cover
Contact Name
Husni Hanafi
Contact Email
jpbpp.journal@um.ac.id
Phone
+6281336643664
Journal Mail Official
publisher@um.ac.id
Editorial Address
Semarang St. No 5, Malang, East Java, 65145, Indonesia
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan
ISSN : -     EISSN : 27973174     DOI : https://doi.org/10.17977/um065
Core Subject : Education,
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan literally means “Journal of Learning, Guidance, and Educational Management”. The use of the Indonesian language in the title reflects the journal’s strong contextual grounding in Indonesian education while also emphasizing its broader commitment to addressing educational issues across diverse cultural, institutional, and system-level settings. The title represents three interconnected domains: learning as the core process of education, guidance as the support system for learner development and well-being, and educational management as the foundation for effective leadership, governance, and sustainable institutional improvement. Although rooted in the Indonesian educational context, the journal has a multidisciplinary and internationally relevant scope, welcoming empirical, theoretical, and practice-oriented studies in education, guidance and counseling, educational psychology, curriculum and instruction, assessment, educational leadership, policy, educational technology, inclusive education, and human development.
Articles 729 Documents
PERAN MEDIA SOSIAL TERHADAP PENGEMBANGAN MEDIA PEMBELAJARAN INOVATIF DI ERA SOCIETY 5.0 Early Ni’mah Hayati; Abdul Sukur; Alifian Nabila; Arum Dyan Kusuma; D. Adnindya Amalia; Farida Nur Aini; Early Ni’mah Hayati; Abdul Sukur; Alifian Nabila; Arum Dyan Kusuma; D. Adnindya Amalia; Farida Nur Aini; Yusuf Hanafi
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 9 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i9.2024.2

Abstract

Technology plays a significant role, one of which is in the field of education. Currently, we are entering the era of society 5.0, which is defined as a concept of learning centered on humans and technology. In the context of education, teachers can integrate technology into learning activities, one of which is through the role of social media. Therefore, the aim of this article is to understand the role of social media in the development of innovative learning media in the era of society 5.0. This article utilizes the literature review method. Literature review method involves searching, exploring, reading, and examining relevant literature related to the research through accountable sources. The results of this research show that the use of social media such as TikTok and YouTube can be used as learning references and also as media in creative and innovative learning activities.
PERAN LAYANAN BIMBINGAN KLASIKAL DENGAN METODE WINDOW SHOPPING TERHADAP PEMAHAMAN KONSEP DIRI PESERTA DIDIK KELAS XI SMK NEGERI 1 MALANG Melia Yulanda
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 9 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i9.2024.3

Abstract

This research aims to determine the role of classical guidance services using the window shopping method in understanding the self-concept of class XI students at SMK Negeri 1 Malang. This research is qualitative research which produces descriptive data in the form of written words originating from the author's observations regarding the behavior of the subjects being observed. The data obtained in this research is data resulting from observations and open interviews with students. The subjects in this research were students of class XI Accounting 3 at SMK Negeri 1 Malang. The results of this research show that classical guidance services using the window shopping method for understanding the self-concept of class XI students at SMK Negeri 1 Malang have a good role in increasing students' understanding of the topics discussed. Thus, the use of innovative methods such as the window shopping method is very important to continue to be developed, especially in the implementation of guidance and counseling services so that students have a deep understanding of social problems and achieve optimal developmental tasks.
ANALISIS KEBUTUHAN IMPLEMENTASI PROJECT BASED LEARNING TERINTEGRASI CULTURALLY RESPONSIVE TEACHING PADA PENINGKATAN HASIL BELAJAR MATERI BIOTEKNOLOGI KONVENSIONAL Aulia Zaldiana; Aulia Zaldiana; Yayuk Mulyati
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 9 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i9.2024.4

Abstract

The aim of this research is to find solutions to improve student learning outcomes based on everyday cultural context problems. Various studies reveal that lacking problem solving skills will make learning less meaningful and result in low student learning outcomes. This is also known from the lack of student involvement due to monotonous learning activities so that students tend to get bored and bored. The method used is literature review and interviews aimed at teachers learning conventional biotechnology. Based on the literature review of interviews conducted, an ideal solution was obtained to solve this problem, namely the application of Project Based Learning with a Culturally Responsive Teaching approach to improving learning outcomes in Conventional Biotechnology. To be able to produce a product that is a solution, students start from a problem that refers to the context of cultural introduction, namely poisoning of tapai fermented processed products. Providing authentic project-based learning has an impact on developing internal motivation, creativity, a sense of responsibility, cooperation and problem solving abilities as a result of projects carried out to produce maximum results.
PELATIHAN PENGGUNAAN APLIKASI CANVA PADA GURU SDN 1 BANJAREJO MALANG SEBAGAI UPAYA MENCIPTAKAN MEDIA PEMBELAJARAN YANG KREATIF Alfin Dwi Cahyani; Arif Kiyat Bhaktiyana; Didi Suhendra; Alfin Dwi Cahyani; Arif Kiyat Bhaktiyana; Didi Suhendra; Krisantus Pius Usifa
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 8 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i8.2024.11

