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INDONESIA
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran
ISSN : 25805525     EISSN : 25805533     DOI : -
Core Subject : Science, Education,
The journal publishes articles about the research results in the field of education both in the broad sense (general education) or specific (refers to certain fields of study).
Arjuna Subject : -
Articles 10 Documents
Search results for , issue "Vol 8, No 2 (2024)" : 10 Documents clear
EFL learners' challenges to speak English in online speaking classes Abrar, Mukhlash; Fajaryani, Nunung; Masbirorotni, Masbirorotni; Gustin, Resi Amalia; Ningsih, Ananda Wahyu
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v8i2.52311

Abstract

The purposes of this qualitative inquiry were to explore EFL learners' challenges in online speaking and their strategies in overcoming the challenges. To collect the data, we employed semi-structured interviews and audio diary to 12 EFL learners who voluntarily participated in our study. Based on data analysis, we identified four interrelated themes and sub-themes about EFL learners' challenges in online speaking classes, such as 1) internet and technology related issues (poor connection and lack of technological knowledge); 2) linguistics issues (limited vocabulary, lack of grammatical knowledge, fluency problem, and pronunciation problem); 3) psychological issues (anxiety, low motivation and insecure); and 4 learning proponents (lack of topical knowledge and unsupportive peers). To overcome those encountered challenges, EFL learners used several strategies, including 1) Self-management (self-practice and being well-prepared); 2) helping from others (asking or having discussion with friends and asking the lecturers); and technological support (taking advantage of entertainment platforms and language applications).
Augmented reality: Interactive and fun learning media to improve student learning outcomes Anisyah, Siti; Imlessh, Mohammed Mahmoud Mohammed; Kusumaningrum, Selvy; Haryati, Nanik Sri; Santoso, Jarot Tri Bowo
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v8i2.70167

Abstract

Technological developments constantly bring various conveniences to all users, especially in the field of education. In education, technology plays a crucial role in developing innovative, creative, and informative learning methods. This research aims to analyze the role of Augmented Reality (AR) as an interactive and engaging learning medium to enhance student learning outcomes. This research involves experimental studies conducted on 52 accounting education students from the class of 2023 at Semarang State University. Data were collected using tests, questionnaires, and interviews. The data were analyzed using descriptive percentages and t-tests. The results of this research show that (1) AR media can be an effective and enjoyable interactive learning media. (2) Augmented Reality (AR) media has been shown to enhance student learning outcomes, with the average score increasing from 21.08 in the pretest to 70.60. This represents a significant improvement of 49.52 points. In addition, the results of the TAM analysis indicate that AR media is recommended for application in the learning process.
How emotional intelligence and self-regulated learning shape fifth-grade students' critical thinking? Hermiati, Fridyana Klise; Cholifah, Puri Selfi; Nuraini, Ni Luh Sakinah
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v8i2.75064

Abstract

Keterampilan berpikir kritis sangat penting di abad 21 karena berpikir kritis dapat menyelesaikan permasalahan kompleks yang sering muncul sehari-hari. Keberhasilan berpikir kritis tidak hanya bergantung pada satu aspek saja, melainkan hasil dari berbagai faktor, seperti bakat (kecerdasan emosional) dan minat (self-regulated learning). Oleh karena itu, penelitian diperlukan untuk menguji hubungan yang dapat menjelaskan dampak bersamaan dari kecerdasan emosional dan pembelajaran mandiri terhadap keterampilan berpikir kritis pada siswa kelas lima. Penelitian ini menggunakan pendekatan kuantitatif dengan metode ex post facto. Populasinya adalah siswa kelas V SDN Ciketingudik I dan SDN Ciketingudik IV yang berjumlah 151 orang, dengan sampel akhir sebanyak 86 siswa yang dipilih melalui purposive sampling. Pengumpulan data dilakukan dengan menggunakan angket dan tes dengan teknik analisis regresi berganda. Hasil penelitian menunjukkan F hitung yang diperoleh sebesar 21,606 > F tabel 3,106, dan sig. nilainya 0,000 < 0,05 dengan nilai R2 sebesar 0,342. Data menunjukkan adanya korelasi positif antara kecerdasan emosional, self-regulated learning, dan kemampuan berpikir kritis pada siswa kelas V SD SDN Ciketingudik I dan SDN Ciketingudik IV sebesar 34%.
Development of integrative thematic environment-based learning materials Wijanarko, Tiok
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v8i2.45269

