cover
Contact Name
Muhamad Suhardi
Contact Email
jurnalp4i@gmail.com
Phone
+6285239967417
Journal Mail Official
jurnalp4i@gmail.com
Editorial Address
Lingkungan Handayani, Kel. Leneng, Kec. Praya, Kab. Lombok Tengah, NTB
Location
Unknown,
Unknown
INDONESIA
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran
ISSN : 27770583     EISSN : 27770575     DOI : https://doi.org/10.51878/learning.v1i2.376
Core Subject : Education,
LEARNING : Jurnal Inovasi Pendidikan dan Pembelajaran diterbitkan 4 kali setahun (Februari, Mei, Agustus, dan November) oleh Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I) yang berada dibawah naungan Yayasan Insan Cendekia Indonesia Raya dan berafiliasi dengan Fakultas Ilmu Pendidikan Universitas Hamzanwadi, MKKS SMP Negeri Kab. Lombok Timur dan Ikatan Guru Indonesia Kab. Tulang Bawang. Jurnal ini berisi artikel hasil pemikiran dan penelitian yang ditulis oleh para guru, dosen, pakar, ilmuwan, praktisi, dan pengkaji dalam semua disiplin ilmu yang berkaitan dengan pendidikan dan pembelajaran.
Arjuna Subject : Umum - Umum
Articles 970 Documents
PENGARUH PENGGUNAAN MODUL PEMBELAJARAN SISTEM PENGEREMAN MOBIL TERHADAP HASIL BELAJAR SISWA DI SMK NEGERI 8 PALEMBANG Wahyu Eka Sulistia Sari; Yunika Lestari Ningsih; Bz Septeiyawan Abdullah
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13237

Abstract

The availability of structured and systematic learning materials is crucial in facilitating the mastery of complex automotive topics such as the automobile braking system. Therefore, an empirical evaluation of the effectiveness of existing learning modules in Vocational High Schools (SMK) is necessary to ensure the enhancement of students' competence. This study aimed to determine the effect of using a learning module on students’ learning outcomes in the automobile braking system topic at SMK Negeri 8 Palembang. This research employed a quantitative method with a One Group Pretest-Posttest Design. The participants consisted of 32 students from class XI TKR 3. Data were collected through learning achievement tests in the form of pretests and posttests and analyzed using the Shapiro-Wilk normality test and Paired Sample T-Test. The results showed that the data were normally distributed, with significance values of 0.268 for the pretest and 0.086 for the posttest. The hypothesis test yielded a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant effect of the learning module on students’ learning outcomes. Therefore, the use of the automobile braking system learning module was effective in improving students’ learning outcomes. ABSTRAK Ketersediaan bahan ajar yang terstruktur dan sistematis sangat penting dalam memfasilitasi penguasaan materi otomotif yang kompleks seperti sistem pengereman mobil. Oleh karena itu, evaluasi empiris terhadap efektivitas penggunaan modul pembelajaran yang tersedia di Sekolah Menengah Kejuruan (SMK) perlu dilakukan guna memastikan peningkatan kompetensi siswa. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan modul pembelajaran terhadap hasil belajar siswa pada materi sistem pengereman mobil di SMK Negeri 8 Palembang. Penelitian ini menggunakan metode kuantitatif dengan desain One Group Pretest-Posttest Design. Subjek penelitian berjumlah 32 siswa kelas XI TKR 3. Data dikumpulkan melalui tes hasil belajar berupa pretest dan posttest, kemudian dianalisis menggunakan uji normalitas Shapiro-Wilk dan uji Paired Sample T-Test. Hasil penelitian menunjukkan bahwa data berdistribusi normal dengan nilai signifikansi pretest sebesar 0,268 dan posttest sebesar 0,086. Hasil uji hipotesis memperoleh nilai Sig. (2-tailed) sebesar 0,000 < 0,05, sehingga terdapat pengaruh yang signifikan penggunaan modul pembelajaran terhadap hasil belajar siswa. Dengan demikian, penggunaan modul pembelajaran sistem pengereman mobil efektif meningkatkan hasil belajar siswa.    
PENGEMBANGAN MEDIA PEMBELAJARAN REPLIKA TV BOX PADA MATA PELAJARAN BAHASA INGGRIS KELAS III SD Deila Juniati; Puji Ayurachmawati; Etty Pratiwi
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13238

