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INDONESIA
Indonesian Journal Of Educational Research and Review
ISSN : 26214792     EISSN : 26218984     DOI : -
Core Subject : Education,
As an international, multi-disciplinary, peer-refereed journal, the scope of this journal is in learning and instruction area which provides a platform for the publication of the most advanced scientific researches in the areas of learning, development, instruction and teaching at Indonesian Journal of Educational Research and Review. The journal welcomes original empirical investigation. The papers may represent a variety of theoretical perspectives and different methodological approaches. They may refer to any age level, from infants to adults and to a diversity of learning and instructional settings, from laboratory experiments to field studies. The major criteria in review and the selection process concerns the significance of the contribution to the area of learning and instruction. Instruction, learning and teaching, curriculum development, learning environment, teacher education, educational, technology, and educational development at Indonesian Journal of Educational Research and Review
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Articles 20 Documents
Search results for , issue "Vol. 4 No. 2: July 2021" : 20 Documents clear
Learning Video Based on Contextual Approach Science Content of Grade V Elementary School Gede Ngurah Griantara Manuaba; DB. KT. NGR. Semara Putra
Indonesian Journal Of Educational Research and Review Vol. 4 No. 2: July 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (291.593 KB) | DOI: 10.23887/ijerr.v4i2.39432

Abstract

The lack of use of video media in the learning process causes students to have difficulties in learning. This research aims to develop audiovisual learning media tailored to the needs of today's learning. The test subjects in this study consisted of several experts and students. The experts consist of learning content experts, learning design experts and learning media experts and involve grade V students to conduct individual trials and small group trials. This development research uses ADDIE development model (analyze, design, development, implementation, evaluation) as systematic steps in the product development process. The data collection method in this study consists of observations, questionnaires and interviews. The data analysis techniques used are quantitative and qualitative descriptive data analysis techniques. Based on the results of product trials, the instructional video was declared feasible by the test subjects, namely learning content experts, learning design experts, learning media experts and students. The results of the evaluation of the learning content expert obtained a percentage (95.83%) with very good qualification, the results of the learning design expert's assessment obtained a percentage (94.23%) with very good qualification, the results of the learning media expert's assessment obtained a percentage (85.00%) with good qualifications and the results of student assessments through individual tests obtained a percentage (94.00%) with very good qualification, and the results of student assessments through small group tests obtained a percentage (95.83%). Based on the results of the product trial, it is concluded that the developed learning videos in very good qualifications and suitable for use in the learning process.
Multimedia Interactive Learning on Indonesian Language Content Ni Made Ayu Christina; Ni Nyoman Ganing
Indonesian Journal Of Educational Research and Review Vol. 4 No. 2: July 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (335.32 KB) | DOI: 10.23887/ijerr.v4i2.39434

Abstract

The impact of covid-19, which requires all types of learning activities to be carried out online. As a result, teachers have limitations in finding learning media suitable for student characteristics and suitable for use in online learning conditions. The purpose of this development research was to determine the feasibility of designing interactive multimedia learning. This type of research is development research. The research model used is the ADDIE model. The subjects of this study were 3 grade III elementary school students. The data collection methods used were observation, interview and questionnaire methods. The product design test was carried out by several experts and students, learning material experts, learning design experts, instructional media experts, and individual trials consisting of three students. The form of data analysis used in this research was descriptive quantitative data analysis. Based on the results of the study, showed the feasibility percentage level of interactive multimedia according to learning material experts was 95%, the percentage level of the feasibility of interactive learning media according to learning design experts was 90%, and according to individual trials, the percentage level of the feasibility of interactive learning multimedia was 96.52% with excellent qualifications. This development research indicated that the development of interactive multimedia learning assisted was suitable for use in the learning process on Indonesian language content in literary appreciation for grade III elementary school students.
Multimedia Interactive Learning in Science Subjects for Grade Fourth Elementary School Students Mega Putri Islamyati; Ida Bagus Surya Manuaba
Indonesian Journal Of Educational Research and Review Vol. 4 No. 2: July 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (388.995 KB) | DOI: 10.23887/ijerr.v4i2.39664

