cover
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
Location
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 40 Documents
Perancangan Media Pembelajaran Administrasi Infrastruktur Jaringan Berbasis Android Kelas XI SMK Negeri 6 Padang Heldiana, Mega; Arsyah, Rahmatul Husnah
Journal of Research and Investigation in Education Volume 3, No. 1, April 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i1.187

Abstract

Penelitian ini bertujuan untuk membuat media pembelajaran berbasis android yang memenuhi syarat Valid, Praktis dan efektif untuk mata pelajaran Administrasi Infrastruktur Jaringan. Penelitian ini merupakan penelitian Research and Development yang dilaksanakan di SMK. Subjek uji coba dalam penelitian ini adalah siswa kelas XI TKJ SMK Negeri 6 Padang. Hasil penilaian dari tiga validator secara keseluruhan sebesar 86,75% sehingga tingkat validitas dapat di interpretasikan sangat valid digunakan. Keseluruhan penilaian kepraktisan sebesar 87,49%, sehingga tingkat praktikalitasnya dapat di interpretasikan sangat praktis digunakan, serta penilaian keefektifan sebesar 88,17%, sehingga tingkat efektivitasnya dapat di interpretasikan sangat efektif digunakan.
Pembuatan Media Pembelajaran Interaktif Menggunakan Unity Berbasis Andorid pada Mata Pelajaran Informatika Adif, Anjjani Mardhika; Wijaya, Indra; Sefriani, Rini
Journal of Research and Investigation in Education Volume 3, No. 1, April 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i1.190

Abstract

This study aims to analyze the validity, practicality and effectiveness of Interactive Learning Media Using Unity Based on Android in Informatics Subjects for Class X at SMKN 9 Padang. This study uses a research and development (R&D) method, using the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects of the study were 35 students of class X majoring in Culinary 4. The results of the study showed that the overall validity test by experts on interactive learning media based on Android using Unity for class X at SMK Negeri 9 Padang was 91.03%, so the level of validity can be interpreted as very valid to use. The overall practicality test assessment of interactive learning media based on Android using Unity for class X at SMK Negeri 9 Padang was 89.44%, so the level of practicality can be interpreted as very practical to use. The overall effectiveness test assessment of android-based interactive learning media using Unity for class X at SMK Negeri 9 Padang was 88.12%, so the level of effectiveness can be interpreted as very effective to use. The conclusion of this study is to produce an interesting and useful android-based interactive learning media application for teachers and students both during face-to-face or online learning.
Pembuatan Game Edukasi Berbasis Android pada Mata Pelajaran Dasar Teknik Elektronika (DTE) Menggunakan Adobe Animate Maryam, Devi Nurul; Sefriani, Rini; Jafnihirda, Lika
Journal of Research and Investigation in Education Volume 3, No. 1, April 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i1.192

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan media pembelajaran game edukasi berbasis android pada mata pelajaran Dasar Teknik Elektronika (DTE) untuk siswa kelas X Elektronika Industri di SMK Semen Padang. Proses pengembangan media pembelajaran ini mengikuti model ADDIE (Analysis, Design, Development, Implementation, dan Evaluation) . Validitas media diuji oleh tiga validator dengan hasil rata-rata 86,33% yang menunjukkan bahwa media ini sangat valid untuk digunakan dalam pembelajaran. Uji praktikalitas yang melibatkan 14 siswa menghasilkan rata-rata 90% sehingga media ini dianggap sangat praktis . Sementara itu, uji efektivitas dengan 25 soal tes menunjukkan efektivitas sebesar 89,71% yang menandakan bahwa media ini efektif dalam meningkatkan pemahaman siswa. Hasil penelitian menunjukkan bahwa game edukasi berbasis android ini mampu meningkatkan keterlibatan siswa dalam belajar memberikan pengalaman belajar yang lebih menarik, serta dapat digunakan sebagai media pembelajaran mandiri. Namun, penelitian ini memiliki beberapa keterbatasan, antara lain hanya diterapkan pada kelas X jurusan Elektronika Industri di SMK Semen Padang, sehingga hasilnya tidak dapat digeneralisasikan ke seluruh SMK atau jurusan lain. Selain itu, meskipun media telah terbukti valid, praktis, dan efektif, pengembangannya masih dapat disesuaikan lebih lanjut dengan kebutuhan peserta didik.
Employee Motivation and Commitment Among Senior High School Teachers in Urdaneta City National High School Samera, Norman
Journal of Research and Investigation in Education Volume 3, No. 1, April 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i1.193

Abstract

The purpose of this study is to look into the level of organizational motivation and commitment, as well as the relationship between motivation and organizational commitment, in the Urdaneta City National High School. The relationships between organizational motivation and commitment were investigated using different methodologies and statistical tools. A total of 22 respondents participated in the research survey. A questionnaire was used to collect data for this study. The "Motivation Questionnaire" and the "Organizational Commitment Questionnaire" were administered to senior high school teachers. Within this scope, teachers' motivation levels were examined in two dimensions: intrinsic and extrinsic motivation; and teachers' organizational commitment levels were examined in three dimensions: affective commitment (AC), continuance commitment (CC), and normative commitment (NC). The results showed that there is a significant impact of employee motivation on organizational commitment. Important recommendations are also derived from the study.
Dampak Perceraian Orang Tua terhadap Kematangan Emosi Siswa Kelas XI Jurusan IPS di SMAN 3 Payakumbuh Sari, Riska Mayang; Fitria, Linda; Radyuli, Popi
Journal of Research and Investigation in Education Volume 3, No. 1, April 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i1.194

Abstract

Penelitian ini bertujuan untuk mengetahui gambaran kondisi siswa korban perceraian orang tua dan untuk mengetahui dampak perceraian orang tua terhap kematangan emosi siswa SMAN 3 Payakumbuh. Jenis penelitian ini adalah penelitian kualitatif studi kasus, sedangkan pendekatan yang digunakan adalah deskriptif kualitatif, yang akan dijabarkan sesuai dengan data yang diperoleh di lapangan. Fenomena yang terjadi pada siswa kelas XI jurusan IPS yang orang tuanya bercerai menunjukkan kecenderungan tidak dapat mengendalikan emosi dengan baik. Subjek dalam penelitian ini siswa kelas XI jurusan IPS SMAN 3 Payakumbuh, sebanyak 8 orang. Hasil penelitian menunjukkan bahwa terjadinya perceraian dapat mengakibatkan dampak positif dan negatif bagi kematangan emosi. Berdasarkan hasil penelitian, dampak negatif karena subjek mengalami kekacauan emosi, terlihat dari ekspresi yang berlebihan, sedangkan dampak positifnya subjek mampu menunjukkan kedewasaan diri, menghilangkan rasa stres dan bertanggung jawab.
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.

Page 4 of 4 | Total Record : 40