Abstract

Mastering basic English vocabulary in elementary school is a crucial foundation for building students' communication skills; however, the learning process is often hindered by the lack of interactive concrete media, leading to student passivity. The purpose of this study was to develop a valid and practical Replika Tv Box learning medium for objects-in-the-classroom material in Grade III elementary school. This study employed the Research and Development (R&D) method using the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects involved third-grade students at SD Negeri 06 Palembang. The analysis stage identified the need for a interactive learning tool based on observations and curriculum analysis. The design stage produced the visual layout, storyboard, and content structure of the Replika Tv Box. The development stage yielded a prototype validated by material, media, and language experts. The implementation stage involved one-to-one, small group, and large group trials to evaluate user practicality. The evaluation stage produced final product revisions based on validation feedback. Validity analysis yielded an average expert score of 88% ("very valid"). Practicality questionnaires from students resulted in 98% in the one-to-one trial, 97% in the small group trial, and 97% in the large group trial ("very practical"). Thus, the Replika Tv Box media is proved to be highly valid and practical for elementary English instruction. ABSTRAK Penguasaan kosakata dasar Bahasa Inggris pada jenjang sekolah dasar merupakan fondasi penting dalam membangun keterampilan berkomunikasi peserta didik, namun proses pembelajaran sering kali terhambat oleh minimnya media konkret interaktif yang memicu kepasifan siswa di kelas. Penelitian ini bertujuan untuk menghasilkan media pembelajaran Replika Tv Box yang valid dan praktis pada materi objects in the classroom untuk peserta didik kelas III Sekolah Dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang mencakup lima tahapan: Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian melibatkan peserta didik kelas III B dan C SD Negeri 06 Palembang. Pada tahap analysis, diidentifikasi kebutuhan media berbasis analisis kurikulum dan kendala pembelajaran di kelas. Tahap design menghasilkan rancangan visual Replika Tv Box, storyboard, dan alur materi. Tahap development menghasilkan prototype Replika Tv Box yang divalidasi oleh ahli materi, ahli media, dan ahli bahasa. Tahap implementation dilaksanakan melalui uji coba one-to-one, small group, dan kelompok besar untuk mengukur kepraktisan media. Tahap evaluation melakukan perbaikan akhir berdasarkan masukan validator dan respons peserta didik. Hasil analisis validasi ahli memperoleh rata-rata persentase sebesar 88% dengan kriteria "sangat valid". Hasil angket kepraktisan peserta didik memperoleh persentase sebesar 98% pada uji one-to-one, 97% pada small group, dan 97% pada kelompok besar dengan kriteria "sangat praktis". Dengan demikian, media Replika Tv Box dinyatakan sangat valid dan sangat praktis untuk digunakan dalam pembelajaran Bahasa Inggris di Sekolah Dasar.  
PENGARUH MODEL PEMBELJARAN GAME BASED LEARNING TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS IV SDN 74 PALEMBANG Diah Sukma Puspa Sari; Lusiana Lusiana; Nora Surmilasari
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13239

Abstract

Mathematics learning outcomes among elementary school students often face challenges due to low student engagement and the abstract nature of mathematical concepts. This study aims to determine the effect of the Game-Based Learning (GBL) model assisted by congklak media on the mathematics learning outcomes of fourth-grade students at SDN 74 Palembang. This quantitative study utilized a posttest-only control group experimental design. The study population comprised all fourth-grade students, with a sample of 60 students selected through a simple random sampling technique. Data were collected using a mathematics achievement test and analyzed using an independent sample t-test. The results revealed that the average score of students in the control class was 43.83, whereas the experimental class achieved 75.70. Hypothesis testing through the independent sample t-test yielded a Sig. (2-tailed) value of 0.000, which is smaller than the significance threshold of 0.05 (); therefore,  was rejected and  was accepted. In conclusion, the Game-Based Learning model assisted by congklak media has a significant effect on improving the mathematics learning outcomes of fourth-grade students at SDN 74 Palembang. ABSTRAK Hasil belajar matematika siswa di sekolah dasar sering kali menghadapi kendala akibat rendahnya motivasi dan anggapan bahwa konsep matematika bersifat abstrak. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Game Based Learning (GBL) berbantuan media congklak terhadap hasil belajar matematika siswa kelas IV SDN 74 Palembang. Metode penelitian yang digunakan adalah kuantitatif dengan desain eksperimen posttest-only control group design. Populasi penelitian mencakup seluruh siswa kelas IV, dengan sampel yang ditentukan menggunakan teknik simple random sampling sebanyak 60 siswa. Teknik pengumpulan data menggunakan instrumen tes hasil belajar matematika, sedangkan analisis data dilakukan melalui uji prasyarat dan uji hipotesis menggunakan uji independent sample t-test. Hasil penelitian menunjukkan bahwa nilai rata-rata hasil belajar matematika siswa kelas kontrol sebesar 43,83, sedangkan kelas eksperimen mencapai 75,70. Hasil uji hipotesis menunjukkan nilai Sig. (2-tailed) sebesar 0,000, yang lebih kecil dari taraf signifikansi 0,05 (), sehingga  ditolak dan  diterima. Dengan demikian, terdapat pengaruh signifikan dari penerapan model Game Based Learning berbantuan media congklak terhadap hasil belajar matematika siswa kelas IV SDN 74 Palembang.    
PENGEMBANGAN WORKBOOK CETA CATU UNTUK MENINGKATKAN LITERASI DASAR SISWA KELAS I SEKOLAH DASAR Ahmad Wahid Arifudin; Meilan Tri Wuryani; Dian Kusumawati
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13255

