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Contact Name
Romindo
Contact Email
romindo@yp3a.org
Phone
+6281275518124
Journal Mail Official
jurnal.diajar@gmail.com
Editorial Address
Jl. Glugur Rimbun, Perum. Medan Hills, Cluster Eboni, Blok J No. 3. Deli Serdang. Indonesia
Location
Unknown,
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INDONESIA
Jurnal Pendidikan dan Pembelajaran
ISSN : 28100786     EISSN : 28100417     DOI : https://doi.org/10.54259/diajar
Core Subject : Education,
DIAJAR merupakan Jurnal Pendidikan dan Pembelajaran terbit empat kali dalam setahun pada bulan Januari, April, Juli dan Oktober oleh Yayasan Pendidikan Penelitian Pengabdian Algero. Fokus dan scope penelitian DIAJAR merupakan hasil tinjauan teoritis atau tinjauan konseptual dalam bidang pendidikan dan pengajaran pada semua tingkat pendidikan, seperti berbagai topik pada bidang pendidikan dan pengajaran di sekolah dasar, sekolah menengah, dan pendidikan tinggi, namun juga tidak terbatas pada riset di bidang pendidikan yang relevan.
Articles 335 Documents
Deskripsi Tingkat Motivasi Belajar Siswa pada Proses Transisi Pembelajaran di masa New Normal Amursalim, Amursalim; Idris, Siti Indriyati; Addas, Reski Kartini
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1408

Abstract

Motivation is very important for students in the learning process at school because motivation is one of the factors that determine learning outcomes. The students have passed the online learning process, which has transitioned to offline learning now. Contradictory learning conditions certainly affect the level of learning motivation which owned by the students, whether it remains or changes. By this research, the researchers aimed to measure the level of learning motivation which owned during following learning activities that the entire learning process becoming an offline process in this transition process in the academic year of 2022/2023. The entire learning process becoming an offline learning. This research was conducted from October to November 2022 at SMKN Pariwisata Mamasa, West Sulawesi. The type of this research is survey research with a quantitative-descriptive design. The sample was obtained by using the saturated sampling technique, in which the number of samples is equal to the total number of people in the population is 64 which consist of 18 men and 46 women. The research instrument used a motivational questionnaire which consist of 22 statements, 11 of were positive and 11 were negative. The results of this research shows that the average level of student learning motivation in the learning process is in the high category. The aspect that has highest percentage is having hopes and dreams for the future. Meanwhile, the aspect that has lowest percentage is having encouragement and needs in learning.
Pengembangan Media Pembelajaran Berbasis Construct 2 Untuk Meningkatkan Hasil Belajar Materi Organ Pencernaan Manusia pada Siswa Kelas V SDN Ngasem 1 Purwaningtyas, Nuranisya; Susi Damayanti; Erwin Putera Permana
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1434

Abstract

This research is motivated by the results of preliminary studies and the experience of researchers, who have found that in the learning process that takes place in the classroom there are problems related to the use of learning media. In learning, teachers only use teaching methods and tend to use textbooks as a teaching tool. The impact of these problems is that most students do not understand the content of their learning material, especially when it comes to the human digestive system. So the researchers developed Construct 2 learning media for the material of the human digestive organs. So that teachers and students can learn and access the material at any time. This study aims to determine the validity, usefulness and effectiveness of the Construct 2 learning media used. Researchers used qualitative and quantitative research methods and the development model used in this study, namely ADDIE (Analysis, Design, Development, Implementation, Evaluation). The data in this study were obtained through the validation of material experts and media experts. The conclusions from the results of this study on construct 2-based learning media are (1) getting an average score of 87% from material experts and media experts (2) being explained practically and getting an average score of 89.11% (3) being declared effective besed on the average student score as many as 90.3% of students meet the minimum completeness criteria. As a result, it is possible to conclude that Construct 2 learning process and can improve student learning outcomes in subject matter .
Pengembangan Media Pembelajaran Berbasis Videoscribe pada Materi IPS Pokok Bahasan Gejala Alam di Indonesia dan Negara Tetangga Kelas Vi Sekolah Dasar Rahmadani, Ginta Prastya; Wahyudi , Wahyudi; Sahari, Sutrisno
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1497

