cover
Contact Name
I Made Darmana
Contact Email
made.darmana@undiksha.ac.id
Phone
+628174760911
Journal Mail Official
ap.undiksha@gmail.com
Editorial Address
Jl. Udayana No. 11, Singaraja, Bali Kampus Pascasarjana Universitas Pendidikan Ganesha
Location
Kota denpasar,
Bali
INDONESIA
Jurnal Administrasi Pendidikan Indonesia
ISSN : 26139561     EISSN : 2686245x     DOI : https://doi.org/10.23887/japi
Core Subject : Education,
Jurnal Administrasi Pendidikan Indonesia adalah jurnal ilmiah yang diterbitkan oleh Universitas Pendidikan Ganesha. Jurnal ini bertujuan untuk mewadahi artikel-artikel hasil penelitian dibidang Administrasi Pendidikan. Jurnal Administrasi Pendidikan Indonesia dapat memberikan deskripsi tentang perkembangan ilmu pengetahuan dan teknologi di bidang administrasi pendidikan, manajemen pendidikan, kurikulum, manajemen sumber daya manusia untuk masyarakat akademik
Arjuna Subject : Umum - Umum
Articles 5 Documents
Search results for , issue "Vol. 15 No. 1 (2024)" : 5 Documents clear
EVALUASI PROGRAM PENGABDIAN KEPADA MASYARAKAT SKEMA PMP BERBASIS MODEL CIPP Ramdhani, Luthfi Ilham; Badrujaman, Aip; Madani, Faisal; Priyanto, Sugeng
Jurnal Administrasi Pendidikan Indonesia Vol. 15 No. 1 (2024)
Publisher : Pascasarjana Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jurnal_ap.v15i1.5664

Abstract

Although the implementation of the Community Service Program (PMP) in higher education demonstrates high participation and funding distribution, its effectiveness in supporting the achievement of the Tri Dharma of Higher Education objectives has not been comprehensively evaluated. Therefore, a comprehensive evaluation of the program's implementation is needed. Therefore, this study aims to evaluate the 2023 Beginner Community Empowerment Program (PMP) organized by the Directorate of Research, Technology, and Community Service (DRTPM) of the Ministry of Education, Culture, Research, and Technology, using the CIPP (Context, Input, Process, Product) evaluation model. The primary focus is directed at the Product aspect, taking into account the systemic interconnectedness of all model components. Secondary data were obtained from 487 output validation documents and 105 national monitoring reports. In contrast, primary data were collected through in-depth interviews with three key informants who are national reviewers and program guideline compilers. The evaluation results show that the quantitative achievement of five types of outputs (scientific articles, popular articles/mass media, videos, posters, and partner empowerment) is relatively high. However, the quality of the substance and partner participation still varies. The main weaknesses lie in the program planning stage, the lack of data-based needs assessments, and the minimal involvement of partners as co-creators. These findings underscore the importance of revising implementation guidelines, strengthening implementers' technical capacity, and validating quality-based outcomes. The CIPP model has proven effective in identifying root causes and providing direction for systemic and sustainable program improvement.
FUN THINKER BOOK UNTUK MENINGKATKAN KEMAMPUAN MEMBACA SISWA SEKOLAH DASAR KELAS I Dewi, Ni Putu Eva Indra; Kristiantari, Maria Goreti Rini; Werang, Basilius Redan
Jurnal Administrasi Pendidikan Indonesia Vol. 15 No. 1 (2024)
Publisher : Pascasarjana Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jurnal_ap.v15i1.5704

Abstract

This research is motivated by the lack of reading skills among first-grade students in elementary schools, due to a lack of learning media that suit students' characteristics. This study aims to develop the Fun Thinker Book media to improve first-grade students' reading skills. This research is development research using the ADDIE development model. The methods used for data collection are interviews, observations, and questionnaires. The subjects involved in this study include material experts, learning design experts, learning media experts, and first-grade students as product trial subjects. The data analysis techniques used are quantitative descriptive analysis, qualitative descriptive analysis, and inferential statistical analysis. The results of the study indicate that the Fun Thinker Book media design, in the form of a colored picture book and display frame, was developed to increase students' interest in learning and to use the ADDIE development model. Second, the feasibility of the media was assessed through expert reviews of learning content (96.88%), learning design (93.75%), learning media (95%), individual trials (95.84%), and small group trials (94.1%). Third, the effectiveness of the Fun Thinker book, based on the t-test calculation, produces a t value of 11.708 and a ttable value of 1.714. When compared, the tvalue is greater than the ttable value, so H0 is rejected and H1 is accepted. Thus, this study shows that the Fun Thinker book media is effective for first-grade elementary school students, resulting in a 5% increase in reading ability.
MODEL PEMBELAJARAN BERBASIS PROYEK DENGAN PEMANFAATAN BARANG BEKAS SEBAGAI UPAYA MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF DAN HASIL BELAJAR IPAS SISWA KELAS V Febriyanthi, Ni Komang Novitariyani; Suastika, I Nengah; Dantes, I Nyoman
Jurnal Administrasi Pendidikan Indonesia Vol. 15 No. 1 (2024)
Publisher : Pascasarjana Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jurnal_ap.v15i1.5889