Abstract

ABSTRACT The development of Workbook Ceta Catu (Cepat Pintar Baca Tulis) was driven by the need for first-grade literacy instruction that provides opportunities to practice beginning reading and writing in a gradual manner. The product was designed as a print-based learning medium featuring a binder system, colored illustrations, and QR codes linked to digital copies and additional exercises. Its development employed a Research and Development (R&D) method using the ADDIE model, comprising analysis, design, development, implementation, and evaluation. A limited trial involved 15 first-grade students at SD Negeri Reban, Reban District, Batang Regency, in June 2026. Product feasibility was assessed through evaluations by a media expert and material and language experts, while changes in literacy skills were examined using a pretest and posttest. The results showed an average score of 3.22 from the media expert, categorized as feasible, and 3.40 from the material and language experts, categorized as highly feasible. The average literacy score increased from 72.93 before using the medium to 87.50 after instruction, with an N-Gain of 0.53 in the moderate category. Fourteen of the 15 students showed an increase in scores. These findings provide initial evidence that Workbook Ceta Catu is feasible as a supporting medium for beginning reading and writing practice, although testing with more diverse samples and schools is still needed. ABSTRAK Pengembangan Workbook Ceta Catu (Cepat Pintar Baca Tulis) berangkat dari kebutuhan pembelajaran literasi kelas I yang memberi ruang latihan membaca dan menulis permulaan secara bertahap. Produk ini dirancang sebagai media cetak dengan sistem binder, ilustrasi berwarna, serta kode QR yang terhubung dengan salinan digital dan latihan tambahan. Proses pengembangannya menggunakan metode Research and Development (R&D) melalui model ADDIE yang mencakup analysis, design, development, implementation, dan evaluation. Uji coba terbatas melibatkan 15 siswa kelas I di SD Negeri Reban, Kecamatan Reban, Kabupaten Batang, pada Juni 2026. Kelayakan produk ditelaah melalui penilaian ahli media serta ahli materi dan bahasa, sementara perubahan kemampuan literasi diamati melalui pretest dan posttest. Hasil penilaian menunjukkan skor rata-rata 3,22 dari ahli media dengan kategori layak dan 3,40 dari ahli materi dan bahasa dengan kategori sangat layak. Rata-rata skor literasi meningkat dari 72,93 sebelum penggunaan media menjadi 87,50 setelah pembelajaran, dengan N-Gain sebesar 0,53 pada kategori sedang. Sebanyak 14 dari 15 siswa mengalami peningkatan skor. Temuan ini memberikan bukti awal bahwa Workbook Ceta Catu layak digunakan sebagai media pendukung latihan membaca dan menulis permulaan, meskipun pengujian pada sampel dan sekolah yang lebih beragam masih diperlukan.
PENGEMBANGAN MEDIA PUZZLE GASPOTA BERBANTUAN BOOK WIDGETS MATERI MENYUSUN KALIMAT SEDERHANA DI KELAS 2 SD Putri Tya Auliya; Isna Khuni Mu’alimah; Ragil Tri Oktaviani
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13266

