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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 164 Documents
Indonesia's Curriculum Policy Transformation in the Face of Global Disruption: An Integrative Literature Review Siti Mursidah; Fathur Rokhman; Eko Handoyo; Gunawan Tjokro
Jurnal Penelitian Pendidikan Vol. 43 No. 2 (2026): October 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i2.63748

Abstract

Digital disruption, artificial intelligence (AI), and shifting competency demands require Indonesian curriculum policy to remain adaptive without sacrificing policy stability. This study analyzes the transformation of curriculum policy, linking it to national and international learning-achievement evidence, and identifies implementation gaps and policy priorities. This integrative literature review synthesizes 23 scientific articles published in 2022–2025 and seven fully accessible official documents/data, including curriculum regulations, the Rapor Pendidikan Indonesia 2025, and PISA 2022. Sources were selected based on relevance, credibility, full-text accessibility, and traceability, then coded thematically and triangulated with official evidence. The findings show continuity from the flexibility of Kurikulum Merdeka toward Deep Learning as well as Coding and Artificial Intelligence. National indicators improved, including the minimum numeracy competency of primary school students from 39.04% in 2022 to 52.48% in 2024, while PISA 2022 scores remained low, at 366 in mathematics, 359 in reading, and 383 in science. Teacher readiness, uneven professional development, digital infrastructure, regional capacity, and implementation governance remain critical constraints. This review contributes a three-layer analytical framework linking regulatory change, system performance, and implementation capacity to guide evidence-based curriculum evaluation and equitable policy interventions.
The Influence of Host Attractiveness, Interactivity, Product Presentation, and Entertainment Value on Purchase Intention Through Trust in Live Show Shopping on ShopeeLive Immanuel Zai; Yukiko Yukiko
Jurnal Penelitian Pendidikan Vol. 43 No. 2 (2026): October 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i2.64196

Abstract

This study aims to analyze the influence of host attractiveness, interactivity, product presentation, and entertainment value on purchase intention mediated by trust within the context of live show shopping on Shopee Live. The evolution of live commerce has shifted consumer behavior toward more interactive and experience-based engagement, making trust a pivotal factor in purchasing decisions. This study employs a quantitative approach using an online survey distributed to Shopee Live users. Data was analyzed using the PLS-SEM method to examine the relationships between variables. The results indicate that entertainment value and product presentation have a positive and significant impact on trust, whereas host attractiveness and interactivity do not show a significant influence. Furthermore, trust is shown to have a very strong positive effect on purchase intention and acts as a mediating variable in the relationship between several independent variables and purchase intention. These findings confirm that in live commerce, entertainment and product presentation quality play a more dominant role in building consumer trust than other factors. This study contributes theoretically to the development of S-O-R-based consumer behavior models and offers practical implications for businesses in designing effective live streaming strategies.
Implementation of Problem-Based Learning Using Quartet Card Games to Improve Learning Outcomes in Third-Grade Integrated Science Elisa Ratna Dewi; Nur Fajrie; Muhamad Rustanto
Jurnal Penelitian Pendidikan Vol. 43 No. 2 (2026): October 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i2.64319

Abstract

The low IPAS learning outcomes on the life cycle of living organisms among third-grade students at SD 3 Wergu Wetanare an issue that requires attention. Initial assessment results showed that the class average score was only 58.24, with a class-level mastery rate of 25%. This study aims to improve IPAS learning outcomes through the application of a Problem-Based Learning model assisted by a quartet card game. This study is a Classroom Action Research (PTK) conducted in two cycles, each comprising the stages of planning, implementation, observation, and reflection. The research subjects were 20 third-grade students at SD 3 Wergu Wetan. Data were collected through tests, observations, interviews, and documentation, then analyzed using descriptive quantitative and qualitative methods. The results showed that the implementation of the Problem-Based Learning model supported by a quartet card game could improve students’ IPAS learning outcomes. The class average score increased from 58.24 in the pre-cycle to 81.80 in Cycle I and 86.35 in Cycle II. The class mastery rate also increased from 25% in the pre-cycle to 75% in Cycle I and reached 85% in Cycle II. Based on these results, the Problem-Based Learning model supported by quartet card games can be used as an alternative teaching method to improve IPAS learning outcomes in elementary schools.
Effect Of the Edutainment Learning Model Assisted by Monopoly Game Media on The Learning Outcomes of Grade V Students in Natural and Social Sciences (IPAS) at SDn 067246 Medan Tuntungan, Academic Year 2026/2027 Chrisbiantoro Gultom; Darinda Sofia Tanjung; Heka Maya Sari Sembiring; Reflina Sinaga
Jurnal Penelitian Pendidikan Vol. 43 No. 2 (2026): October 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i2.64362

Abstract

This study was motivated by the low learning outcomes of fifth-grade students in the Natural and Social Sciences (IPAS) subject at SDN 067246 Medan Tuntungan. This condition was reflected in the lack of students’ attention and participation during the learning process, as well as the monotonous classroom atmosphere. The study aimed to determine the effect of the Edutainment learning model assisted by Monopoly game media on students’ learning outcomes in the IPAS topic “Indonesia Kaya Raya” among fifth-grade students at SDN 067246 Medan Tuntungan in the 2026/2027 Academic Year. This research employed a quantitative approach using a pre-experimental method with a One Group Pretest-Posttest Design. The sample consisted of 25 fifth-grade students. Data were collected through tests, observations, questionnaires, and documentation. Data analysis was conducted using descriptive statistics, normality testing, correlation analysis, coefficient of determination analysis, and hypothesis testing. The results showed that the average pretest score was 50.88, while the average posttest score increased to 84.80. The correlation test yielded a coefficient of 0.951, indicating a very strong relationship, while the coefficient of determination was 90.44%. The hypothesis test produced a significance value of 0.000 < 0.05, resulting in the rejection of H₀ and acceptance of Hₐ. Therefore, it can be concluded that the Edutainment learning model assisted by Monopoly game media had a significant effect on the learning outcomes of fifth-grade students in IPAS at SDN 067246 Medan Tuntungan in the 2026/2027 Academic Year.