Abstract

Abstract: Students will more easily remember and understand the lessons delivered by theteacher when they use interesting learning media such as broadcasts or displaysproduced from learning media. Canva is a graphic design tool that facilitates thecreation of various artistic content online. Canva training materials as an innovationin creating creative learning media were chosen by researchers as a step to realizingquality education that is in line with this technological era. So the aim of this trainingis as an effort to create creative and innovative learning media with the help of theCanva application for teachers at SDN 1 Banjarejo Malang. The method used isthrough lectures, simulations and demonstrations in the form of counseling andtraining. The training was carried out by providing material to all participants as wellas demonstrations regarding the creation of teaching modules, Power Points,animated videos, brochures, PPDB pamphlets and so on. Based on the results of theCanva training that has been carried out, it can be concluded that the trainingregarding the use of the Canva application has had a significant impact on theunderstanding and creativity of teachers
MENINGKATKAN MOTIVASI BELAJAR KELOMPOK DENGAN MEDIA WORD WALL MATA PELAJARAN INFORMATIKA KELAS X Manik Hidayat; Manik Hidayat; Syaad Patmanthara
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 8 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i8.2024.12

Abstract

Abstract: This study aims to explore the effectiveness of the Word Wall media in enhancinggroup learning motivation in the subject of Computer Science at the high schoollevel, specifically for tenth-grade students. The Word Wall method is implementedas a collaborative approach that combines interaction between tea chers andstudents with the use of key word visualizations. The study involved X tenth-gradestudents as the sample. The research method employed was classroom actionresearch, utilizing observation, questionnaires, and interviews as data collectioninstruments. The results of the study indicate a significant increase in group learningmotivation following the implementation of the Word Wall media. Studentsdemonstrated more active participation in the learning process, enhancing theirunderstanding of the material, and developing collaborative skills. These findingssuggest that the Word Wall media has the potential to significantly enhance studentlearning motivation in the context of group learning in the Computer Sciencesubject. Practical implications and recommendations for further research arediscussed in the abstract
PENGEMBANGAN MEDIA PEMBELAJARAN FLASHCARD GUNA MENUNJANG PROSES PEMBELAJARAN MODEL MAKE A MATCH UNTUK MENDUKUNG KEMAMPUAN PEMECAHAN MASALAH PESERTA DIDIK Widahyanti Widahyanti; Widahyanti Widahyanti; Anita Dewi Utami
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 8 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i8.2024.13

Abstract

Abstract: Learning media has not been fully used in the learning process. In fact, learningmedia is an important component that can be used to help the learning processbecome more enjoyable, effective and efficient so that meaningful learning occurs.The development of learning media is very necessary to be able to support alearning process and support students' abilities. The aim of the research is todevelop flashcard learning media to support the make a match model learningprocess to support students' problem solving abilities. The method in this researchis research and development (Research & Development) referring to the ADDIEmodel which consists of analysis, design and development. The research subjectwas flashcard learning media in the make a match learning model in mathematicsmaterial and the test subjects were teachers and students at SMP Negeri 9 Malang.Based on the results of the data analysis obtained, it was concluded that theflashcard learning media that had been developed had a very valid category interms of the percentage of media suitability of 92.5%, validation of the material wasincluded in the very valid category with a percentage of 95%. Interviews conductedwith students also showed that students became more active, helpful andenthusiastic and supported students' problem solving abilities when flashcardmedia was used in the make a match type cooperative learning model
SURVEI STATUS GIZI DAN KETERAMPILAN MOTORIK PADA PESERTA DIDIK KELAS VII SMPN 3 MALANG Syarif Hidayatullah; Usman Wahyudi; Syarif Hidayatullah; Usman Wahyudi; Dian Firmanto
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 8 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i8.2024.14