Abstract

This research is derived from the results of observations in class 2 of UPT SD Negeri Sumberjo 01 Sanankulon, Blitar Regency. The learning process found low ability of second-grade elementary school students in constructing simple sentences according to the Subject-Predicate-Object (SPO) structure and limited use of interactive learning media in Indonesian language learning. The purpose of this study is to develop the GASPOTA Puzzle media (Subject-Predicate-Object Word Picture) assisted by Book Widgets, determine the level of media validity, and test the effectiveness of its use in improving the ability to construct simple sentences of second-grade students of UPT SD Negeri Sumberjo 01 Sanankulon, Blitar Regency. The study used the Research and Development (R&D) method with the ADDIE model which includes the Analyze, Design, Develop, Implement, and Evaluate stages. The research subjects were 30 second-grade students. The research instruments consisted of validation sheets from media experts and material experts, response questionnaires, and learning outcome tests in the form of pre-tests and post-tests. Data were analyzed descriptively quantitatively and qualitatively, while the effectiveness test used the Paired Sample t-Test assisted by IBM SPSS. The results of the study showed that the GASPOTA Puzzle media assisted by Book Widgets obtained a very high level of validity. The validation of media experts obtained a percentage of 100% with a very feasible category, while the validation of material experts obtained a percentage of 90% with a very feasible category. The results of the implementation showed an increase in students' ability to construct simple sentences, indicated by an increase in the total score from 1,795 in the pre-test (mean 59.83) to 2,490 in the post-test (mean 83.00) with a difference of 695. The results of the Paired Sample t-Test showed a significance value of Sig. (2-tailed) of 0.000 < 0.05, which means there is a significant difference between the pre-test and post-test results. Thus, the GASPOTA Puzzle media assisted by Book Widgets is proven to be valid, feasible, and effective for improving the ability to construct simple sentences of second-grade elementary school students. ABSTRAK Penelitian ini dilatarbelakangi oleh hasil observasi di kelas 2 UPT SD Negeri Sumberjo 01 Sanankulon, Kabupaten Blitar. Proses pembelajaran menunjukkan rendahnya kemampuan siswa sekolah dasar kelas dua dalam menyusun kalimat sederhana sesuai dengan struktur Subjek-Predikat-Objek (SPO) serta penggunaan media pembelajaran interaktif yang terbatas dalam pembelajaran Bahasa Indonesia. Tujuan penelitian ini adalah untuk mengembangkan media teka-teki GASPOTA (Gambar Subjek-Predikat-Objek Kata) yang dibantu oleh Book Widgets, menentukan tingkat validitas media, dan menguji efektivitas penggunaannya dalam meningkatkan kemampuan siswa kelas dua UPT SD Negeri Sumberjo 01 Sanankulon, Kabupaten Blitar dalam menyusun kalimat sederhana. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang mencakup tahap Analyze, Design, Develop, Implement, dan Evaluate. Subjek penelitian adalah 30 siswa kelas dua. Instrumen penelitian terdiri dari lembar validasi ahli media dan ahli materi, angket respon, serta tes hasil belajar dalam bentuk pretest dan posttest. Data dianalisis secara deskriptif kuantitatif dan kualitatif, sedangkan uji efektivitas menggunakan uji paired sample t-test dengan bantuan IBM SPSS. Hasil penelitian menunjukkan bahwa media puzzle GASPOTA berbantuan Book Widgets memperoleh tingkat validitas yang sangat tinggi. Validasi ahli media memperoleh persentase 100% dengan kategori sangat layak, sedangkan validasi ahli materi memperoleh persentase 90% dengan kategori sangat layak. Hasil implementasi menunjukkan peningkatan kemampuan siswa dalam menyusun kalimat sederhana, yang ditunjukkan oleh peningkatan skor total dari 1.795 pada pretest (rata-rata 59,83) menjadi 2.490 pada posttest (rata-rata 83,00) dengan selisih 695. Hasil uji paired sample t-test menunjukkan nilai signifikansi Sig. (2-tailed) sebesar 0,000 < 0,05, yang berarti terdapat perbedaan signifikan antara hasil pretest dan posttest. Dengan demikian, media puzzle GASPOTA berbantuan Book Widgets terbukti valid, layak, dan efektif untuk meningkatkan kemampuan menyusun kalimat sederhana siswa kelas dua sekolah dasar.    
PENGARUH LITERASI DIGITAL, SELF REGULATED LEARNING DAN KECERDASAN EMOSIONAL TERHADAP HASIL BELAJAR SISWA PROGRAM KEAHLIAN AKUNTANSI DAN KEUANGAN LEMBAGA DI SMKN 2 BOYOLANGU Ridatama Putri Refinallah; Ekbal Santoso; Muhammad Anasrulloh
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13278