Abstract

The main problem in learning in elementary school is the low ability of creative thinking and science learning outcomes of students who still depend on conventional learning methods. Conventional teacher-centered approaches often lack space for students to develop creativity and understand concepts in depth. This study aims to test the effectiveness of the project-based learning model by utilizing used goods in improving students' creative thinking skills and science learning outcomes. The subjects of this study are 56 grade V students of SDN Cluster VIII Sukawati for the 2024/2025 Academic Year, which are divided into two groups: an experimental group that uses a project-based learning model and a control group that uses conventional learning. This study uses a pseudo-experimental method with a post-test only control group design, as well as data analysis through ANOVA and MANOVA statistical tests. The results showed that there was a significant difference in students' creative thinking ability and science learning outcomes between the experimental group and the control group. Students in the experimental group had an average score of 128 creative thinking ability, classified in the "Very High" category, and an average science learning outcome of 87.6, classified in the "High" category. In contrast, the control group showed lower results on both variables. The implications of this study show that the project-based learning model is effective in increasing student engagement, creativity, and in-depth understanding of science materials. Additionally, the use of second-hand items as part of a learning project provides opportunities for students to develop collaboration, innovation, and social responsibility skills. The results of this study can be a reference for teachers, schools, and education policymakers to adopt project-based learning methods as a more effective strategy in learning in primary schools.
INOVASI INTERAKTIF MEDIA PEMBELAJARAN INTERAKTIF BERBASIS EDUGAME UNTUK MENINGKATKAN HASIL BELAJAR SAINS SISWA KELAS VI SEKOLAH DASAR Eliyanti, Ni Kadek; Suastra, I Wayan; Suarni, Ni Ketut
Jurnal Administrasi Pendidikan Indonesia Vol. 15 No. 1 (2024)
Publisher : Pascasarjana Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jurnal_ap.v15i1.6041

Abstract

Low motivation and learning outcomes caused by monotonous learning methods cause today's education to be very crucial. This research aims to overcome the low motivation and learning outcomes of students in science learning in grade VI of elementary school by developing Edugame-based interactive learning media. The problem raised in this study is the lack of innovation in learning media that is able to increase student motivation and learning outcomes. This research uses the ADDIE development model which consists of the stages of analysis, design, development, implementation, and evaluation. The research instruments include expert validation questionnaires, teacher practicality questionnaires, and pretest and posttest tests to measure the effectiveness of learning media. The results of media validation with the Gregory formula show a validity rate of 90%, which is categorized as very high. This validity is obtained based on the assessment of material experts and media experts who assess that Edugame has met pedagogic standards, has content that is in accordance with the curriculum, and is supported by  attractive visual and animated elements. The practicality of the media was stated to be very high with a score of 96%, which shows that this media is easy for teachers to use and attractive to students. This practicality is supported by an intuitive interface, interactive features such as multiple-choice questions, drag-and-drop activities, and simulations that make learning more dynamic. In terms of effectiveness, the test results showed a significant increase in student learning outcomes. The average pretest score, which was initially 65.45, increased to 88.73 in the posttest. The N-Gain analysis showed an increase in students' understanding in the high category, which proves that this medium is effective in improving the understanding of science concepts. Thus, the development of Edugame-based interactive learning media has proven to be valid, practical, and effective in increasing student motivation and learning outcomes in science learning
BUKU CERITA BERKUALITAS KEARIFAN LOKAL BALI DALAM BENTUK FLIPBOOK MAKER UNTUK MENINGKATKAN KEMAMPUAN MEMBACA SISWA KELAS 5 SD Suryani, Komang; Putrayasa, Ida Bagus; Sudiana, I Nyoman
Jurnal Administrasi Pendidikan Indonesia Vol. 15 No. 1 (2024)
Publisher : Pascasarjana Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jurnal_ap.v15i1.6047

Abstract

The low reading skills of students are an important problem that must be solved. This research aims to develop a storybook containing local Balinese wisdom based on flipbooks as an interactive and effective learning medium in improving cultural literacy and character education of elementary school students. This storybook is designed to integrate Balinese cultural values, such as tolerance, mutual cooperation, and harmonious relationship with nature, into engaging and meaningful learning. The flipbook  format was chosen for its ability to combine visual, audio, and interactive elements, which provides a more enjoyable learning experience compared to conventional media. This research uses the Research and Development (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The results of validation by experts show that flipbook-based storybooks are of high quality in terms of content, visual design, and learning effectiveness. Implementation trials in elementary schools showed that students who learned using flipbook-based storybooks experienced significant improvements in material comprehension, learning motivation, and cultural literacy skills compared to students who used conventional learning methods. The results of this study confirm that flipbook-based storybooks are effective in supporting interactive learning, improving cultural literacy, and shaping students' characters. By integrating digital technology and local wisdom, this media provides innovative solutions that are relevant to the needs of education in the era of globalization

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