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INDONESIA
Jurnal Penelitian Pendidikan
ISSN : 25031260     EISSN : 25804154     DOI : -
Core Subject : Education,
This journal publishes original articles on the latest issues and trends occurring internationally in education curriculum, instruction, learning, policy, and preparation of teachers with the aim to advance our knowledge of education theory and practice. Moreover, this journal also covers the issues concerned with environmental education.
Articles 123 Documents
Interactive E-Flipbook as Digital Learning Innovation in Project-Based Craft Education Jannah, Lutfah Raudhotul; Nurmasitah, Sita
Jurnal Penelitian Pendidikan Vol. 43 No. 1 (2026): April 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i1.44898

Abstract

The integration of digital media into project-based learning has become increasingly important in supporting creative skill development in secondary education. However, the availability of structured and validated digital learning resources for craft subjects remains limited. This study aimed to develop and validate an e-flipbook learning medium for tote bag painting within project-based craft classes. The research employed a Research and Development (R&D) approach using the ADDIE model, limited to the analysis, design, and development stages. The feasibility of the developed product was evaluated through expert validation using the Content Validity Index (CVI). The validators consisted of three media experts and three subject-matter experts. The results indicated that the media component achieved an S-CVI/Ave value of 0.95 and an S-CVI/UA value of 0.85, both categorized as highly feasible. Meanwhile, the material component obtained an S-CVI/Ave value of 0.90 (very feasible category) and an S-CVI/UA value of 0.69 (feasible category). These findings demonstrate that the developed e-flipbook meets the required content validity standards in both media and material aspects. Therefore, the e-flipbook can serve as a validated digital learning alternative to support project-based craft instruction in secondary education.
Development of Smart Box Learning Media Based On Project Based Learning to Improve the Learning Outcomes of IPAS in Third-Grade of Surjo 03 Elementary School Intan Tamara Azka Zanuba; Desi Wulandari
Jurnal Penelitian Pendidikan Vol. 43 No. 1 (2026): April 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i1.46122

Abstract

Smart Box is a learning medium in the form of an interactive box designed to be attractive and enjoyable, containing visual information such as images, text, or symbols. The Smart Box medium can be an effective tool to support the Project Based Learning process, which emphasizes student activity, creativity, and problem-solving skills. This study aims to describe the development design, feasibility, and effectiveness of the Project Based Learning-based Smart Box learning media on the learning outcomes of IPAS in third-grade of Surjo 03 Public Elementary School. The research method used is research and development with the ADDIE method (analysis, design, development, implementation, and evaluation). The research subjects were 18 third-grade students at Surjo 03 Public Elementary School. Product feasibility was obtained based on validation from media experts, while effectiveness was assessed from the results of students' pre-tests and post-tests when using the learning media. The results showed that the Smart Box media based on Project Based Learning obtained very feasible results in terms of design, material suitability, and learning media feasibility. Therefore, the learning media developed in this study is feasible to be used as an effort to improve student learning outcomes in elementary schools. Further research is recommended to develop learning media similar to different materials or grade levels and to conduct research with a larger sample size in order to obtain broader and more in-depth results.
Monopoly Game Design Krealand As a Learning Media in PKWU Subjects Dyah Ayu Ratna Dewi; Godham Eko Saputro
Jurnal Penelitian Pendidikan Vol. 43 No. 1 (2026): April 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i1.46126

Abstract

Craft and Entrepreneurship (PKWU) learning still uses conventional approaches and does not utilize interactive learning media, so that student engagement in the learning process is not optimal. This study aims to develop a game-based learning media in the form of Monopoly Krealand in the PKWU subject. The study used the Research and Development (R&D) method with the ADDIE development model limited to the development stage. Data collection was carried out through observation, interviews with PKWU teachers, student needs analysis questionnaires, and expert validation questionnaires. The research respondents consisted of 35 grade X students and two expert validators. The data were analyzed quantitatively using a four-level Likert scale and descriptively qualitatively. The results of the needs analysis showed that 85% of students really needed interactive learning media. The results of the material expert validation obtained a feasibility level of 100% with a very feasible category, while the media expert validation obtained a percentage of 75% with a suitable category for use with revisions. Thus, Monopoly Krealand is declared to meet the feasibility criteria as a PKWU learning media and has the potential to support more interactive and contextual learning.

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