Abstract

Teaching materials and online learning outcomes that are less than optimal affect the learning process. Students need visualization that can help concrete understanding of the material, especially in implementing online learning. This study aimed to develop interactive multimedia learning in science subjects according to the validation of expert tests and individual trials. This development research applies the DDD-E model (Decide, Design, Develop, Evaluate). The method used to collect data is a questionnaire equipped with observations and interviews. The data analysis used is quantitative and qualitative descriptive analysis. The subject of this development research is interactive learning multimedia. Then a review is carried out from subject content expert validators, instructional design experts, learning media experts, and individual trials on students. The results of data analysis based on validation by subject matter content experts obtained a percentage score of 96.15% with very good qualifications, instructional design experts obtained a score percentage of 87.5% with good qualifications, learning media experts obtained a percentage score of 93.00% with very good qualifications, and the results of the review of 3 students in individual trials obtained a percentage score of 91.66% with very good qualifications. Based on the results obtained, it can be concluded that the interactive learning multimedia developed is very feasible in science learning for sixth-grade elementary school students.
Credibility of Digital Comic Media in Audio Visual Form on Style Topic for Elementary School Students I Putu Oka Sastrawan; I Gede Margunayasa; Gede Wira Bayu
Indonesian Journal Of Educational Research and Review Vol. 4 No. 2: July 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (446.979 KB) | DOI: 10.23887/ijerr.v4i2.39665

Abstract

Lack of teacher creativity in learning to develop instructional media makes learning less effective. Therefore, it is necessary to develop media that can make students enthusiastic about learning, such as digital comics. This research produces a product in the form of Digital Comic media on elementary school student style whose validity has been tested. The model used is the ADDIE model with the stages of Analyze, Design, Development, Implementation, Evaluation. In this study, digital comic media used as research subjects were 2 media expert lecturers, 2 material experts, 2 teachers. The method and instrument of data collection in this study is to use the rating scale method. To measure the validity of digital comic media using an instrument to assess the validity of digital comic media. The results of the data that have been obtained will be analyzed using the Aiken validity index formula for expert data and the mean formula for respondents' data in order to determine the validity of digital comic media. The results of the media validity on the Aiken validity index analysis, the assessment of the experts, got a score of 0.95 from the material experts with the criteria of "high validity", 0.95 from the media experts with the criteria of "high validity", while the analysis of the assessment scores of the respondents used the formula. The mean obtained an average of 4.57 from the practical response with the predicate "very good" and 4.50 from the student response with "very good". So, digital comic media is very suitable for use during the learning process, especially science learning.
Knowing Puberty With E-Modules Ketut Yuli Ayu Wulandari; I Made Tegeh; Ndara Tanggu Renda
Indonesian Journal Of Educational Research and Review Vol. 4 No. 2: July 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (409.88 KB) | DOI: 10.23887/ijerr.v4i2.39666

Abstract

Teachers still do not use media/teaching materials when teaching, especially in online learning. So that teachers still do not use innovative media/teaching materials in learning. Therefore, this study aims to develop an e-module in science learning on Puberty as seen from its validity. This type of research refers to the ADDIE development model procedure that consists of the stages of analysis, design, development, implementation, and evaluation. In this study, the implementation and evaluation stages were not carried out because they are currently still in the Covid-19 pandemic period, so they must comply with health protocols. The subjects in this study were e-modules on science learning on Puberty and experts who were competent in their fields. This study used a questionnaire method in collecting data. A rating scale instrument was used in an assessment sheet for two material experts, two media experts, and two practitioners to determine e-module validity. The test results of the science e-module on the topic of Puberty were calculated and converted into a five-scale guideline table. Based on the developed e-module, the science e-module validity test results from material experts, media experts, and practitioners obtained very good qualifications and were declared valid. So that the science e-module on the topic of Puberty is suitable for use by teachers when teaching because this e-module has an attractive appearance and the content/content in the e-module is complete so that it can support student learning activities.
Media Fun Thinkers Based on Calistug Questions Jummita Jummita; I Gusti Ayu Tri Agustiana; I Ketut Dibia
Indonesian Journal Of Educational Research and Review Vol. 4 No. 2: July 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (439.591 KB) | DOI: 10.23887/ijerr.v4i2.39667

Abstract

Continuous use of gadgets can hurt students. This has an impact on behaviour patterns and student learning activities. The need for balancing media in online learning is media that is concrete. This type of research is development research using the ADDIE procedure. The test subjects in this study were 2 subject matter experts, 2 learning media experts, 2 practitioners and 7 students. The method used to collect data in this study is the questionnaire. The data collection instrument used in this study was a rating scale. The data analysis technique used in this research is descriptive qualitative and quantitative data analysis. The results of the study are the results of the assessment given by subject matter experts assessing 4.63 (very good), learning media experts giving an assessment of 4.82 (very good), the assessment given by practitioner response experts is 4.85 (very good), and the results of the media student response test were 4.95 (very good). So media fun thinkers based on calistung questions can be used in the learning process. The assessment implies that this learning media can be used by teachers and in the learning process.
Videos of Savi Oriented Learning Model Based on Sparcol Scribe in Class IV Students Niya Selfiana Panggabean; I Kadek Suartama; I Made Tegeh
Indonesian Journal Of Educational Research and Review Vol. 4 No. 2: July 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (265.243 KB) | DOI: 10.23887/ijerr.v4i2.39927