Abstract

This study aimed to develop integrative thematic learning materials based on the surrounding environment and evaluate their effectiveness in improving students' environmental awareness and learning autonomy. Utilizing the Borg & Gall development model, the research followed a systematic process including interviews, observations, and surveys. Validation by curriculum and subject matter experts rated the developed materials as highly suitable. The materials were implemented and assessed through limited and operational trials with elementary school students. Findings indicated significant improvements in both environmental awareness and learning autonomy, supported by paired sample t-test results showing a significance level of 0.000. Key components of the developed materials included contextually relevant syllabi, lesson plans, instructional content, and student worksheets that integrated the surrounding environment as a learning medium. These materials facilitated experiential learning, encouraging direct interaction with real-world environmental challenges. This approach not only fostered positive attitudes toward environmental care but also promoted independent learning, enhancing students' ability to manage and evaluate their own learning processes.Keywords: thematic learning, environmental integration, environmental awareness, learning autonomy, instructional materials development
Enhancing digital literacy through gamification-based project learning in social studies for digital natives Anggraini, Diana Noor; Holilah, Mina; Sopianingsih, Pitria; Listiawati, Susi
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v8i2.77108

Abstract

Digital natives grew up with the help of digital technology so they have a different learning style from other generations. Many educators face new challenges and have to solve problems related to learning adaptation New learning models and educational trends, reinforced by the use of information and communication technology, create a method for using new methods for active learning. Developing gamification through project learning in social studies learning is one thing that can be done. This research aims to see the implementation of gamification-based project learning in social studies learning. The research method used is through research and development and data collection methods through group discussions, observation and validating questionnaires The results of this research show that: First, the Gamification-Based Project Learning Model has a syntax that combines the main basic principles of Project learning and the principles of gamification learning, including determining learning objectives and game ideas, determining the big idea of the game, creating game scenarios, creating games through applications, produces products in the form of games that can be used in social studies learning.
The relationship of science process skills and students' critical thinking skills in momentum and impulse materials Astalini, Astalini; Darmaji, Darmaji; Kurniawan, Dwi Agus; Triani, Elza; Oktavia, Sri Wina
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v8i2.52141

Abstract

This study aimed to see the description and relationship between students' science process skills and critical thinking skills of 10th graders at SMAN 10 Jambi City in the Physics subject of Momentum and Impulse. This type of research uses the Mix Method research method. Researchers took random samples in 2 classes, namely 10 IPA 1 and 10 IPA 3 at SMAN 10 Jambi City, with a total of 25 students in each class, so the number of samples used was 50. Data analysis began with a descriptive test and then tested the hypothesis using correlation analysis techniques and analysis of interview results. The results showed a significant relationship between the students' science process skills and the critical thinking skills of the 10th graders of SMAN 10 Jambi City in the Physics subject of Momentum and Impulse. Implications This research is expected to help students and teachers identify descriptions and relationships between students' science process skills and 10th-grade students' critical thinking skills, especially in Momentum and Impulse materials.
Navigating rhetoric in academic writing: Key structures in effective dissertation Rochma, Anis Firdatul; Nurhayati, Endang; Widodo, Pratomo; Triastuti, Anita; Musfiroh, Tadkiroatun
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v8i2.78319