Abstract

This research aims to develop from research to produce product development of videoscribe-based learning media social studies subject matter of natural phenomena in Indonesia and neighboring class countries. This research method uses the R&D (Research and Development) method with the ADDIE model which consists of (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evaluation stages. The subjects in this study were teachers and students of class VI at SD Negeri 3 Besole, Besuki District, Tulungagung Regency. There were two trial designs that were carried out, consisting of a limited trial on 8 students and a large trial on 28 students. The conclusions of this study are (1) Videoscribe media can be said to be valid and suitable for use as learning media by obtaining validation carried out by media expert validators obtaining a percentage of 95%, while material validators obtain a percentage of 97.7%. (2) Videoscribe media can be said to be practical and appropriate for use in learning by obtaining a percentage score of 98%. While the response of class VI students to videoscribe media obtained a score percentage of 92.8%. (3) Videoscribe media can be declared effective in the learning process. with mastery learning to get a value of 88%. Meanwhile, for the wide trial, it obtained an average score of 96 and exceeded the KKM score (75) with the percentage of learning completeness obtaining a score of 100%.
Perception and Motivation of Students on EFL Learning Through Instagram Ahmad Saputra; Qamariah, Zaitun; Imam Qalyubi
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1501

Abstract

Globalization is emerging in a digital era, making it easier to access information, share, and exchange things via social networks, such as Instagram. The purpose of this study is to analyze students’ perceptions of Instagram as a platform to motivate EFL learners. The researcher assumes Instagram is an easy platform and can be used to learn English anywhere and anytime without time restrictions. The research was conducted on the students of IAIN Palangka Raya. Researchers used quantitative methods to solve research problems and employ questionnaires and interviews as data-gathering instruments in this study. For the English Study Programs at IAIN Palangka Raya, a research sample was chosen by purposive sampling in which the sample should be the third-semester students who were also active users of Instagram and active followers of accounts that teach English. This study found that 76% of TEFL students are motivated to learn English using Instagram due to its attractive and easy-to-use application design, fun activities, and improved English vocabulary, writing, speaking, and listening skills.
Praktikalitas E-Learning Berbasis Web di SMK Dhuafa Padang Tahun Ajaran 2022-2023 Riza Azizi; Astri Indah Juwita; Rahmatul Husna Arsyah
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1524

Abstract

This research is motivated by the problem of limited learning media at SMK Dhuafa Padang. This happens because there is no media-based learning that is attractive and effective. Therefore, the author seeks to design and create learning media for e-learning based on the Web at SMK Dhuafa Padang. This study uses research and development (R&D) methods. The research model used is the Borg & Gall development model, with the design and development steps as follows: Research and Information Gathering Stage (literature study, field study, user analysis); Planning (strengths, weaknesses, opportunities, threats); Product Development (waterfal: analysis, design, code); Product Testing and Revision (instrument validation, media validation); Final Product Revision (field trials, practicality, effectiveness); Dissemination. The research subjects were 75 students and 10 teachers. The results of the validity test by the experts as a whole are an assessment of the validity of E-learning based Web in Padang Dhuafa Vocational School of 88.53%, so that the validity level can be interpreted as very valid for use. The results of the practicality test assessment as a whole practicality assessment of E-learning based Web in Padang Dhuafa Vocational School were 94.49%, so that the level of practicality can be interpreted as being very practical to use. The results of the overall effectiveness test assessment of the effectiveness assessment E-learning  based Web in Dhuafa Padang Vocational School were 94.85%, so that the level of effectiveness can be interpreted as being used very effectively.
Efektivitas Aplikasi Media Pembelajaran Berbasis Augmented Reality pada Mata Pelajaran Geografi : (Studi Kasus Kelas X IPS SMA Negeri 2 Bungo) Prayitno, Hari; Menrisal; Astri Indah Juwita
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1528

Abstract

This study aims to determine the effectiveness of making Android Learning Media Applications Based on Augmented Reality in Geography Subjects for Class X IPS at SMA Negeri 2 Bungo in the Academic Year 2022/2023. This study uses research development methods (research & development). The research subjects were 72 people. The research model used is the development research model (ADDIE), with the design development steps as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the overall effectiveness test assessment of the effectiveness of Augmented Reality-Based Android Learning Media in Geography Class X IPS at SMA Negeri 2 Bungo amounted to 88.06% so that the level of effectiveness can be interpreted to be very effective in use. In conclusion, based on the assessment along with expert input as well as the results of field trials of Augmented Reality-Based Android Learning Media as a learning medium, it has been tested for feasibility, superiority, and can be used in the learning process in Geography class X IPS at SMA Negeri 2 Bungo.
Praktikalitas Media Pembelajaran Android pada Mata Pelajaran Teknologi Jaringan Berbasis Luas: (Studi Kasus Kelas XI TKJ SMKN 8 Padang) Novita Pramida Sari; Menrisal, Menrisal; Astri Indah Juwita
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1532

