cover
Contact Name
Dr. Ika Lestari, M.Si
Contact Email
parameter@unj.ac.id
Phone
+6281289862526
Journal Mail Official
parameter@unj.ac.id
Editorial Address
Jl. Rawamangun Muka, Jakarta Timur
Location
Kota adm. jakarta timur,
Dki jakarta
INDONESIA
Parameter
ISSN : 0216261X     EISSN : 26209519     DOI : 10.21009
Core Subject : Education, Social,
Journal of Parameter is an academic journal publishing researches related to education and instruction. Parameter also welcomes new applications of learning approaches that will help stakeholders worldwide. The official language of the journal is Indonesia, and we also accept articles in English
Articles 134 Documents
Effect of The Teams Games Tournament Method on Arabic Writing Skills of Student Islamic Junior High School 25 Jakarta Setiadi, Syamsi; Jannah, Eni Nurul; Zulharby, Puti; Ilham, Andri
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 36 No. 2 (2024): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.362.03

Abstract

This research is motivated by the condition of students who have difficulty writing Arabic in Islamic Junior High School students and the need to apply learning methods that are in accordance with the expected competencies. This study aims to determine the influence of the Teams Games Tournament learning method on students' Arabic writing ability. This study is an experimental research with a quasi-experimental design type of experimental group design consisting of 31 students and a control group consisting of 27 students. The sampling technique was carried out by cluster sampling. The data analysis technique used to determine the effect of the independent variable on the bound variable is the t-test. The results showed that t count = 2.52 with a significance of 0.007 lower than 0.05. Thus, it was concluded that there was an influence of the Team Game Tournament method on Arabic writing skills in Islamic Junior High School 25 Jakarta students.
Penerapan Model Teams Games Tournament (TGT) Untuk Meningkatkan Hasil Belajar Matematika Siswa Kelas V-B Sekolah Dasar Agustin, Dwi; Regina, Belinda Dewi; Wardani, Rini Setyo
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 36 No. 2 (2024): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.362.04

Abstract

This study aimed to improve the mathematics learning outcomes of fifth-grade students at SDN Klojen through the implementation of the Teams Games Tournament (TGT) learning model. The background of this research was the low learning outcomes caused by monotonous teaching methods that failed to actively engage students. This research employed a Classroom Action Research (CAR) approach, consisting of planning, implementation, observation, and reflection stages. The subjects were 22 fifth-grade students. Data were collected through observation, tests, and documentation, then analyzed descriptively using qualitative and quantitative methods. The results showed that the TGT model created a more interactive, enjoyable, and collaborative learning experience. The game-based approach and group discussions motivated students to learn and actively participate. Initially, students struggled to understand the material on whole-number operations. However, after the implementation of TGT, their comprehension improved gradually. In the second cycle, improvements such as simpler language usage and the addition of interactive quizzes significantly enhanced student engagement and learning outcomes. Beyond improving academic achievement, the TGT model also supported the development of students' social skills, such as communication, teamwork, and critical thinking, which align with the demands of modern education.   Abstrak Penelitian ini dilakukan untuk meningkatkan hasil belajar matematika siswa kelas V-B SDN Klojen melalui penerapan model pembelajaran Teams Games Tournament (TGT). Latar belakang penelitian ini adalah rendahnya hasil belajar siswa akibat model pembelajaran yang monoton dan kurang melibatkan siswa secara aktif. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK), yang terdiri dari tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah 22 siswa kelas V-B. Data dikumpulkan melalui observasi, tes, dan dokumentasi yang dianalisis secara deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa model TGT mampu menciptakan pembelajaran yang lebih interaktif, menyenangkan, dan kolaboratif. Pendekatan berbasis permainan dan diskusi kelompok membuat siswa lebih termotivasi untuk belajar dan aktif dalam pembelajaran. Pada tahap awal penelitian, siswa mengalami kesulitan dalam memahami materi operasi bilangan cacah. Namun, setelah penerapan TGT, pemahaman siswa terhadap materi meningkat secara bertahap. Pada siklus kedua, perbaikan seperti penggunaan bahasa yang lebih sederhana dan penambahan kuis interaktif terbukti meningkatkan keterlibatan siswa dan hasil belajar mereka secara signifikan. Selain meningkatkan hasil belajar akademik, model TGT juga mendukung pengembangan keterampilan sosial siswa, seperti komunikasi, kerja sama, dan berpikir kritis, yang relevan dengan tuntutan pendidikan di era modern.
Pemanfaatan Artificial Intelligence untuk Mendukung Tugas Guru di SMA Negeri 1 Bodeh Pujiono, Imam Prayogo; Prayogi, Arditya; Shofiani, Rissa; Yuliyanti, Tsalisa; Iskarim, Mochamad
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 36 No. 1 (2024): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.361.05

