cover
Contact Name
Ulfia Rahmi
Contact Email
ulfia@fip.unp.ac.id
Phone
+6281363392202
Journal Mail Official
jpol@ppj.unp.ac.id
Editorial Address
Departemen Teknologi Pendidikan, Universitas Negeri Padang Jl. Prof. Dr. Hamka, Air Tawar, Padang, Provinsi Sumatera Barat
Location
Kota padang,
Sumatera barat
INDONESIA
JPOL: Journal of Pedagogy and Online Learning
ISSN : -     EISSN : 28303814     DOI : https://doi.org/10.24036/jpol.v1i1.2
Core Subject : Education,
JPOL: Journal of Pedagogy and Online Learning. The aim of this journal is to publish articles dedicated to all aspects of the latest outstanding developments in the field of educational technology, online learning. This journal covers the application of Education in the field of Educational Technology Curriculum (teaching, development, teaching, educational projects and innovations, learning methodologies and new technologies in education and learning, assessment).
Articles 45 Documents
Game Lino dalam Pembelajaran Bahasa Inggris Materi Many Things Kelas VII Sekolah Menengah Pertama Maita Sari, Nora; Indah Putri, Lidya
Journal of Pedagogy and Online Learning Vol. 1 No. 2 (2022): JPOL Volume 1 Nomor 2 September 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (511.185 KB) | DOI: 10.24036/jpol.v1i2.16

Abstract

English is an international language where many countries use English in their daily life, such as in Malaysia. English with "Many Things" material, which is a material in English learning that teaches students to get to know the objects around them, not only knowing them but here students also learn how to write them. The problem in real life is that books do not play a role in children learning English because the books only display text and pictures so that many students do not know how to pronounce the English they are learning. With this Lino game, students can get to know the objects around them by writing the names of the objects displayed in the game and listening to how to kiss what they have written. This game serves to make it easier for children to learn English quickly, and not only that, with this game, students in learning also feel entertained by the attractive animation display.
Metaverse : Media Pembelajaran di Era Society 5.0 untuk Meningkatkan Kualitas Pendidikan Indonesia Pangestu, Dwi Maulan; Rahmi, Azizu
Journal of Pedagogy and Online Learning Vol. 1 No. 2 (2022): JPOL Volume 1 Nomor 2 September 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (314.67 KB) | DOI: 10.24036/jpol.v1i2.17

Abstract

Metaverse is a three-dimensional virtual technology renewal or innovation that can be used as a learning medium in the era of society 5.0 and can improve the quality of education in Indonesia. This research study discusses the metaverse that can be used as a learning medium in the era of society 5.0 to improve the quality of Indonesian education in the future. The research method used is a literature study by collecting library data from various scientific journal sources relevant to the use of the metaverse from 2020-2022. The results show that the metaverse has developed rapidly from 2020 to 2002, considering that the metaverse is an interconnected social network, an immersive network environment within a platform with many persistent users. The forms of metaverse that have been implemented such as augmented reality and virtual reality, which are present to answer the problems during the pandemic and also the needs of the era of society 5.0, in an effort to improve the quality of education in Indonesia by utilizing augmented reality and virtual reality in skills learning processes. very helpful at full term and in order to realize the quality of education in the era of society 5.0. The use of metaverse in Indonesia is generally widely used at the high school and university level in their learning. The use of metaverse with management that is in accordance with current needs, can be one of the factors supporting the success of applying metaverse to improve the quality of education in Indonesia in the next 10 to 15 years.
Pengaruh Penggunaan Media Pembelajaran Interaktif Terhadap Hasil Belajar Pada Mata Pelajaran Ilmu Pengetahuan Alam (IPA) Siswa Kelas IV SDN Cupak Nurfadilah, Exela; Ade Kurnia Yusri, Meldi
Journal of Pedagogy and Online Learning Vol. 1 No. 2 (2022): JPOL Volume 1 Nomor 2 September 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (250.363 KB) | DOI: 10.24036/jpol.v1i2.24

