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Contact Name
Leonard
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+6281382939050
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INDONESIA
Journal of Instructional Development Research
ISSN : -     EISSN : 27151603     DOI : -
Core Subject : Education,
The scope of this journal encompasses, but not limited to: Methods of teaching: In ancient times the learners were passive listeners but now they actively participate with the teacher in the process of education. So, the skill and proficiency of different teaching methods need to be developed. Educational psychology: Psychology helps to understand the child better and development of a child with respect to physical, mental, emotional, social adjustment, individual difference, personality, thinking, reasoning, problem-solving Philosophy of education: Philosophy of education covers aims of education, nature of education, the importance of education, the function of education its very old and essential part of education. Problems & issues of education: This scope includes problems of teaching management of education and suggestion and remedies for it. Educational technology: It is a very recent branch that has come under the scope of education. It makes education a technical and systematic subject through the application of technology in the teaching-learning process.
Articles 5 Documents
Search results for , issue "Vol. 2 No. 1 (2020): Journal of Instructional Development Research" : 5 Documents clear
Pengembangan Media Pembelajaran Kartu Domino Untuk Materi Nilai Mutlak Dornama Putri Lumbansiantar; Faiza Faiza; Nathasya Farah Dilla; Nurfahmi Rachman Haqiqi; Uswatun Hasanah
Journal of Instructional Development Research Vol. 2 No. 1 (2020): Journal of Instructional Development Research
Publisher : EduResearch Mitra Inovasi

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Abstract

This research aims is to develop a learning media, namely dominoes as an interesting and interactive learning media, especially on absolute value material. This type of research is development research. This study uses the ADDIE development model, which consists of 5 stages, namely analysis, design, development, implementation and evaluation. The research subjects consisted of 3 students with different intellectual abilities, namely low, middle and high at grade X high school level. The results showed that there was an increase in understanding of mathematical concepts using the developed domino card media.
Pengembangan Media Pembelajaran Ular Tangga untuk Materi Eksponen Kelas X SMA Mohamad Halim Dwi Kusuma; Yudi Irawan; Annisa Yulianti; Ribka Dwi Y.; Silvie Adhe S.; Leonard Leonard
Journal of Instructional Development Research Vol. 2 No. 1 (2020): Journal of Instructional Development Research
Publisher : EduResearch Mitra Inovasi

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Abstract

This research was done to develop a learning media with a snakes and ladders game. in an age where all humans must develop so as not to be crushed by the time that is rapidly advancing ahead of us as educators we must also be able to harmonize the times of what we have to do with the teaching process Educators must also begin to grow and develop because students increasingly have a level of boredom about something that is too serious when trying to achieve something, but that doesn’t mean today's, children don’t have a high seriousness but it's just that they only want a renewal of something, then the problem of the scourge of mathematics which is always growing creepy in the minds of the public is a big challenge for us as educators who focus on the world of mathematics. Therefore, we must develop and change the minds of the audience towards their fear of mathematics. This is why we will develop a learning medium for the process of delivering a mathematical material with and use snake ladder media. We will make learning mathematics will be fun because it will be delivered by doing a game, this intends to make it easier for us to deliver the material and help students who receive the material will eliminate the fear of thinking about mathematics, this is the first step how a student can absorb what we will convey. In this study we used the method with a model ADDIE (Analysis-Design-Development-Implementation-Evaluation). This media is proven to assist teachers in presenting the material and students are also more easily understand the material presented. Thus, media development using ladder snake game deserves to be used. All we've done so far turned out is the result we expected. The purpose of this development really works when we try it on several X classes, their opinion after they finish studying the material we give you the snake ladder media is very easy for us when trying to understand the material provided and is very fun for us so we don't feel bored when the material is in progress.
Pengembangan Media Pembelajaran Puzzle untuk Materi Fungsi Persamaan Linier Garis Muhammad Ikhsan; Vira Adfawinata; Dessolina Dessolina; Farida Wahyuningtias; Leonard Leonard
Journal of Instructional Development Research Vol. 2 No. 1 (2020): Journal of Instructional Development Research
Publisher : EduResearch Mitra Inovasi