Abstract

The development of information and communication technology (ICT) in the era of the Industrial Revolution 4.0 has brought significant changes in various aspects of life, especially in education. One of the technologies that has gained attention in education is Artificial Intelligence (AI). In education, AI has great potential to revolutionize teaching and learning methods. AI can support tasks that humans previously could only do, such as creating teaching materials and evaluating learning. SMA Negeri 1 Bodeh is one educational institution committed to improving education quality through technology integration. However, based on initial observations, it was found that teachers' skills in utilizing AI technology to support teaching tasks were still limited. Therefore, a “Workshop on Utilisation of Artificial Intelligence to Support Teachers' Tasks at SMA Negeri 1 Bodeh” was held. In this workshop, teachers were given training on how to use AI platforms such as ChatGPT and Google Gemini to support teachers' tasks. This activity involved 28 teachers and used presentation, practicum, and discussion methods. The results of the workshop showed a significant improvement in teachers' skills in using AI, this can be seen from the results of the Pre-Test and Post-Test questionnaires, which showed an average increase of  12 teachers who previously stated that they could not, become able to use AI to support their duties as teachers, such as in creating teaching materials and exam questions. This increase shows that the workshop successfully achieved its goal of improving teachers' competence in utilizing AI to support their duties. The suggestion for the future is that the school is expected to provide support in the form of further training and support the use of AI on an ongoing basis.   Abstrak Perkembangan teknologi informasi dan komunikasi (TIK) pada era Revolusi Industri 4.0 telah membawa perubahan yang signifikan dalam berbagai aspek kehidupan, khususnya dalam bidang pendidikan. Salah satu teknologi yang mendapatkan perhatian dalam dunia pendidikan adalah Artificial Intelligence (AI). Dalam konteks pendidikan, AI memiliki potensi besar untuk merevolusi metode pengajaran dan pembelajaran. AI mampu mendukung tugas-tugas yang sebelumnya hanya bisa dilakukan manusia, seperti pembuatan materi ajar dan evaluasi pembelajaran. SMA Negeri 1 Bodeh, merupakan salah satu institusi pendidikan yang berkomitmen untuk meningkatkan kualitas pendidikan melalui integrasi teknologi. Namun, berdasarkan observasi awal, ditemukan bahwa keterampilan guru dalam memanfaatkan teknologi AI untuk mendukung tugas-tugas mengajar masih terbatas. Oleh karena itu diadakan “Workshop Pemanfaatan Artificial Intelligence untuk Mendukung Tugas Guru di SMA Negeri 1 Bodeh”, pada workshop ini para guru diberikan pelatihan untuk menggunakan platform AI seperti ChatGPT dan Google Gemini untuk mendukung tugas guru. Kegiatan ini melibatkan 28 guru dan menggunakan metode presentasi, praktikum, dan diskusi. Hasil workshop menunjukkan peningkatan signifikan dalam keterampilan guru menggunakan AI, hal ini terlihat dari hasil kuesioner Pre-Test dan Post-Test yang menunjukkan peningkatan rata-rata sebanyak 12 guru yang sebelumnya menyatakan tidak bisa, menjadi bisa menggunakan AI untuk mendukung tugas mereka sebagai guru, seperti dalam membuat materi ajar dan soal ujian. Peningkatan ini menunjukkan bahwa workshop berhasil mencapai tujuannya dalam meningkatkan kompetensi guru dalam memanfaatkan AI untuk mendukung tugas mereka. Saran untuk masa depan adalah pihak sekolah diharap dapat memberikan dukungan berupa pelatihan lanjutan dan mendukung penggunaan AI secara berkelanjutan.
Optimalisasi Pembelajaran Bahasa di SD: Peran RPP dan Modul Ajar dalam Pembelajaran Sastra Yudianto, Asep
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 36 No. 2 (2024): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.362.05

