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Contact Name
Jufriadif Na'am
Contact Email
jmraahome@gmail.com
Phone
+6287895670026
Journal Mail Official
journalofresidu@gmail.com
Editorial Address
Kampus UNAND Limau Manis Padang, Provinsi Sumatera Barat, 25163
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Kota padang,
Sumatera barat
INDONESIA
Journal of Research and Investigation in Education
ISSN : 29873851     EISSN : 29873851     DOI : 10.37034
Core Subject : Education,
Journal of Research and Investigation in Education aims to facilitate and promote the inquiry into and dissemination of research results on primary education, secondary education, higher education, teacher education, special education, adult education, non-formal education, new development, and advancement in the field of education.
Arjuna Subject : Umum - Umum
Articles 5 Documents
Search results for , issue "Volume 3, No. 2, August 2025" : 5 Documents clear
Perancangan dan Pembuatan Media Pembelajaran Android Menggunakan Smart Apps Creator 3 pada Mata Pelajaran Administrasi Infrastruktur Jaringan Wijaya, Indra; Juwita, Astri Indah; Sardiyanti, Opi
Journal of Research and Investigation in Education Volume 3, No. 2, August 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i2.188

Abstract

This study aims to determine the Valididy, prakticality adn effectivenees of the design and manufacture of Android learning media using Smart Apps Creator 3 in the subjeck of Network Infastructure Administration for Class XI TKJ 1 at SMK Negeri 2 Padang.. This study uses research development methods (Research & Development). The research subjects are 30 people. The research model used is the development research model (ADDIE Model), with the design steps of the development as follows. (1) Analyze, (2) Design, (3) Development, (4) Implementation and (5) Evaluate. the results of the validity test by the experts in the overall assessment validator is 87,00%, so that the level of validity can be interpreted Very Valid is Used. The results of the practicality test assesment total of 93,16%, so the level of practicality can be interpreted Very Practical to used. The results of the overall effectiveness the overall effectiveness test assesment are 87,87%, so that the level of effectiveness can be interpreted as Very Effectively used. In conclusion, based on the assessment and expert input as well as the results of the field trial of the Android Learning Media Application as a Learning medium, it has been tested for feasibility, excellence, and can be used in the learning process in the Class XI TKJ 1 Network infrastructure Administration subject at SMK Negeri 2 Padang.
Inspiration Through Advertising Pop-Up in Batam Communities and Consumers Tan, Jefry; Anggriani, Diny
Journal of Research and Investigation in Education Volume 3, No. 2, August 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i2.195

Abstract

The rapid increase in the use of Information and Communication Technology (ICT) in society has affected significant changes in entertainment media specifically in the field of video games. Ads in video games can affect user behavior, especially in the Inspired-To. Therefore, to understand more about Inspired-To that can affect the behavior of video game users, the writer will carry out this research using a questionnaire (N=390) and interviews (N=30) among video game users. In this study the authors found that the users were satisfied with the results of the advertisements pop up if the content is entertaining and provides benefits in the form of incentive. The author also identifies that each of the advertisements pop up entertaining and providing incentive benefits can increase the value of the ad. The writer finds that a good ad value can trigger a state of being inspired to the users in discovering something new which will then be followed by a state of being inspired to download the new game offered by the ad pop up. This study will assist users in identifying factors that can increase the state of being inspired in downloading a new game.The rapid increase in the use of Information and Communication Technology (ICT) in society has affected significant changes in entertainment media specifically in the field of video games. Ads in video games can affect user behavior, especially in the Inspired-To. Therefore, to understand more about Inspired-To that can affect the behavior of video game users, the writer will carry out this research using a questionnaire (N=390) and interviews (N=30) among video game users. In this study the authors found that the users were satisfied with the results of the advertisements pop up if the content is entertaining and provides benefits in the form of incentive. The author also identifies that each of the advertisements pop up entertaining and providing incentive benefits can increase the value of the ad. The writer finds that a good ad value can trigger a state of being inspired to the users in discovering something new which will then be followed by a state of being inspired to download the new game offered by the ad pop up. This study will assist users in identifying factors that can increase the state of being inspired in downloading a new game.
Problems and Coping Mechanism among Students and Teaching Personnel in Trece Martires City College Romen, Virginia C.
Journal of Research and Investigation in Education Volume 3, No. 2, August 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i2.197