Abstract

Mastery of digital technology, independent learning management, and emotional stability are essential aspects of determining the competence achievement of accounting students in the digital transformation era. This study aims to analyze the effects of Digital Literacy, Self-Regulated Learning, and Emotional Intelligence on the Learning Outcomes of students in the Accounting and Institutional Finance Expertise Program at SMKN 2 Boyolangu. This study employed a quantitative approach with an associative design. The population consisted of 139 students, all of whom were selected as the research sample using a total sampling technique (sampling census). Data were collected through questionnaires and report card documentation. Data were analyzed using multiple linear regression with IBM SPSS Statistics 25. Hypothesis testing was conducted using the t-test (partial), F-test (simultaneous), and coefficient of determination (R²). The results showed that partially, Digital Literacy had a significant effect on Learning Outcomes (t count = 13.555 > t table = 1.978; p = 0.000). Self-Regulated Learning significantly affected Learning Outcomes (t count = 4.388 > t table = 1.978; p = 0.000). Emotional Intelligence also had a significant effect on Learning Outcomes (t count = 4.346 > t table = 1.978; p = 0.000). Simultaneously, Digital Literacy, Self-Regulated Learning, and Emotional Intelligence had a significant effect on Learning Outcomes (F count = 208.151 > F table = 2.67; p = 0.000). The coefficient of determination (R²) of 0.822 indicated that these three variables jointly contributed 82.2% to Learning Outcomes, while the remaining 17.8% was influenced by factors outside the model. In conclusion, strengthening Digital Literacy, Self-Regulated Learning, and Emotional Intelligence simultaneously proves effective in enhancing student learning outcomes in vocational accounting education. ABSTRAKPenguasaan teknologi digital, kemandirian mengelola proses belajar, dan kestabilan emosional merupakan aspek esensial dalam menentukan capaian kompetensi siswa akuntansi di era transformasi digital. Penelitian ini bertujuan untuk menganalisis pengaruh Literasi Digital, Self-Regulated Learning, dan Kecerdasan Emosional terhadap Hasil Belajar siswa Program Keahlian Akuntansi dan Keuangan Lembaga di SMKN 2 Boyolangu. Penelitian menggunakan pendekatan kuantitatif jenis asosiatif. Populasi penelitian berjumlah 139 siswa yang seluruhnya dijadikan sampel penelitian menggunakan teknik sampling jenuh (total sampling). Pengumpulan data dilakukan melalui penyebaran angket dan dokumentasi nilai rapor. Analisis data menggunakan regresi linier berganda dengan bantuan IBM SPSS Statistics 25. Pengujian hipotesis dilakukan melalui uji t (parsial), uji F (simultan), dan koefisien determinasi (R²). Hasil penelitian menunjukkan bahwa secara parsial Literasi Digital berpengaruh signifikan terhadap Hasil Belajar (t hitung = 13,555 > t tabel = 1,978; p = 0,000). Self-Regulated Learning berpengaruh signifikan terhadap Hasil Belajar (t hitung = 4,388 > t tabel = 1,978; p = 0,000). Kecerdasan Emosional berpengaruh signifikan terhadap Hasil Belajar (t hitung = 4,346 > t tabel = 1,978; p = 0,000). Secara simultan, ketiga variabel berpengaruh signifikan terhadap Hasil Belajar (F hitung = 208,151 > F tabel = 2,67; p = 0,000). Nilai koefisien determinasi (R²) sebesar 0,822 menunjukkan bahwa ketiga variabel secara bersama-sama memberikan kontribusi sebesar 82,2% terhadap Hasil Belajar, sedangkan 17,8% sisanya dipengaruhi oleh faktor lain di luar model. Kesimpulannya, penguatan Literasi Digital, Self-Regulated Learning, dan Kecerdasan Emosional secara terpadu terbukti efektif meningkatkan Hasil Belajar siswa pendidikan vokasi akuntansi.  
PENGARUH PENGALAMAN MAGANG, KEMAMPUAN SOFT SKILL DAN KEMAMPUAN HARD SKILL TERHADAP KESIAPAN KERJA SISWA KELAS XII SMK PGRI 1 TULUNGAGUNG Prawita Nurvitria Sulung; Sulastri Rini Rindrayani
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13280