Abstract

Abstract: This observation aims to determine the nutritional status and motor skills of classVII students at SMPN 3 Malang. The research approach uses an observationalapproach with descriptive research type. The research subjects were taking class VIIat SMPN 3 Malang with a total of 32 students. Data collection techniques used theBody Mass Index Test (BMI) and Kids Athletics instruments. From the researchresults, nutritional status in class VII is predominantly in the underweight categorywith a percentage of 42.5 percent with a total of 14 students. Furthermore, for the resultsof the kids athletics test in the turbo throwing number, boys have the highest scorein the adequate category with a percentage of 35.4percent, while girls in the poorcategory with a percentage of 47.2percent. In the frog jumping event, men had thehighest score in the fair and good category with a percentage of 35.4percent, whilewomen were in the poor category with a percentage of 38.1percent. In the Kanga runningnumber, the highest score for men was in the very good category with a percentageof 41.6percent, while for women the score was in the good category with a percentageof 38.2percent
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI ROLE PLAYING GAME (RPG) UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATERI PENCEMARAN LINGKUNGAN Ferryan Sandi
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 8 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i8.2024.15

Abstract

Abstract: Natural science is a science that studies natural phenomena using a scientificapproach and is taught in an integrated manner at the level of junior high schooleducation. One of the topics in the junior high school science subject isenvironmental pollution. The environmental pollution topics can be accepted easilyif students can observe, feel, or experience them directly. At the location of thisresearch, the condition of the school environment is a clean and orderlyenvironment. This results in the lack of the phenomenon of environmentalpollution that can be used as a source of learning. In addition, the use of minimallearning media makes students less actively involved in learning so that studentsare less motivated in participating in learning. Therefore, this research wasconducted by developing learning media products in the form of RPG educationalgames on environmental pollution materials to increase students' learningmotivation. This type of research is research and development (R&D) with theADDIE development model. This research produces learning media products in theform of RPG educational games that are suitable for use with a media validationscore of 85.53 percent, material validation of 77.08percent, readability scores of 85.50percent and thelevel of student motivation to learn using RPG educational game learning media of82.11percent. Based on these results, it can be concluded that the learning media arevalid and feasible to use.
ANALISIS PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) PADA MATA PELAJARAN IPS SISWA KELAS VIII DI SMP NEGERI 12 MALANG Muhimmah Muhimmah; Muhimmah Muhimmah; Bayu Kurniawan
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 8 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i8.2024.16

Abstract

Abstrak: Penelitian ini bertujuan untuk menganalisis penerapan Teams Games Tournament(TGT) sebagai model pembelajaran pada mata pelajaran IPS siswa kelas VIII terkaitimplementasi pembelajaran, sintaks model, dan interaksi dan minat dalam belajarIPS. Penelitian Subjek adalah guru dan siswa kelas VIII. Penelitian ini bersifatdeskriptif kualitatif penelitian berdasarkan fenomena lapangan. Teknikpengumpulan data yang digunakan adalah observasi, wawancara, dandokumentasi. Validitas data digunakan dengan teknik triangulasi data. Teknikanalisis yang digunakan adalah teknik analisis data Miles dan Huberman. Hasil dariPenelitian ini menunjukkan bahwa guru telah melaksanakan pembelajaran melaluipenerapan model TGT, melalui pembelajaran yang berpusat pada siswa, kontakpandangan, keterlibatan aktif siswa, antusiasme dan minat belajar, dan interaksiyang baik. Masalahnya diselesaikan dengan menggunakan tipe tgt yang inovatifpola. Guru telah lama menggunakan model Teams Games Tournament (TGT) padapembelajaran IPS di kelas yang diadaptasi dari Kurikulum 2013 dan pembelajaraninovatif. Oleh karena itu, dapat dilihat bahwa keberhasilan dalam menerapkanmodel pembelajaran Teams Games Tournament (TGT) di kelas VIII menjadikanminat belajar dan hasil belajar siswa kelas VIII di SMPN 12 Malang mengalamipeningkatan
IMPLEMENTASI ETOS KERJA GURU PJOK DI ERA SOCIETY 5.0 Nanda Aghni Ridwan; Nanda Aghni Ridwan; Muhibuddin Fadli
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 8 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i8.2024.17

Abstract

Abstract: This research is motivated by the implementation of the work ethic of secondaryschool teachers in the era of society 5.0, one of which is discipline. Discipline is acrucial part of learning, where without awareness of following the rules that havebeen set, the learning process will not achieve the desired goals. In the age ofSociety 5.0, PJOK teachers must have the ability to use digital technology to createcreative and innovative learning. This research was carried out through the libraryresearch method. The library research process is carried out by researching relevantliterature and analyzing the combined topics. The importance of developing thecompetence of PJOK Teachers is emphasized, and this must be done throughplanned and sustainable coaching programs to improve the quality of theirprofessionalism. Therefore, continuous improvement in the quality of teachers aslearners and educators must be a priority through planned and sustainableprograms. Striving for a work ethic that prioritizes high-quality service leads us tounderstand that the position itself is simply the position held, while professionalismrefers to the skills or expertise possessed in carrying out a particular position.Professionalism is essentially the essence of a profession and the individual whoholds that professional position