Abstract

Coping in the midst of pandemic may be a new phenomenon especially in the case of teachers and students in the tertiary education. There is a need to understand this phenomenon to better improve ways by which people in the academe could overcome the challenges brought about by the global crisis. This study aimed to identify problems experienced by students and teaching personnel of Trece Martires City College most especially at this time of pandemic. Thus, this study was conducted to investigate the problems and, likewise, the coping mechanism employed by the respondents. Using the survey-questionnaire based from Madhuleena Roy Chowdhury’s study (2019), 298 students and 36 teaching personnel of TMCC were surveyed. Data gathered were analyzed using frequency counts, percentages, weighted means, and ranking. Results show that most of the student-respondents were female, were in the appropriate age to attend college, and belong to a family whose income is P10,000 and below. Meanwhile, most of the faculty-respondents were female, belong to a diverse age range, belong to a family whose income is P12,000.00 to P49,999.00, and were Bachelor’s Degree holders. Results also revealed that health and safety problems were perceived to be the most challenging problem among both the student-respondents and teacher-respondents. In terms of coping mechanism in a pandemic situation, both groups of respondents reported that they mostly employ the coping mechanism of thinking and acting positively, followed by being more religious for the students; and for teaching personnel, soliciting advice from family and friends.
Validitas Media Interaktif Scratch Menggunakan Model Problem Based Learning Pada Pembelajaran Pendidikan Pancasila di Sekolah Dasar Reinita, R; Hanifah, H
Journal of Research and Investigation in Education Volume 3, No. 2, August 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i2.201

Abstract

This research is motivated by the transformation of Education 5.0, which fully utilizes technological advances. In line with the dynamics of the times, the curriculum structure is also constantly being updated to accommodate ongoing changes. Therefore, the implementation of the independent curriculum has been applied at present. The subject of Pancasila Education has become an integral component within the structure of the independent curriculum for the elementary education level. However, several challenges exist, including the urgency for interactive learning media, low motivation for learning, insufficient training in educational technology for educators, and limited internet connectivity access within school environments. To address these issues, effective interactive learning media are needed for education, such as Scratch, using the Problem-Based Learning model, as well as the Research and Development (R&D) method with the ADDIE Development Model. Based on the average calculations from the three validators, where the final validation results for the material were 86.6%, language validation 90%, and media validation 92%, the final validation score was 89.53% with the category of highly valid. This finding indicates that the developed learning media meets the standards of suitability and can be effectively implemented in classroom learning activities.
Validitas Media Interaktif Berbasis Genially Menggunakan Problem Based Learning Pada Pembelajaran Pendidikan Pancasila di Sekolah Dasar Reinita; Siti Nurhasanah
Journal of Research and Investigation in Education Volume 3, No. 2, August 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i2.204

Abstract

Pancasila Education learning plays an important role in shaping students' character. However, in practice, students are less enthusiastic in participating in learning due to the use of learning media that tends to be conventional and does not involve students in the learning process. Therefore, this study aims to develop and test the validity of Genially-based interactive learning media in Pancasila Education subjects in Elementary Schools. Media validity is assessed based on aspects of content suitability, language suitability and media display carried out by material experts, media experts and language experts. The research method used is Research and Development (R&D) development research with the ADDIE development model which at this stage focuses on product validation. The data collection instrument is a validation sheet given to experts. The validation results show that Genially-based interactive learning media obtained the "Very Valid" category with an average score of 91.11%. Thus, this media is suitable for use in Pancasila Education learning as an alternative to increase students' interest and motivation to learn.

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