Abstract

This study aims to analyze the implementation of the Lesson Implementation Plan (RPP) and Teaching Module in literature learning in Elementary Schools (SD), and its impact on students' language skills. This study uses a qualitative approach with a literature analysis method to examine the implementation of RPP and Teaching Module in literature learning. Data were collected through a systematic review of various relevant literature, such as journal articles, books, research reports, and other documents that discuss the learning process in elementary school classes that have implemented RPP and Teaching Module. The data collection process was carried out by identifying literature sources based on topic relevance, publication quality, and relevance to the implementation of RPP and Teaching Module. Document analysis was conducted to explore the use of RPP and Teaching Module in literature learning, with a focus on implementation strategies, effectiveness, and challenges faced. The results of the study indicate that RPP plays an important role in providing a clear framework for teachers, while Teaching Module is effective in increasing students' interest and language skills. The combination of the two creates a varied and interesting learning environment, enriches students' language skills, and fosters appreciation for literature. Recommendations proposed include ongoing teacher training and the development of more contextual learning materials and the use of technology to improve the quality of language learning in elementary schools.   Abstrak Penelitian ini bertujuan untuk menganalisis implementasi Rencana Pelaksanaan Pembelajaran (RPP) dan Modul Ajar dalam pembelajaran sastra di Sekolah Dasar (SD), serta dampaknya terhadap keterampilan berbahasa siswa. Penelitian ini menggunakan pendekatan kualitatif dengan metode analisis literatur untuk mengkaji penerapan RPP dan Modul Ajar dalam pembelajaran sastra. Data dikumpulkan melalui tinjauan sistematis terhadap berbagai literatur yang relevan, seperti artikel jurnal, buku, laporan penelitian, dan dokumen lainnya yang membahas proses pembelajaran di kelas SD yang telah menerapkan RPP dan Modul Ajar. Proses pengumpulan data dilakukan dengan mengidentifikasi sumber literatur berdasarkan relevansi topik, kualitas publikasi, dan keterkaitan dengan implementasi RPP dan Modul Ajar. Analisis dokumen dilakukan untuk mengeksplorasi penggunaan RPP dan Modul Ajar dalam pembelajaran sastra, dengan fokus pada strategi implementasi, efektivitas, dan tantangan yang dihadapi. Hasil penelitian menunjukkan bahwa RPP berperan penting dalam memberikan kerangka kerja yang jelas bagi guru, sementara Modul Ajar efektif dalam meningkatkan minat dan keterampilan bahasa siswa. Kombinasi keduanya menciptakan lingkungan pembelajaran yang variatif dan menarik, memperkaya keterampilan berbahasa siswa, serta menumbuhkan apresiasi terhadap sastra. Rekomendasi yang diajukan meliputi pelatihan guru berkelanjutan dan pengembangan materi pembelajaran yang lebih kontekstual serta pemanfaatan teknologi untuk meningkatkan kualitas pembelajaran bahasa di SD.
Analisis Kepraktisan dan Efektivitas : Penerapan Media Pembelajaran Diferensiasi Konten Dengan Google sites pada Materi Jaringan Komputer Sujarno, Nonot; Ekohariadi, I.G.P.; Sondang Sumbawati, Meini; Budi Prihanto, Junaidi
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 37 No. 1 (2025): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.371.01