Abstract

This study aims to determine the Practicality of Developing Android-Based Learning Media in WAN Broad-Based Network Technology Subjects for Class XI TKJ at SMKN 8 Padang. This study uses research development methods (research & development). The research subjects totaled 36 people. The research model used is the development research model (ADDIE model), with the design development steps as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the validity test by the experts as a whole the validator test assessment of Android-Based Learning Media in Class XI Class XI WAN-Based Network Technology Subject at SMKN 8 Padang is 87.11%, so the validity level can be interpreted as very valid to use. The results of the practicality test assessment as a whole the practicality assessment of Android-Based Learning Media in Class XI WAN Broad-Based Network Technology Subject at SMKN 8 Padang is 96.12%, so that the level of practicality can be interpreted to be very practical to use. The results of the overall effectiveness test assessment of the effectiveness of Android-Based Learning Media in Class XI WAN Broad-Based Network Technology Subjects at SMKN 8 Padang amounted to 89.22% so that the level of effectiveness can be interpreted to be used very effectively. In conclusion, based on the assessment along with expert input as well as the results of field trials Android-Based Learning Media as a learning medium has been tested for feasibility, superiority, and can be used in the learning process in the Class XI WAN Broad-Based Network Technology subject at SMKN 8 Padang.
Perancangan dan Pembuatan Media Pembelajaran Dasar-Dasar Program Keahlian Berbasis Android di Sekolah Menengah Kejuruan (SMK) Deya Husnul Khatimah; Rini Sefriani; Indra Wijaya
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1538

Abstract

This research and development is motivated by the problem of limited learning media in the Fundamentals of the Skills Program at SMK Kartika 1-2 Padang in the odd semester of the 2022/2023 academic year. Causing students difficulty in understanding the material. Therefore, the authors designed an attractive learning media. This study aims to determine the validity, practicality and effectiveness of making learning media applications for Fundamentals of Android-Based Skills Programs in Vocational High Schools (SMK). This research uses the R&D research development method (research & development). The research model used is the ADDIE development model, with the following development steps: (1) Analyze, (2) design, (3) development, (4) implementation and (5) evaluate. The research subjects were 34 people. The results of the validity test by the validator of Android-based learning media as a whole obtained an average of 91.69% with a very valid interpretation. The practicality test was obtained at 92.93% with a very practical interpretation. The effectiveness test was obtained at 98.12% with a very effective interpretation. It was concluded that the research instrument was very valid, very practical and very effective to use at SMK Kartika 1-2 Padang in class X TKJ.
Perancangan Aplikasi Multimedia Interaktif di SMK Negeri 7 Padang Helvi Junia Eliza; Rini Sefriani; Rahmatul Husna Arsyah
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1539

Abstract

This study aims to determine the Validity, Practicality, and Effectiveness of Interactive Multimedia Applications in the Subject of Basic Dance Movement in Class X Students of the Dance Department at SMK N 7 Padang. This research and design was carried out with 38 class X students of the Department of Dance at SMK N 7 Padang. This type of research is R&D using the Four-D model. With the following steps. (1) define, (2) design, (3) development, and (4) disseminate. Overall the validity test assessment by the validator on application products is 89.87%, so that the validity level can be interpreted as Very Valid to use. The results of the practicality test assessment as a whole the practicality assessment of application products is 92.12%, so that the practicality level can be interpreted as Very Practical to use. The results of the effectiveness test obtained for application products amounted to 87.24% so that the level of effectiveness can be interpreted as very effective in use. It can be concluded that the Interactive Multimedia Application as a learning medium has been tested properly, is very practical and very effective to be used in the learning process in the subject of Basic Dance Movement class X, Department of Dance at SMK Negeri 7 Padang.
Uji Praktikalitas Pengembangan Media Pembelajaran Informatika Menggunakan Aplikasi Articulate Storyline.3 Kelas X di SMK Dhuafa Padang Afrilia Syafitri; Indra Wijaya; Popi Radyuli
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1551

Abstract

This research and development is motivated by the problem of limited Informatics learning media at SMK Dhuafa Padang in the 2022/2023 academic year. This happens because there is no learning media that attracts students' interest in learning. Therefore the author seeks to design interesting learning media for students. This study aims to determine the Validity, Practicality and Effectiveness of Making Learning Media Applications in Class X Informatics Subject at SMK Dhuafa Padang Ta 2022/2023. This study uses research development methods (research & development). The research subjects were 40 people. The research model used is the development research model (ADDIE model), with the design development steps as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the validity test by the experts as a whole the validator test assessment of Learning Media Applications in Class X Infomartics Subject at SMK Dhuafa Padang is 85.40%, so that the validity level can be interpreted as valid to use. The results of the practicality test assessment as a whole the practicality assessment of the Application of Learning Media in Informatics Class X Subject at SMK Dhuafa Padang is 92.65%, so that the level of practicality can be interpreted as very practical to use. The results of the overall effectiveness test assessment of the effectiveness of the Learning Media Application in the Eye Informatics Class X at SMK Dhuafa Padang is 92.70% so that the level of effectiveness can be interpreted to be very effective. In conclusion, based on the assessment along with expert input as well as the results of field trials of the Learning Media Application as a learning medium, it has been tested for feasibility, superiority, and can be used in the learning process in class X Informatics at SMK Dhuafa Padang.

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