Abstract

Work readiness is an important transition between education and career. Ideally, vocational high school (SMK) students are designed to be a quality workforce able to work professionally and navigate their careers. However, empirical conditions at SMK PGRI 1 Tulungagung show that the level of work readiness varies; some students demonstrate strong work readiness, while others still require strengthening in career planning, self-confidence, communication, responsibility, and learning independence. This study aims to examine the influence of internship experience, soft skills, and hard skills on the work readiness of students at SMK PGRI 1 Tulungagung. This quantitative associative study used multiple linear regression analysis via IBM SPSS 25. The population was 110 students, with a sample of 87 students determined using the Yamane formula (5% error margin) through proportional random sampling. Data were collected using questionnaires. The results showed that internship experience had a positive and significant effect on work readiness (t_"calculated" =2.867>t_"table" =1.663; p=0.005<0.05). Soft skills also had a positive and significant effect on work readiness (t_"calculated" =4.539>t_"table" =1.663; p=0.000<0.05). Similarly, hard skills had a positive and significant effect on work readiness (t_"calculated" =4.916>t_"table" =1.663; p=0.000<0.05). The F-test revealed that internship experience, soft skills, and hard skills simultaneously influenced work readiness (F_"calculated" =35.030>F_"table" =2.71; p=0.000<0.05). The Adjusted R Square value of 0.543 (54.3%) indicated the combined variance explained, while 45.7% was influenced by external factors outside the model. In conclusion, internship experience, soft skills, and hard skills positively and significantly affect the work readiness of students at SMK PGRI 1 Tulungagung. ABSTRAK Kesiapan kerja merupakan transisi penting antara pendidikan dan karier. Secara ideal, siswa SMK dirancang menjadi tenaga kerja berkualitas yang mampu bekerja profesional serta menentukan kariernya. Namun, kondisi empiris di SMK PGRI 1 Tulungagung menunjukkan tingkat kesiapan kerja yang masih beragam. Sebagian siswa telah menunjukkan kesiapan kerja yang baik, sementara sebagian lainnya masih memerlukan penguatan dalam aspek perencanaan karier, kepercayaan diri, komunikasi, tanggung jawab, dan kemandirian belajar. Penelitian ini bertujuan untuk mengkaji pengaruh pengalaman magang, kemampuan soft skill, dan kemampuan hard skill terhadap kesiapan kerja siswa SMK PGRI 1 Tulungagung. Penelitian kuantitatif asosiatif ini menganalisis data menggunakan regresi linier berganda berbasis IBM SPSS 25. Populasi berjumlah 110 siswa dengan sampel 87 siswa yang ditentukan menggunakan rumus Yamane (α=5%) melalui teknik proportional random sampling. Data dikumpulkan melalui kuesioner. Hasil penelitian menunjukkan bahwa pengalaman magang berpengaruh positif dan signifikan terhadap kesiapan kerja (t_"hitung" =2,867>t_"tabel" =1,663; p=0,005<0,05). Kemampuan soft skill berpengaruh positif dan signifikan terhadap kesiapan kerja (t_"hitung" =4,539>t_"tabel" =1,663; p=0,000<0,05). Kemampuan hard skill berpengaruh positif dan signifikan terhadap kesiapan kerja (t_"hitung" =4,916>t_"tabel" =1,663; p=0,000<0,05). Hasil uji F menunjukkan bahwa ketiga variabel secara simultan berpengaruh signifikan terhadap kesiapan kerja (F_"hitung" =35,030>F_"tabel" =2,71; p=0,000<0,05). Nilai Adjusted R Square sebesar 0,543 (54,3%) menunjukkan besarnya kontribusi ketiga variabel independen, sedangkan 45,7% sisanya dipengaruhi oleh faktor lain di luar model. Hasil penelitian menyimpulkan bahwa pengalaman magang, kemampuan soft skill, dan kemampuan hard skill memiliki pengaruh positif dan signifikan terhadap kesiapan kerja siswa SMK PGRI 1 Tulungagung.  
DESAIN DAN VALIDASI E-BOOK INTERAKTIF BERBASIS KOTOBEE AUTHOR BERORIENTASI PROBLEM-BASED LEARNING PADA MATERI KESEBANGUNAN Shelly Lailatul Khasanah; Dian Septi Nur Afifah
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13320