Abstract

Schools have a significant position in the smooth process of education. At this time, education providers are increasingly aware of the meaning of media that supports education. Learning by using interactive media can be used as an alternative source to reduce student saturation in the educational process. especially can be used when science education at the SDN Cupak level. Therefore, the case studied in this study is "Is there any effect of using interactive media based on Adobe Flash CS6 on fourth grade students at SDN 12 and SDN 05 Cupak, Solok Regency." It consists of 2 classes, namely the experimental class and the control class. With the method of equating the experimental class, namely class IV SDN 12 Cupak with treatment using interactive educational media and the control class, class IV SDN 05 Cupak being treated not using interactive media. Having the same number of students is 25 people. This research was conducted on science subjects in semester 2 of the 2021/2022 academic year. For hypothesis testing, this study used t-test statistics, with a significant level of 5% (= 0.05). The results showed that the average value of the experimental class using interactive media was 80.36. The average value of the control class that does not use interactive media is 70.84. Based on the calculation of the t-test (t-test) obtained tcount 7.43 otherwise ttable at a significant level 0.05 = 2.01. When compared, so that tcount > ttable is 7.43 > 2.01. Which means that H0 is rejected as well as H1 is accepted. Thus the use of interactive media significantly affects the science learning outcomes of fourth grade students at SDN 12 Cupak.
Pengembangan Multimedia Interaktif Mata Pelajaran Informatika Pada Kurikulum Sekolah Penggerak Untuk Siswa Kelas X SMA Yusuf, Ahmad; Syafril, Syafril; Zuwirna, Zuwirna; Hidayati, Abna
Journal of Pedagogy and Online Learning Vol. 1 No. 2 (2022): JPOL Volume 1 Nomor 2 September 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (652.094 KB) | DOI: 10.24036/jpol.v1i2.25

Abstract

Learning informatics sub-material algorithms and programming in the driving school curriculum has a change from visual programming to textual language in class IX, and in programming learning in class X students will learn the concepts of coding and procedural programming. In learning infomatics is still monotonous because the explanation of the material still uses e-books and books that have been provided by the government about Algorithms and Programming. Therefore, the author is interested in designing interactive multimedia, so that students better understand the learning material that is packaged interactively.This type of research is research and development or what is known as Research and Development (R&D). Based on the results of the material assessment from teachers of informatics subjects of SMA N 2 Padang and media experts lecturers of the Department of Curriculum and Educational Technology of UNP, there is a procurement of validation with the suitability of the material calculated from the average validator of 4.79 with the criteria of "very valid". There are two validators with the criteria of "very appropriate" with the value obtained from validator I of 4.62 and validator II of 4.87. For practicality analysis, it was taken through a questionnaire of responses from class X SMA N 2 Padang students related to the use of multimedia which was calculated to reach an average score of 4.62, so that the results of the practice could be known with the criteria of "very practical".
Review Sistematis : Tantangan Pembelajaran E-learning Selama Pandemi Covid-19 pada Mata Pelajaran IPA Kelas VII di SMP Bustanuddin; Aziza Bustanil, Dimas
Journal of Pedagogy and Online Learning Vol. 1 No. 3 (2022): JPOL Volume 1 Nomor 3 Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v1i3.26

Abstract

Learning during the Covid-19 pandemic is recommended to be carried out online, in order to reduce the impact of the spread of the SARS-CoV-2 virus. One of the supporting elements that can facilitate online learning is E-learning. The change in learning methods that were originally carried out face-to-face to online learning experienced several challenges in terms of the availability of qualified technology such as electronic devices in the learning process, internet networks, and the readiness of students and teachers to face online learning. In terms of students, the challenges they face start from an unstable internet network, inadequate internet quota and the unavailability of gadgets for learning, resulting in a lack of students' understanding of the subject matter provided.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS ADOBE FLASH CS6 PADA MATA PELAJARAN IPS KELAS VIII SMP Alwanda Putri, Andra; Zuwirna, Zuwirna
Journal of Pedagogy and Online Learning Vol. 1 No. 3 (2022): JPOL Volume 1 Nomor 3 Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v1i3.28

Abstract

The development of interactive multimedia based on Adobe Flash CS6 is one of the efforts to assist teachers in teaching and assisting students in understanding the material presented, can increase students' motivation, interest and memory in understanding learning. This interactive multimedia development research aims to produce interactive learning media products in social studies subjects as tools or media that are in accordance with the media and material eligibility criteria. This research is a development research known as Research and Development (R&D). The research procedure used in this development uses 4D stages consisting of the definition stage (Defind), the planning stage (Design), the development stage (Development), and the dissemination stage (Disseminate). Data collection techniques in this study used validation sheets and student response questionnaires. The product validity test was carried out by three validators consisting of two media experts and one material expert. The practicality test subjects were taken as many as 25 students of class VIII SMPN 3X11 Kayutanam for the 2022/2023 academic year. by 97.69%. and the results of validator II obtained an average of 99.23%. So that the overall results obtained an average of 98.46% in the "Very Eligible" category. While the results of the material expert validation are also categorized as "Very Appropriate" for use with a value of 93.33%. Furthermore, the results of the practicality test of interactive multimedia products are in the "Very Appropriate" category for use with an overall average of 90.47%. one learning media and can help the learning process more interesting and can increase student enthusiasm in the learning process.
Pengembangan Multimedia Interaktif Berbasis Adobe Flash Pada Mata Pelajaran Bimbingan TIK Kelas VIII SMP sesmiati; Zuliarni
Journal of Pedagogy and Online Learning Vol. 1 No. 3 (2022): JPOL Volume 1 Nomor 3 Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v1i3.29