Abstract

The low learning outcomes of fourth-grade elementary school students in social studies learning are caused by less attractive learning packaging. In addition, there is no application of interactive learning videos in the classroom. The research objective is to develop interactive learning videos. This type of research is the development of the ADDIE model. Data collection methods consist of interviews, observation, document recording, and distributing questionnaires. This study consisted of 3 experts, 6 small group students, and 3 individual test students. The instrument used to collect data is a questionnaire. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The study results are the results of a review by content experts in the field of study with excellent qualifications (96.66%). The results of the review of media design experts with excellent qualifications (96%). The results of the review of media experts with excellent qualifications (90%). The results of individual trials with excellent qualifications (96.67%). The results of the small group trial with excellent qualifications (95.55%). It can be concluded that the use of interactive learning videos is feasible to be applied in learning. Learning videos can increase students' interest in social science.
Problem-Based Learning Model with Video Media to Improve Writing Skills F. Siburian; Sutama Sutama
Indonesian Journal Of Educational Research and Review Vol. 4 No. 2: July 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (259.514 KB) | DOI: 10.23887/ijerr.v4i2.39929

Abstract

Students are less interested in writing because teachers tend to use textbooks as the only medium in learning. This has an impact on students' low writing skills. The purpose of this study is to analyze the problem-based learning model assisted by video learning. to improve critical response text writing skills. This type of research is classroom action research. This study follows the stages of classroom action research, each cycle consisting of four stages, namely planning, action, observation, and reflection. The subjects of this research were 28 students of class IX. Methods The methods used to collect data are observation, interviews, and tests. The instruments used to collect data are questionnaires and test sheets. The data analysis used in this research is descriptive qualitative and quantitative descriptive analysis. The results showed that the application of the problem-based learning model assisted by video media could improve students' critical response text writing skills. The increase in the average score of critical response text writing skills is 11, from an average of 80 to 91. So, learning can be said to be successful because overall, students are complete. Students also gave a very positive response in participating in learning to write critical response texts by applying a problem-based learning model assisted by video media with a score of 22.89.
Using Digital Mind Mapping to Improve Writing Skills Medyana Inna Sairo; Ni Made Ratminingsih; I Gede Arya Sudira
Indonesian Journal Of Educational Research and Review Vol. 4 No. 2: July 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (196.968 KB) | DOI: 10.23887/ijerr.v4i2.39933

Abstract

There are still many students who lack writing skills. Students are confused about starting a discussion or determining ideas, and the lack of vocabulary makes it difficult for students to write. This study aims to analyze the use of digital mind mapping to improve students' writing skills. This type of research is classroom action research which will be divided into two cycles. cycle 1 in 3 sessions and cycle 2 in 2 sessions. The research subjects were 33 students. The methods used in collecting research data are observation, interviews, and tests. The instruments used to collect data are questionnaires and test sheets. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results showed that Digital Mind Mapping was effective for improving students' abilities. It was found that the average score of students in the pre-test was 24%,  increased to 90% in the post-test I and in the post-test II. There was an increase in the number of students who had not previously achieved the KKM. The increase in the average score of students is also supported by student interest during the teaching and learning process because the method uses technology. In addition, the students found that the Digital Mind Mapping activity helped them organize students' ideas, become critical thinking, creative and improve students' writing.
Using Jigsaw Strategies to Improve Participation and English Speaking Skills Y. Kiuk; I. G. W. Suputra; L. D. S. Adnyani
Indonesian Journal Of Educational Research and Review Vol. 4 No. 2: July 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (246.393 KB) | DOI: 10.23887/ijerr.v4i2.39935

Abstract

There are still many teachers who do not apply appropriate learning strategies for students. This has an impact on the students' lack of English speaking ability. The purpose of implementing this Lesson Study is to increase the level of student participation in learning English. The Lesson Study is carried out in three stages in its implementation, namely Plan, Do, and SEE. In the Plan stage, the author and the Lesson Study team plan the implementation of the Lesson Study by determining the implementation time, materials, classes, and strategies used. The population in this study amounted to 30 students. In practice, data collection is done through observation, interviews, and lesson study techniques carried out in teams. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The study results are the use of the Jigsaw strategy in learning due to the lack of student participation and the willingness of students to speak in English in learning English. After the implementation of the Jigsaw strategy, the students became more active. The result of this reflection (see) stage is that the implementation of the Jigsaw strategy has been successful, and for media problems such as LCD and classroom management by model teachers need to be improved again. Seeing the success of this strategy, the authors suggest that teachers use the Jigsaw strategy as a cooperative learning strategy that will help students become more active.

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