Abstract

The development of interactive digital learning media has become an essential strategy for supporting contextual and student-centered mathematics learning. However, the teaching of similarity concepts is still predominantly conducted using conventional instructional media, resulting in students experiencing difficulties in understanding mathematical concepts and applying them to real-life situations. This study aimed to describe the design characteristics and features of an interactive e-book developed using Kotobee Author, explain the integration of the Problem-Based Learning (PBL) syntax into the e-book structure and content, and determine the product's feasibility through expert validation. This study employed a Research and Development (R&D) approach using the ADDIE model, focusing on the Analysis, Design, and Development (ADD) stages. Data were collected through classroom observations, interviews, and expert validation questionnaires involving media and subject-matter experts. The data were analyzed using descriptive quantitative analysis based on percentage scores. The results indicated that the developed interactive e-book features systematically organized learning materials, multimedia content, instructional videos, interactive quizzes, automatic feedback, and user-friendly navigation that can be accessed across various digital devices. Furthermore, the Problem-Based Learning syntax was systematically integrated into the e-book through the stages of problem orientation, organizing learning activities, investigation, presentation of solutions, and evaluation. The expert validation results demonstrated that the e-book achieved a validity score of 93.33% from the media expert and 85.45% from the subject-matter expert, with an overall average of 89.39%, indicating a highly valid category. Therefore, the interactive e-book developed using Kotobee Author and oriented toward Problem-Based Learning is considered feasible for mathematics learning on the topic of similarity. ABSTRAK Pengembangan media pembelajaran digital yang interaktif menjadi salah satu upaya untuk mendukung pembelajaran matematika yang lebih kontekstual dan berpusat pada peserta didik. Namun, pembelajaran materi kesebangunan masih didominasi penggunaan media konvensional sehingga peserta didik mengalami kesulitan dalam memahami konsep dan menghubungkannya dengan permasalahan nyata. Penelitian ini bertujuan untuk mendeskripsikan karakteristik desain dan fitur e-book interaktif berbasis Kotobee Author, menjelaskan integrasi sintaks Problem-Based Learning (PBL) ke dalam struktur dan konten e-book, serta mengetahui kelayakan produk berdasarkan hasil validasi ahli. Penelitian ini merupakan penelitian dan pengembangan (Research and Development) dengan model ADDIE yang difokuskan pada tahap Analysis, Design, dan Development (ADD). Data dikumpulkan melalui observasi, wawancara, serta lembar validasi ahli media dan ahli materi, kemudian dianalisis menggunakan analisis deskriptif kuantitatif dalam bentuk persentase. Hasil penelitian menunjukkan bahwa e-book interaktif memiliki karakteristik berupa penyajian materi yang sistematis, dilengkapi fitur multimedia, video pembelajaran, kuis interaktif, umpan balik otomatis, serta navigasi yang mudah digunakan pada berbagai perangkat digital. Sintaks Problem-Based Learning diintegrasikan secara sistematis melalui tahapan orientasi masalah, pengorganisasian belajar, penyelidikan, penyajian hasil, dan evaluasi. Hasil validasi menunjukkan bahwa e-book memperoleh persentase sebesar 93,33% dari ahli media dan 85,45% dari ahli materi dengan rata-rata 89,39%, sehingga termasuk dalam kategori sangat valid. Dengan demikian, e-book interaktif berbasis Kotobee Author berorientasi Problem-Based Learning dinyatakan layak digunakan sebagai media pembelajaran pada materi kesebangunan.  
STUDENTS’ PERCEPTIONS OF USING DEEPL APPLICATION IN LEARNING ENGLISH AT THE ENGLISH DEPARTMENT OF UNIVERSITAS BHINNEKA PGRI Alifia Amada Permata Putri; Moh Choirul Huda; Ayu Rizki Septiana
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13322

