrated by the student, which may be classified as intrinsic or extrinsic. The research population comprised a few students from each class enrolled in an English Educational Program during the odd semesters of the academic year 2023/2024 at Satya Wiyata Mandala University. The Data is gathered from 40 students in total via questionnaires and interviews within a mixed-method research technique adopted in the study. Data was gathered via questionnaires and interviews. The questionnaire was developed using Gardner’s Attitude Motivation Test Battery (AMTB). The study employed a Likert Scale instrument with the 5-point rating system for quantitative data, which was developed based on the Likert Scale Format. The replacement was supplied by students in the questionnaire and interviews were used to generate the study’s conclusions. The participants exhibited higher levels of intrinsic motivation (M = 3.9) compared to extrinsic motivation (M = 3.7).
Studi Komparatif: Model Pembelajaran Kooperatif Tipe Jigsaw dan Number Head Together dalam Pembelajaran IPA pada Siswa Sekolah Menegah Pertama Nur Indah Sari; Fandi Ahmad
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4396

Abstract

The focus of this quasi-experimental study is to compare the scientific learning outcomes of eighth-grade students at SMP Frater Makassar who are taught using the Jigsaw learning model with the outcomes of students taught using the Number Head Together (NHT) learning model.The purpose of this quasi-experimental study is to compare the scientific learning outcomes of eighth-grade Makassar Frater Junior High School students who are taught using the Jigsaw and Number Head Together (NHT) learning models. Posttest-only control design is used in research. All of the junior high school students in Class VIII at Frater were the study's population. The research sample consisted of 30 and 29 students from Class VIII B (who were taught using the NHT model) and Class VIII C (who were taught using the Jigsaw model), as selected by the purposive sampling technique. Data collection techniques through the administration of learning outcomes tests. Data analysis techniques using SPSS 12.0. The Jigsaw learning model was used to teach students, and the average learning outcomes were different. The students' learning outcomes were classified as high, with a standard deviation of 11.603 and an average of 79.17. Students that were taught using the NHT learning paradigm had learning outcomes of 69.48 with a standard deviation of 12.841, which was considered high. The T test results show that tcount = 3.65 and ttable = 2.003 so that the tcount > ttable is obtained with a significance level of 0.004, where H1 = Sig < 0.05 (5%) so that H1 is accepted. Based on the analysis and findings, it can be said that the Jigsaw Type cooperative learning model outperforms the NHT Model in terms of enhancing the science learning outcomes for Makassar Frater Junior High School Class VIII students.
Media Permainan Matematika untuk Meningkatkan Minat Belajar Anak Usia 5-6 Tahun Farah Ayu Maulidina; Sukiman Sukiman
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4410

Abstract

This research aims to develop math game media suitable for children aged 5-6 years and to see their learning interest in math material. This research is a qualitative research with the ADDIE model development method. This research will only be conducted up to the product trial stage (limited trial) in the PAUD unit where the research is conducted, so the results obtained are still in the form of a prototype model. Based on the validation results from two material experts, the overall percentage of material feasibility in the game media is 89.84% with a very feasible category to use. While the results of validation from media experts, the overall percentage of media feasibility in game media is 93.18% so that the game media developed is very feasible to use. After the game media developed was deemed suitable for use, researchers began conducting limited trials with two classes of fifteen children each from group B at KB Mutiara Serat Bangsa. The total percentage of children's learning interest in class B1 obtained was 80.21% with a very interesting category and 75.42% in class B2 with an interesting category. So it can be concluded that the use of math game media developed in the limited trial stage is able to attract children's learning interest in math material. Digital games succeeded in increasing children's interest and enthusiasm in learning while helping them understand the subject matter better. Incorporating interactive games into early childhood education is a great way to create a learning environment that stimulates and encourages children's overall development.
Manajemen Waktu, Kreativitas, Kepribadian, Aktualisasi Diri, dan Kinerja Tutor Kusmaladewi Kusmaladewi; Patmawati Halim; Muin Muin
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4411

Abstract

Penelitian ini dimaksudkan untuk mengkaji pengaruh manajemen waktu, kreativitas, kepribadian, dan aktualisasi diri terhadap kinerja tutor UPBJJ UT Makassar. Jenis penelitian kuantitatif. Populasi penelitian terdiri atas 155 tutor dan 5097 mahasiswa. Sampel penelitian ditetapkan 102 tutor dan 102 mahasiswa atau 10% dari populasi. Penetapan sampel digunakan proportionate random sampling. Teknik pengumpulan data yang digunakan adalah kuesioner terstruktur dengan status terukur dan terpercaya. Penelitian menggunakan teknik analisis data statistik kuantitatif. Pengujian hipotesis digunakan analisis data regresi tunggal dan berganda. Hasil penelitian menunjukkan bahwa antara manajemen waktu (X1), kreativitas (X2), kepribadian Variabel manajemen waktu (X1), kreativitas (X2), dan kepribadian (X1-X3) secara bersama-sama berpengaruh positif yang signifikan terhadap kinerja tutor (Y), sedangkan varibel aktualisasi diri (X4) tidak berpengaruh positif yang signifikan terhadap kinerja tutor (Y) koefisien korelasi sebesar 0,887 dengan signifikansi pada taraf 0,000., koefisien determinan (R Square) sebesar 0,786 atau 78,6% variasi yang terjadi pada kinerja tutor dapat dijelaskan oleh variasi variabel X1-X4. Implikasi hasil penelitian dapat dijadikan acuan tutor untuk peningkatan kualitas kinerja tutor dan acuan penetapan kebijakan Direktur UT Daerah Makassar
Pengaruh Aplikasi Wordwall terhadap Perkembangan Bahasa dan Sosial Emosional Anak Usia Dini Suhartinah Suhartinah; Erna Budiarti
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4414

