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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 155 Documents
Interactive E-Flipbook as Digital Learning Innovation in Project-Based Craft Education Lutfah Raudhotul Jannah; Sita Nurmasitah
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.
Integrating Notion as a Structured Learning Media in Creative Projects and Entrepreneurship Courses: A Feasibility Study Pramesti Dzikrina; Sita Nurmasitah
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.v43i1.45127

Abstract

This study aims to develop and evaluate the feasibility of a Notion-based website as a structured learning medium for the Creative Projects and Entrepreneurship course in the Office Management program at SMK PGRI 1 Semarang. The study was motivated by the use of a manual, paper-based learning system and the distribution of learning materials through instant messaging applications, which were considered inefficient and poorly organized. This research employed a Research and Development (R&D) approach using the ADDIE model, limited to the development and feasibility evaluation stages of the product in the form of a Notion-based website. The feasibility of the developed media was assessed through validation by three media experts and three subject-matter experts using a four-point Likert scale questionnaire. The data were analyzed using descriptive percentage statistics to determine the feasibility level of the learning media. The results showed that the Notion-based website obtained a feasibility score of 94% from media experts and 90% from subject-matter experts, both categorized as highly feasible. These findings indicate that the Notion-based website is suitable for use as a structured learning medium that supports transparent attendance monitoring, project task management, and systematic delivery of learning materials in project-based learning at vocational high schools.
Examining the Influence of Family Support on Academic Achievement Among Home Economics Education Students Sarifa Ainun; Sita Nurmasitah
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.v43i1.45532

Abstract

The quality of higher education is frequently measured by student performance, a factor shaped by psychological and environmental conditions, with family support serving as a crucial microsystem under developmental ecology and Self-Determination Theory. This investigation examines the connection between familial assistance and the academic success of active learners in the Home Economics Education Study Program (PKK) at Universitas Negeri Semarang. Adopting a quantitative case study design, the research involved 65 students selected through non-probability sampling using the Slovin formula (e = 10%). Data were gathered via a 4-point Likert scale questionnaire assessing emotional, instrumental, motivational support, and family involvement, alongside Grade Point Average (GPA) records. Descriptive analysis and the Pearson Chi-Square test were employed to evaluate the relationship between variables. Findings indicate that 96.6% of students reporting high family support achieved high academic performance. Statistical evidence confirms a significant link (χ² = 30.039; df = 1; p < 0.001), validating family support as a protective factor for academic achievement. Theoretically, this work expands the discourse on social determinants within collectivist cultures. Practically, the insights offer a basis for developing academic guidance policies, strengthening family engagement, and improving counseling services that are more responsive to students’ conditions.
Knowledge Assets, I-Market Platform Utilization, and Consumer Satisfaction of Micro and Small Enterprises in Indonesia Nurul Haeriyah Ridwan; Ni Luh Sinta Yani; Moch Faizal Rachmadi
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.v43i1.47491

Abstract

This study analyzes the influence of knowledge assets and I-Market platform utilization on consumer satisfaction of Micro and Small Enterprises (MSEs) in Indonesia. Data were collected through a survey of 140 MSE owners in Indonesia using a 1–5 Likert scale and analyzed using SEM- PLS (WarpPLS).  The results show that knowledge assets and I-Market platform utilization have a positive and statistically significant effect on consumer satisfaction. The model explains 64% of the variance in consumer satisfaction, with I-Market utilization demonstrating a more dominant influence compared to knowledge assets. These findings emphasize the importance of a holistic approach that aligns human resource competency development with the acceleration of digital inclusion to build sustainable consumer loyalty within the digital economic ecosystem.
Development of Flip PDF-Based e-Booklet Learning Media on Indonesian Revolution Materials for Grade XI Students at SMA Negeri 6 Semarang Kenanga Sari
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.v43i1.47606