Abstract

The purpose of this study is to find out the extent of the effectiveness and practicality of Google sites as a differentiated learning medium compared to power point media in improving student learning outcomes. This research uses a Research (R&D) approach based on the ADDIE framework. The research subjects were students of class X DKV (Experiment) and Accounting (Control) at SMK Negeri Margomulyo. Data were collected by means of interviews, observations, questionnaires, and assessment of learning outcomes to show that the two elements of analysis could show the correctness of the research hypothesis, so this study was conducted. focus on practicality tests and media effectiveness tests. The results of this study show from the feasibility test, namely the results of media expert validation obtained a score of 92%, material expert validation obtained a score of 90%, and linguist validation obtained a score of 93%. Meanwhile, the learning results of the average score of the pre-test test and the post-test in both classes showed differences. In the control class, the pre-test score was 46 and the test post was 58, while in the experimental class, the pre-test score was 49, the test post score was 69. Meanwhile, the results of the media practicality test obtained a score of 89% and the results of the effectiveness test obtained a score of 88%. From the above data, it can be concluded that there is a significant difference between the learning outcomes of the experimental class and the control class. From the two analyses above, it is clear that the use of Google sites learning media is very practical and effective compared to Power Point learning media judging from the learning outcomes achieved by students.
Inovasi Pembelajaran Pendidikan Pancasila dan Kewarganegaraan (PPKn) untuk Menghadapi Tantangan Era Digital Lazuardy, Dimas; Sukmana, Annisa; Japar, Muhammad
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 37 No. 1 (2025): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.371.03

Abstract

This article analyzes the conditions and challenges of learning Pancasila and Citizenship Education (PPKn) in the digital era and identifies the benefits of innovation in overcoming these challenges. Digital technology has changed the way teaching is done, but challenges such as low digital literacy, limited infrastructure, and resistance to new methods still exist. Innovations such as e-learning, digital project-based learning, and interactive applications increase student engagement and access to learning resources. The literature review method shows that this innovation is effective in overcoming challenges, improving the quality and effectiveness of citizenship education and Pancasila values, responding to educational needs in the digital era. The purpose of this study is to improve students' understanding of Pancasila values and the importance of citizenship in a digital context, develop their digital skills, encourage creativity and innovation in learning, and facilitate collaborative learning, so that students can apply these principles actively and positively in facing the challenges of the digital era. Furthermore, the urgency of innovation in Civic and Pancasila Education (PPKn) in the digital era lies not only in the technical aspect of utilizing technology but also in shaping students’ character in accordance with Pancasila values. The integration of digital technology into learning enables the creation of collaborative, participatory, and contextual learning models connected to students’ real-life experiences. Through this study, it can be concluded that the success of PPKn education in the digital era largely depends on teachers’ ability to integrate technology with appropriate pedagogical approaches, while simultaneously equipping students with 21st-century skills rooted in Pancasila values.
Pengembangan Media Digital Berbantuan Kinemaster Materi Siklus Makhluk Hidup dan Upaya Pelestariannya Kelas IV SD Santoso, Marizah Yulia; Sriwijayanti, Ribut Prastiwi; Jannah, Faridahtul
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 37 No. 1 (2025): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.371.02

Abstract

This study was motivated by students' lack of understanding of the material, less active students and lack of student focus during learning. The use of media that relies on printed media, especially the material of the cycle of living things and efforts to preserve it in class IV. The purpose of this study is to develop digital media products assisted by kinemaster as a learning tool applied to IPAS lessons on the material of the cycle of living things and efforts to preserve it to make it easier for students to understand the material.  The method used is research and development (R&D), using steps from the ADDIE model that has been developed by Dick and Carry including Analyze, Design, Development, Implementation, Evaluation. The research subjects were 23 students of class IV A SDN Wiroborang 1.  The data instruments used are material expert validation sheets, media experts, learning practitioners and student responses. The results of the material expert validation research amounted to 84%, media experts 96%, learning practitioners 98% and student responses 84.5%. Based on the results of research and development of digital media assisted by kinemaster material cycle of living things and their conservation efforts in class IV, has been valid with an overall result of 90.6%. Therefore, this media is declared very feasible to use in learning activities at school. Thus, digital media assisted by kinemaster is expected to be developed again based on the needs of students and further research is needed to get optimal results.
Strategi Role Playing untuk Meningkatkan Kemampuan Berpikir Kritis dalam Pembelajaran Pendidikan Pancasila Afrilihadi, Achmad Robi; Permatasari, Berliana Dian; Ibrahim, Maulana Malik; Japar, Muhammad; Kardiman, Yuyus
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 37 No. 1 (2025): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.371.04