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Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis board game puzzle untuk membantu proses belajar. Metode pengembangan media pembelajaran yang digunakan adalah model ADDIE. Model ADDIE memiliki 5 tahap; 1. Analysis, 2. Design, 3. Develop, 4. Implementation, 5. Evalution. Pengumpulan data melakukan wawancara kepada pakar materi dan pakar media. Hasil pengembangan mengembangkan media pembelajaran yang menarik minat belajar siswa. Hasil pengembangan media pembelajaran menanamkan pesan untuk membentuk karakter siswa.
Perbandingan Hasil Belajar Siswa yang Menggunakan Metode Mind Mapping dengan Siswa yang Menggunakan Metode Make A Match melalui Media Kartu dalam Pembelajaran Matematika Yus Alkausela; Budi Mulyono
Journal of Instructional Development Research Vol. 2 No. 1 (2020): Journal of Instructional Development Research
Publisher : EduResearch Mitra Inovasi

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Abstract

The problem of research is students mathematic learning outcomes who are using make a match method too low so as to work up it the reseacher apply to use mind mapping method. This research using card learning media on two methods so that learning can be easier. The purpose of research is informing about comparison two learning methods which can work up mathematics learning outcomes, the methods are mind mapping and make a match. The characteristic of research is true experimental with post test only control group design. The affordable population of this research is students of X UPW 1and X UPW 2 at SMKN 57 Jakarta for 2015/2016 academic year. The research’s sampling techniques using simple random sampling. Selected samples are 20 students for every class. Experiment class which using mind mapping learning method is X UPW 2 while control class which using make a match learning method is X UPW 1.The valid research instrument’s 27 items multiple choice. Requirements data analysis test consists of normality test using Liliefors test and homogeneity test using Fisher test. Result of requirements data analysis test are two class had normal distribution and homogeneous. Result of normality test for eksperimen class had L0 < Ltable (0,1552 < 0,190) and for control class had L0 < Ltable (0,1779 < 0,190) while result of homogeneity test had Fcount < Ftabel (1,07 < 2,168). Result of research hypothesis verify that average of students mathematics learning outcomes who are using mind mapping with card media significantly higher than students mathematics learning outcomes who are using make a match, because of tcount > ttable (4,55 > 1,686) so that H0 rejected dan H1 approved.
Pengaruh Model Pembelajaran Aptitude Treatment Interaction (ATI) terhadap Hasil Belajar Matematika Fitri Siti Octaviani; Faiza Faiza; Leonard Leonard
Journal of Instructional Development Research Vol. 2 No. 1 (2020): Journal of Instructional Development Research
Publisher : EduResearch Mitra Inovasi

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Abstract

Tujuan dari penelitian ini adalah untuk mengetahui pengaruh model Pembelajaran Aptitude Treatment Interaction terhadap hasil belajar matematika siswa kelas VII SMP Negeri 20 Jakarta. metode penelitian yang digunakan dalam penelitian ini adalah metode quasi eksperiment, teknik pengambilan sampel menggunakan teknik Simple Random Sampling. Instrumen untuk mengumpulkan data pada penelitian berupa tes pilihan ganda. Pengujian persyaratan analisis data terdiri dari uji normalitas menggunakan uji Liliefors dan uji homogenitas menggunakan uji Fisher, diperoleh simpulan bahwa data berdistribusi normal dan homogen. Pada pengujian hipotesis dengan menggunakan uji-t, dan hasil uji-t menunjukkan bahwa pada taraf signifikasi 5% dan derajat kebebasan (dk=38) yang berarti , maka H0 ditolak dan H1 diterima. Sehingga dapat dikatakan rata-rata hasil belajar matematika siswa yang diajarkan mengggunkan model pembelajaran Aptitude Treatment Interaction lebih tinggi daripada rata-rata hasil belajar matematika siswa yang diajarkan menggunakan model pembelajaran konvensional. Dengan demikian, dapat disimpulkan bahwa terdapat pengaruh signifikan pada model pembelajaran Aptitude Treatment Interaction (ATI) terhadap hasil belajar matematika.

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