Abstract

During critical periods, a child's cognitive, social, emotional, and language development is essential for their growth and development. The development of these skills involves cognitive, emotional and social skills, which are influenced by various factors such as IQ, EQ, SQ and RQ. The utilization of technology in education is an important approach. One of the technologies that can be used is the wordwall application. The utilization of this technology was chosen because when students listen to stories told by the teacher in class through picture storybooks, children do not focus on listening so that the meaning or content in the contents of the storybook that is read is not understood by students. After five to ten minutes, the children are already running around looking for more interesting things. The purpose of this study was to determine the effect of wordwall application on language, social and emotional development of early childhood. The research method used is the experimental method, with a pre-assessment and post-assessment research design, while the type of research is quantitative whose research results are: 1) Wordwall application has an effect on early childhood language development with the results of research p value of 0.016 <0.05, 2) Wordwall application affects early childhood social development with the results of research p value of 0.017 <0.05, 3) Wordwall application affects early childhood emotional development with the results of research p value of 0.007 <0.05.
Media Sosial Instagram untuk Keterampilan Berbicara Bahasa Prancis: Sebuah Persepsi Mahasiswa Syaira Delima; Dadang Sunendar; Ariessa Racmadhany
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4418

Abstract

Penelitian ini mengeksplorasi dan menganalisis persepsi mahasiswa terhadap penggunaan Instagram sebagai media pembelajaran untuk meningkatkan keterampilan berbicara bahasa Prancis tingkat A1. Mengingat pentingnya integrasi teknologi dalam pendidikan untuk tetap maju, penelitian ini bertujuan untuk mengidentifikasi strategi dan praktik terbaik dalam memanfaatkan fitur-fitur Instagram untuk pembelajaran bahasa Prancis. Pendekatan yang digunakan adalah pendekatan kualitatif dengan jenis penelitian deskriptif dan desain survei. Populasi penelitian ini adalah mahasiswa Program Studi Pendidikan Bahasa Perancis di Universitas Pendidikan Indonesia dengan sampel sebanyak 100 orang yang diambil secara purposive sampling. Teknik pengumpulan data menggunakan kuesioner tertutup dan terbuka yang disebarkan secara daring melalui Google Forms. Analisis deskriptif digunakan untuk kuesioner tertutup, sedangkan analisis tematik digunakan untuk data terbuka. Hasil penelitian menunjukkan bahwa 71,71% mahasiswa menilai penggunaan Instagram dalam pembelajaran bahasa Prancis sebagai baik, terutama karena konten yang menarik dan interaktif serta menciptakan lingkungan yang mendukung praktik berbicara. Berbagai format konten di Instagram, seperti video, infografis, dan interaksi komunitas, sangat membantu dalam meningkatkan keterampilan berbicara. Responden merasa lebih termotivasi dan percaya diri dalam menggunakan bahasa Prancis dalam situasi sehari-hari. Penelitian ini memberikan kontribusi berharga dalam memahami bagaimana media sosial, khususnya Instagram, dapat dimanfaatkan untuk pembelajaran bahasa Prancis dan mendorong pengetahuan ilmiah tentang penggunaan teknologi digital dalam pembelajaran bahasa asing.
The Impact of Media Card Match Circle and the Challenge-Based Learning (CBL) Learning Model on the Learning Outcomes of Pancasila Education in Elementary School Students Sitti Rahma; Suardi Suardi; Muhajir Muhajir
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4423

Abstract

The low learning outcomes of students are the main problem studied in this article This study employs a quasi-experimental design with a Nonequivalent Control Group model to assess the impact of implementing the Challenge Based Learning (CBL) model supported by Card Match Circle media on Pancasila Education learning outcomes. The study population consists of fifth-grade students at SD Inpres Karuwisi 2 Makassar, divided into two groups: the experimental group (class VA) and the control group (class VC), each comprising 24 students. Data collection was carried out through tests, questionnaires, and observation sheets at the beginning and end of the research period. The analysis results indicate that the implementation of the CBL model with Card Match Circle media significantly improved students' learning outcomes compared to conventional teaching methods, with the experimental group's average posttest score (80.37) being higher than the control group's (72.41). Statistical analysis confirms that this model is effective in enhancing material comprehension, as well as students' collaboration and communication skills. These findings align with previous studies showing that the CBL approach with interactive media can create a more engaging and relevant learning experience, motivating students to be more actively involved in their education.
The Most Frequently Used Techniques In Teaching English Speaking at High Schools Nur Qolbi Rustan; Rusdiana Junaid
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4476