Abstract

Pancasila Education Learning requires innovative strategies to improve students' critical thinking skills. One effective method is role playing, particularly in the form of moot court, which allows students to engage directly in the simulation of law and democracy. This study uses a qualitative approach of a case study involving 36 students. Data were collected through interviews, non-participatory observations, and documentation that was analyzed by data reduction, data presentation, and conclusion drawn. The results of the study show, first, role playing significantly increases student involvement in learning. Second, students also show improvements in critical thinking, especially in the aspects of analysis, reflection, and argumentation. Third, hands-on experience in trial simulations helps students understand the legal process and democracy in a more contextual way. The findings reveal that role playing significantly increased student engagement and contributed to the development of critical thinking skills, particularly in the dimensions of analysis, reflection, and argumentation. Students were able to connect theoretical concepts with real-life cases, evaluate evidence more critically, and articulate arguments based on logic and facts. They also demonstrated greater awareness of multiple perspectives and improved confidence in presenting structured arguments. However, the study also identified several challenges, including limited preparation time, varied levels of participation, and difficulties in formulating evidence-based arguments. Despite these constraints, role playing proved to be an effective and innovative learning strategy that bridges theory and practice, providing students with contextual and meaningful experiences in understanding law and democracy. Therefore, role-playing simulations hold strong potential to be integrated more widely into Pancasila Education as a means of fostering critical, reflective, and democratic learners.
Optimalisasi Kemampuan Analisis Teks Argumentasi Melalui Model Think Pair Share di SMK Negeri 6 Surabaya Supartini, Titin; Suhartini, Ratna; Buditjahjanto, I Gusti Putu Asto; Anifah, Lilik; Saadah, Ayu Ummatus
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 37 No. 1 (2025): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.371.05

Abstract

This study aims to examine the effect of the Think Pair Share (TPS) learning model on improving students’ learning outcomes in analyzing argumentative texts. A qualitative approach using Classroom Action Research (CAR) was conducted in two cycles. The subjects of the study were eleventh-grade students at SMKN 6 Surabaya. Each cycle included planning, implementation, observation, and reflection stages aimed at continuously improving the learning process. The results indicate that implementing the TPS model significantly increased students’ active participation and learning achievement. In the first cycle, the average student score was 71.2 with a completeness rate of 65.6%. After revising the learning strategy in the second cycle, the average score increased to 81.6 with a completeness rate of 87.5%. The TPS model proved effective in creating a collaborative, interactive, and student-centered learning environment. Through three main stages—think (individual thinking), pair (discussion in pairs), and share (sharing within groups)—students became more actively involved, developed critical thinking skills, and were able to express their opinions openly and effectively. These findings suggest that the TPS model is an effective and viable alternative learning strategy to enhance student engagement, comprehension, and academic performance. Therefore, this study recommends that teachers consistently implement the TPS model to improve the quality of learning processes and student outcomes, particularly in teaching argumentative text analysis.
Membentuk Pemahaman Sejarah Lewat Pendekatan Inkuiri pada Materi Perjuangan Kemerdekaan Ningrum, Sulis Desiana; Agung, Achmad Imam; Buditjahjanto, I Gusti Putu Asto; Anifah, Lilik
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 37 No. 2 (2025): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.372.02

Abstract

This study aims to implement an inquiry-based learning model to improve students’ understanding and creativity in the History subject, specifically on the topic of the Struggle to Defend Indonesian Independence. The research was conducted as a classroom action research (CAR) involving students of class XI DKV 2 at SMK Negeri 6 Surabaya. The study consisted of three cycles, each comprising planning, action, observation, and reflection stages. Data were collected through observation sheets, learning achievement tests, and student response questionnaires. The results show that the inquiry-based learning model positively impacts both students’ understanding and creativity. The average test scores improved from 75.33 in the first cycle to 78.88 in the second and 85.75 in the third cycle. Students’ creativity also increased, as reflected in indicators such as initiative, ability to discuss, and ability to explain concepts in their own words. Questionnaire results indicated that 92.5% of students were interested, and 87.5% felt challenged by the inquiry-based learning process. In conclusion, the inquiry-based learning model is effective in enhancing students' understanding and active participation in learning history.