Abstract

ABSTRACT The increasing integration of artificial intelligence (AI) into English language education has transformed how students engage with translation and academic learning. Among AI-powered translation tools, DeepL has gained attention for its contextual accuracy and natural language output. However, limited studies have explored students’ perceptions of its use within Indonesian higher education from a qualitative perspective. This study aimed to investigate English Education students’ perceptions of using DeepL in learning English and to identify the challenges they encountered. A descriptive qualitative design was employed involving students from the English Education Department of Universitas Bhinneka PGRI. Data were collected through questionnaires and semi-structured interviews and analyzed using the interactive model of Miles, Huberman, and Saldaña, including data reduction, data display, and conclusion drawing. The findings indicate that students generally hold positive perceptions of DeepL across three dimensions. Cognitively, DeepL is perceived as an effective tool for producing contextually appropriate translations while supporting vocabulary acquisition, grammatical awareness, and academic writing. Affectively, the application enhances learners’ confidence and reduces anxiety when completing English-related tasks. Behaviorally, students demonstrate responsible use by reviewing, comparing, and revising translation outputs before incorporating them into academic work. Despite these benefits, several challenges remain, including contextual translation limitations, the risk of excessive dependence, concerns regarding academic integrity, and restricted access to premium features. The study concludes that DeepL can serve as a valuable learning support tool when integrated critically and ethically, complementing rather than replacing students’ independent language learning processes.   ABSTRAK Perkembangan teknologi kecerdasan buatan (artificial intelligence/AI) telah membawa perubahan dalam pembelajaran bahasa Inggris, salah satunya melalui pemanfaatan aplikasi penerjemahan berbasis AI seperti DeepL. Meskipun DeepL dikenal memiliki akurasi dan kualitas terjemahan yang baik, kajian mengenai persepsi mahasiswa terhadap penggunaannya dalam konteks pembelajaran bahasa Inggris di perguruan tinggi Indonesia masih terbatas. Penelitian ini bertujuan untuk mengkaji persepsi mahasiswa terhadap penggunaan aplikasi DeepL dalam pembelajaran bahasa Inggris serta mengidentifikasi berbagai tantangan yang dihadapi selama penggunaannya. Penelitian ini menggunakan pendekatan deskriptif kualitatif dengan melibatkan mahasiswa Program Studi Pendidikan Bahasa Inggris Universitas Bhinneka PGRI. Data dikumpulkan melalui kuesioner dan wawancara semi-terstruktur, kemudian dianalisis menggunakan model analisis interaktif Miles, Huberman, dan Saldaña yang meliputi reduksi data, penyajian data, serta penarikan kesimpulan. Hasil penelitian menunjukkan bahwa mahasiswa memiliki persepsi positif terhadap penggunaan DeepL. Secara kognitif, DeepL dinilai membantu menghasilkan terjemahan yang akurat, memperkaya kosakata, meningkatkan pemahaman tata bahasa, serta mendukung kegiatan akademik. Secara afektif, penggunaan DeepL meningkatkan rasa percaya diri mahasiswa dalam menyelesaikan tugas berbahasa Inggris. Secara perilaku, mahasiswa memanfaatkan DeepL secara kritis dengan meninjau dan merevisi hasil terjemahan sebelum digunakan. Meskipun demikian, masih ditemukan beberapa kendala, seperti keterbatasan penerjemahan pada konteks tertentu, potensi ketergantungan, isu integritas akademik, dan keterbatasan fitur pada versi gratis. Dengan demikian, DeepL dapat menjadi media pendukung pembelajaran bahasa Inggris yang efektif apabila digunakan secara kritis, etis, dan tetap diimbangi dengan upaya belajar secara mandiri.
ANALISIS STRATEGI KESANTUNAN BERBAHASA DALAM PODCAST SALSA ERWINA HUTAGALUNG PADA VIDEO YOUTUBE YANG BERJUDUL “KENAPA BERPIKIR KRITIS BISA MENYELAMATKAN DIRIMU?" Diapita Br Sitepu; Elza L. Saragih; Renita Br Saragih
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13324

Abstract

ABSTRACT The development of podcasts on YouTube has made them a public communication space for discussing various issues, including critical thinking, which may generate differences in viewpoints. This study aims to describe positive and negative politeness strategies in Salsa Erwina Hutagalung’s podcast entitled “How Critical Thinking Can Save You?” based on Brown and Levinson’s theory. This study employed a descriptive qualitative method with a pragmatic discourse analysis approach. The data consisted of utterances produced by the host and guest in one podcast video lasting approximately 35 minutes, collected through listening, note-taking, and documentation techniques. The findings revealed 70 relevant utterances, consisting of 43 (61.4%) positive politeness utterances and 27 (38.6%) negative politeness utterances. Positive politeness was more dominant, particularly through optimism, praise, and group identity markers, while negative politeness was predominantly realized through pessimism and self-deprecation. The findings indicate that positive politeness builds familiarity, solidarity, and audience engagement, whereas negative politeness maintains caution and reduces face threats. Future research should consider interactional context and audience responses. ABSTRAK Perkembangan podcast di YouTube menjadikannya ruang komunikasi publik untuk membahas berbagai isu, termasuk berpikir kritis yang berpotensi memunculkan perbedaan pandangan. Penelitian ini bertujuan mendeskripsikan strategi kesantunan positif dan negatif dalam podcast Salsa Erwina Hutagalung berjudul “Kenapa Berpikir Kritis Bisa Menyelamatkan Dirimu?” berdasarkan teori Brown & Levinson. Penelitian menggunakan metode kualitatif deskriptif dengan pendekatan analisis wacana pragmatik. Data berupa tuturan host dan tamu dari satu video berdurasi ±35 menit yang dikumpulkan melalui teknik simak, catat, dan dokumentasi. Hasil penelitian menunjukkan 70 tuturan relevan, terdiri atas 43 tuturan (61,4%) kesantunan positif dan 27 tuturan (38,6%) kesantunan negatif. Kesantunan positif lebih dominan, terutama melalui sikap optimis, pujian, dan penanda identitas kelompok, sedangkan kesantunan negatif didominasi sikap pesimis dan kerendahan diri. Temuan menunjukkan bahwa kesantunan positif membangun keakraban, solidaritas, dan keterlibatan audiens, sementara kesantunan negatif menjaga kehati-hatian serta mengurangi ancaman muka. Penelitian selanjutnya disarankan mempertimbangkan konteks interaksi dan respons audiens.