Abstract

Teaching English with an appropriate technique can improve students speaking skills. This research aims to find out the most frequently used techniques in teaching English speaking at High Schools in Palopo. The main discussions were divided into two sub-focus of research questions, namely 1) What are the most frequently used techniques in teaching speaking English at High Schools in Palopo? 2) What are the problems faced by teachers in teaching speaking English at High Schools in Palopo? This type of research was classified as qualitative with the research approach used as a descriptive analysis. The research subjects of this study were 21 English teachers, the teachers at Junior High Schools, and Senior High Schools. Furthermore, the methods used in collecting the data were observation, in-depth interviews, and reference resources. Then, the data processing and data collection techniques were carried out in three stages, namely: data reduction, data display, and conclusion. The data were collected by using the WhatsApp app and Google Forms. The results of this study indicate that the techniques most often used in teaching speaking English at Palopo High Schools were: Role Play, Discussion and Debate, and Information Gap. Meanwhile, some of the challenges faced by teachers when teaching English, include 1) Lack of vocabulary, 2) Lack of confidence, 3) Mispronunciation, 4) Lack of facilities, and 5) Lack of motivation. The recommendation of this research was: 1) students should be abler to be motivated by the various techniques in learning English speaking. 2) As professional educators, the teachers should prepare themselves to use enjoyable techniques so that the students will focus on learning.
Deskripsi Proses Berpikir Kritis dalam Pemecahan Masalah Matematika berdasarkan Kemampuan Awal Siswa Sekolah Dasar Hardianto Hardianto; Nurmala Sabar; Rahmah Dian Safitri
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 1 (2024): January - April 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.1.2024.4507

Abstract

Tujuan dari penelitian ini yaitu untuk mendeskripsikan kemampuan berpikir kritis dalam pemecahan masalah berdasarkan kemampuan awal pada pembelajaran matematika kelas V SDN 47 Tompotikka. Jenis dari penelitian ini, yaitu penelitian kualitatif-deskriptif. Adapun subjek penelitian ini, yaitu siswa kelas VB SDN 47 Tompotikka, sebanyak 28 siswa. Siswa laki-laki sebanyak 12 dan siswa perempuan sebanyak 16. Jenis data yang digunakan, adalah data sekunder dan primer. Sumber data yang digunakan yaitu seluruh siswa yang menyelesaikan soal tes pokok bahasan yang diberikan peneliti. Pengumpulan data yang digunakan, yaitu: tes, wawancara, dan dokumentasi penelitian. Teknik analisis data yang digunakan, adalah: reduksi data penelitian, penyajian data penelitian, dan penarikan kesimpulan penelitian. Hasil dari penelitian ini menunjukkan, bahwa: 1) berdasarkan dari hasil tes dan wawancara subjek dengan kategori kemampuan tinggi memenuhi 4 dari 4 indikator berpikir kritis dan memenuhi 4 dari 4 indikator pemecahan masalah dari 3 soal uraian yang diberikan, 2) pada subjek dengan kategori sedang memenuhi hanya memenuhi 3 dar 4 indikator berpikir kritis dan hanya memenuhi 3 dari 4 indikator pemecahan masalah dari 3 soal uraian yang diberikan, dan 3) pada subjek dengan kategori rendah hanya memenuhi 2 dari 4 indikator berpikir kritis dan hanya memenuhi 2 dari 4 indikator pemecahan masalah dari 3 soal uraian yang diberikan.
Game On, Grades Up! Treasure Hunt Shows Gamified English Fuels Students’ Speaking Skill Lina Hasnawati; Andi Mariono; Fajar Arianto; Khusnul Khotimah
Jurnal Studi Guru dan Pembelajaran Vol. 8 No. 1 (2025): Januari - April 2025 (In Processing)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.8.1.2025.5077

Abstract

The challenges in English language learning, particularly in improving students' speaking skills, remain an ongoing issue in education today. The integration of gamification, as applied through the Treasure Hunt game, has emerged as a promising approach to address this problem. This study aims to investigate the impact of the Treasure Hunt game as a gamified learning intervention on the speaking skills of sixth-grade students at the Indonesian School in Johor Bahru, Malaysia. Using a One-Group Pretest-Posttest design, this study involved 40 students who took pretest and posttest assessments to measure their speaking skills before and after the intervention. Data analysis was conducted using a paired t-test to examine significant differences between the pretest and posttest scores. The results showed a significant improvement in students' speaking skills, with the average score increasing from 58.95 in the pretest to 70.53 in the posttest. This gamification approach was found to be effective in enhancing students' fluency, accuracy, pronunciation, and intonation, as well as fostering their engagement and motivation in learning. These findings affirm the potential of gamification as an effective tool for improving speaking skills in English language learning and preparing students to face the challenges of an increasingly interconnected world. The study also recommends further research to explore the long-term impact of gamification and its application in broader educational contexts.