Abstract

The purpose of this study is to develop Flip PDF-based e-Booklet learning media, as well as to assess the feasibility of the media produced media. The method used is Research and Development (R&D) with a 4D development model consisting of Define, Design, Develop, and Disseminate stages, but the application is only in the Development stage. The research subjects consisted of 25 students in grades XI-L. Data collection techniques were carried out through interviews, observations, and questionnaire distribution. The results of the study show that Flip PDF-based e-Booklet learning media has a very high level of eligibility. This is shown by the validation results from media experts who reached 91% and material experts at 95%, both of which are included in the very feasible category. In addition, the results of the student response questionnaire showed a percentage of 83% which was also in the very good category. Thus, it can be concluded that the Flip PDF-based e-Booklet learning media on the Indonesian Revolution material is suitable for use as an alternative history learning media that is interactive, interesting, and able to increase students' interest and participation in learning activities.
Development of Game-Based Game-Based Learning on World War I Materials to Increase the Learning Motivation of Grade XI Students of SMA Negeri 6 Semarang Adisti Ayuningtyas; R. Seoharso
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.v43i1.48031

Abstract

This research is motivated by the low learning motivation of students in history subjects, particularly in the World War I material which possesses high narrative and chronological complexity. This study aims to develop and test the feasibility of Wordwall-based interactive learning media using a Game-Based Learning approach at SMA Negeri 6 Semarang. The methodology employed is Research and Development (R&D) with the 4D development model (Define, Design, Develop, Disseminate). Data were collected through observations, interviews, and Likert scale questionnaires distributed to 31 eleventh-grade students. Data analysis was conducted using descriptive quantitative methods to measure the media's feasibility level. The results at the Disseminate stage show that the Wordwall media achieved a feasibility rate of 82.39% categorized as Very Feasible. The findings indicate that the use of gamification features and interactivity in Wordwall effectively escalates students' learning motivation and shifts the history learning paradigm towards a more dynamic and students-centered approach.
The Relationship Between Learning Outcomes in the Basic Pattern Construction Course and Learning Outcomes in the Computer Pattern Making Course Nashira Isnandita; Irmayanti Irmayanti
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.v43i1.48395

Abstract

Digital transformation in the fashion industry has accelerated the use of Computer-Aided Design (CAD) technology in garment pattern-making processes. This development requires fashion education students to master both manual and digital technical skills. This study aims to analyze the relationship between learning outcomes in the basic pattern construction course and students' learning outcomes in the computer pattern making course. This study employed a quantitative approach with an ex post facto research design. The study population consisted of 81 students from the Fashion Education Study Program, Universitas Negeri Semarang, class of 2023. The sampling technique used was total sampling, so that all members of the population were included as research participants. Data analysis was carried out using descriptive statistical analysis, normality test, homogeneity test, and Spearman rank correlation analysis with the assistance of IBM SPSS Statistics version 26. The results showed that the correlation coefficient between students' learning outcomes in the basic fashion pattern construction course and computer pattern making was 0.210 with a significance value of 0.060 (ρ > 0.05). These findings indicate that a high level of mastery of manual pattern-making skills does not always correspond to better learning outcomes in computer-based digital pattern-making courses. Therefore, more integrative learning strategies are needed to bridge the conceptual and procedural gap between manual pattern construction and its application in CAD-based digital pattern systems.
From Pattern to Product: An Analysis of the Relationship Between Learning Outcomes in Fashion Pattern Engineering and Women’s Fashion Production Citra Hapsari; Wulansari Prasetyaningtyas
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.v43i1.48406

Abstract

Mastery of fashion pattern engineering competencies is a fundamental requirement for success in applied fashion production learning. This study aims to examine the relationship between learning outcomes in the Fashion Pattern Engineering course and the Women’s Fashion Production course among students of the Fashion Education Study Program at Universitas Negeri Semarang, class of 2024. A quantitative ex post facto design was employed, involving 85 students selected through saturated sampling. Data were obtained from official academic records and analyzed using descriptive and inferential statistics, including the Shapiro–Wilk test, Levene’s test, and Spearman rank correlation. The results indicated that the data were not normally distributed but homogeneous. A positive and significant correlation was found (r = 0.447; p < 0.001), categorized as moderate. These findings suggest that pattern engineering competence contributes to student achievement in fashion production. Therefore, strengthening instructional integration and supporting learning factors is necessary to improve learning outcomes.