Abstract

The development of interactive multimedia is carried out as an effort to solve student learning problems, where the limited number of hours of lessons at school, practical material, the risk of students being left behind is greater, causing disturbances in the classroom such as students often making noise and sometimes disturbing their friends. This is also caused by the limited existing learning media, the lack of teacher variation utilizing educational media, both conventional and technology-based media. This study uses the Research and Development (RnD) research method, using the Borg and Gall development model. The development procedure in this study is procedural and simplified according to the needs of the researcher, namely (1) data collection, (2) product design, (3) product development, (4) validation and revision, (5) product trial, (6) product end. Product validity was carried out by 3 people, namely 2 media validators and 1 material validator, while the number of research subjects was 24 students of SMP Negeri 1 Ampek Angkek. The data collection instrument is in the form of a questionnaire, assessment formats and test questions. Data were analyzed descriptively qualitatively and quantitatively. Based on the results of the feasibility assessment of the media validator and material validator, it can be concluded that the results of the assessment by two media experts are categorized as "Very Valid" for use with the number of assessments from validator I getting an average of 4.96 and validator II an average of 5.00. While the results of the material expert's assessment were categorized as "Very Valid" with an average of 4.44. The results of the interactive multimedia practicality test are in the "Practical" category with an average rating of 4.37. The results of the effectiveness test show that t_count > from t_table so that it shows a significantly higher difference between pretest and posttest. Based on the results of the validity test, practicality test and effectiveness test, it can be stated that this interactive multimedia based on Adobe Flash CS6 is suitable for use in learning.
Pengembangan Media Video Pembelajaran Pada Mata Kuliah Fotografi Aditya, Rifky; Zuliarni, Zuliarni
Journal of Pedagogy and Online Learning Vol. 1 No. 3 (2022): JPOL Volume 1 Nomor 3 Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v1i3.33

Abstract

This study aims to produce video media products using Wondershare Filmora as a learning medium that is in accordance with the eligibility criteria for media and materials in photography courses. The research conducted is Research and Development (R&D) research. The product validity test was carried out by three validators, namely two media validators and one material validator. The product trial was carried out for students of the 2020 FIP UNP ID card affairs who were the subject of trials with a total of 20 people to find the feasibility of learning video media. Data collection instruments and tools used are documentation, material and media expert validation formats, assessment sheets and questionnaires. Based on the results of the feasibility assessment from material experts and media experts, namely, the results of material validation obtained a "Very good" value so that the material was declared valid for use, the media validation results obtained a "Very Good" value, so the media was categorized as valid for testing. Furthermore, the results of the analysis based on trials for the practicality of learning video media products are in the "Very Practical" category. Based on the results of the validity test, and the trial, it can be concluded that learning video media can be developed and effectively used in the Photography learning process.
Pengembangan Modul Pembelajaran Tematik Berbasis Kegiatan Harian Untuk SD Kelas IV: Modul Pembelajaran Tematik Berbasis Kegiatan Harian Diana Besni; Darmansyah, Darmansyah; Ridwan, Ridwan; Ananda, Azwar
Journal of Pedagogy and Online Learning Vol. 1 No. 3 (2022): JPOL Volume 1 Nomor 3 Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v1i3.37

Abstract

The changes of learning process in elementary school into thematic learning causes a lack of appropriate learning sources. In Curriculum 2013 (K13), students and teachers must have manual books. These books provide some general themes, but they do not reach every daily activity that suitable with student’s characteristics yet. Based on these cases above, in this development research, researcher will develop a valid, practical, and effective thematic learning module based daily activity for fourth grade student in elementary school. This is a development research use 4-D Model, namely define, design, and disseminate. The result of this development research is a valid, practical, and effective thematic learning module based daily activity. Based on research finding, researcher can conclude that (1) based on validity test, the content, construction, and language used in this thematic learning module based daily activity is valid, (2) the development process produces a valid, practical, and effective thematic learning module based daily activity in order to achieve learning outcomes so this learning module can be used in learning process.
Upaya Menumbuhkan Stimulus Respon Peserta Didik Melalui Penerapan Teori Belajar Behavioristik Almizri, Wahyu; S, Neviyarni
Journal of Pedagogy and Online Learning Vol. 1 No. 3 (2022): JPOL Volume 1 Nomor 3 Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v1i3.38

Abstract

Abstract: The purpose of this study is to describe the applications and benefits used by teachers in stimulating student stimulus responses through behavioristic theory. This research method using literature study. The data collection tool used is through searching scientific journals that I took from several electronic media. The data analysis technique used in this study is annotated bibliography analysis. This research boils down to the conclusion that the teacher in applying behavioristic theory to stimulate student response stimulus is that the teacher must understand the differences in student learning styles and their respective characteristics, the readiness of students to learn must also be considered by the teacher, and the teacher provides good modeling/imitation to students. Keywords: behavioristic theory, learning style