Abstract

A dissertation represents a key academic work produced by doctoral students as a requirement for graduation and the attainment of a doctoral degree. Consequently, doctoral candidates are expected to demonstrate strong and precise dissertation writing skills. This study aims to (1) analyze the rhetorical structures employed in each section of dissertations authored by doctoral students in the Doctoral Program in Language Education, and (2) compare these rhetorical structures with established academic writing conventions. The research utilizes a mixed-methods approach, adopting the textual organization framework of the Academic Phrasebank by Morley (2014) as the primary guide, supplemented by Santos' (1996) framework for abstract structure. Data collection includes both qualitative and quantitative components. The data analysis is conducted using AntConc 4.0.11, developed by Laurence Anthony from Waseda University, with an emphasis on calculating the frequency of words, phrases, collocations, concordances, and specific expressions within the dissertations. The findings reveal distinctive rhetorical patterns in the abstract, introduction, literature review, methodology, results, discussion, and conclusion sections of the dissertations produced by doctoral students within the field of Language Education.
Analysis of student decision factors in choosing a study program Basri, Irma Yulia; Giatman, Mohammad; Syah, Nurhasan; Elfina, Eni
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v7i2.62110

Abstract

Education is one of the efforts taken by someone in realizing the career they plan. Errors in choosing a study program cause someone not interested in learning. The choice of study program by students is influenced by several factors, namely interests, family, finances, self-capacity, career opportunities, culture and colleagues. This study discusses the dominant factors that influence the selection of study programs for students of the Faculty of Engineering, Padang State University. The research respondents consisted of 262 students of the Faculty of Engineering, Padang State University (FT UNP). This type of research is qualitative research by describing the results of a questionnaire that has been filled out by respondents. The results showed that the two dominant factors that determined the choice of study program for FT UNP students were interest (88.9%) and career opportunities 89.1%. Meanwhile, the factors that contribute the least to the selection of study programs for students are family (46.1%) and surrounding culture (59.8%).
Character education with live-in activities (Case study at De Britto College High School Yogyakarta) Wulandari, Taat; Jayanti, Feri Dwi; Yacoob, Norazlan Hadi
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v8i2.74143

Abstract

The research aims to explain character education at De Britto College High School Yogyakarta. This school has unique characteristics in shaping the character of students. The unique thing about character education at this school is through live-in activities. This type of research is qualitative research. The research approach chosen is naturalistic. The research subjects were: principals, teachers and students at De Britto College High School Yogyakarta. Data collection techniques include: observation, interviews, and documentation. Data validity uses triangulation of data collection techniques. Data analysis uses the Miles and Huberman interactive model. The results of the research show that to shape the character of students, live-in activities are carried out in daily life. The character formation of students is carried out through educational excursions, live ins, and retreats or spiritual retreats. The organization of character education at De Britto College High School goes through 3 main stages, namely: educational excursion for class X, live-in for class XI, and retreat or spiritual practice for class XII. Implementing live-in activities sometimes has problems, including the limited number of teachers, the condition of students, such as the health of students when carrying out live-in activities.
ALMUSTRA: An Augmented reality application for introducing traditional musical instruments Mailoa, Evangs; Widyasari, Elvira Resti
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v8i2.72415

Abstract

Traditional Indonesian musical instruments reflect the richness and diversity of culture and are an integral part of people's lives. However, in recent decades, it has faced challenges in preserving and introducing it to the younger generation. Arts and Culture teachers in Junior High School at Salatiga face difficulties in showing examples of the shapes and sounds of traditional musical instruments from various regions in Indonesia. Augmented reality (AR) technology is emerging as an innovative tool to introduce and preserve local knowledge about traditional musical instruments. This research uses a mixed-method approach which combines qualitative and quantitative data collection. Data collection was carried out through semi-structured interviews with junior high school arts and culture teachers. For system development, the Multimedia Development Life Cycle (MDLC) method is used with the aim of producing multimedia learning products. This research resulted in an Android application called ALMUSTRA: Introduction to Traditional Musical Instruments Based on Augmented Reality. ALMUSTRA is a learning product that helps introduce Indonesian traditional musical instruments, equipped with 3D images, sounds, and quizzes as gamification to make the teaching and learning process more interesting.

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