cover
Contact Name
Mohammad Rizki Fadhil Pratama
Contact Email
mohammadrizkifadhilpratama@umpr.ac.id
Phone
+6285252333383
Journal Mail Official
lp2m@umpr.ac.id
Editorial Address
RTA Milono St. Km.1.5
Location
Kota palangkaraya,
Kalimantan tengah
INDONESIA
Martyvel: Jurnal Pendidikan dan Pembelajaran
ISSN : -     EISSN : 30639069     DOI : https://doi.org/10.33084/martyvel
Core Subject :
Martyvel Jurnal Pendidikan dan Pembelajaran is a Journal managed by the Faculty of Language, Science, and Technology, Universitas Muhammadiyah Palangkaraya, and published three times a year (in March, July, and November) by the Institute for Research and Community Services, Universitas Muhammadiyah Palangkaraya. Martyvel publishes original articles in the form of research articles or reviews that discuss problems from basic education to higher education in the fields of: Language and Language Education, Social and Humanities Education, Science Education, Educational Problems and Policies, Educational Testing and Assessment, Curriculum and Pedagogy, Development of Teaching Materials, Teaching Methodology, Educational Management, Teaching Innovation and Technology, Educational Science, and Educational Evaluation
Arjuna Subject : -
Articles 10 Documents
Pengaruh Aplikasi Power Point Terhadap Hasil Belajar Peserta Didik Kelas X TKJ di SMK Negeri 1 Raren Batuah: The Influence of the Power Point Application on the Learning Outcomes of Class X TKJ Students at SMK Negeri 1 Raren Batuah Muhammad Akbar; Hendri Hendri; Muhammad Jailani
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 1 (2023): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i1.6262

Abstract

The objectives of this study were to: (1) determine the effect of the power point application on the learning outcomes of class X TKJ students on the subject of PC assembly at SMKN 1 Raren Batuah (2) find out the differences in student learning outcomes in class X TKJ SMKN 1 Raren Batuah between pre -test with Post-test. The population of this research is all students of class X TKJ (computer and network engineering) SMKN 1 Raren Batuah, Raren Batuah sub-district, East Barito Regency, Central Kalimantan province. A total of 30 students. The sample of this study was the entire population of class X TKJ SMKN 1 Raren Batuah students who received different treatments in a certain period. The results showed that: (1) the use of power point applications, affected the learning outcomes of students of class X TKJ experienced an increase in the ability to answer multiple choice questions (2), the learning outcomes of students of class X TKJ who did not use power point applications (pre- test) got an average of 69.07 < compared to the use of the power point application, the average learning outcomes of X TKJ students in the PC assembly subject at SMKN 1 Raren Batuah was 76.63. Broadly speaking, it can be stated that there is a positive influence on student learning outcomes during the use of the power point application
Penerapan Pembelajaran Model Tutorial Berbasis Komputer Untuk Meningkatkan Hasil Belajar Peserta Didik: Application of Computer-Based Tutorial Model Learning to Improve Student Learning Outcomes Elyn Ledia Salulur; Chandra Anugrah Putra; Muhammad Andi Setiawan
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 1 (2023): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i1.6263

Abstract

The research aims to determine student learning outcomes by implementing computer-based tutorial model learning.The research method used in this research is classroom action research (PTK). The data sources in this research are school principals, ICT subject teachers and students. The data collection techniques used are Planning, Implementation, Observation, Reflection and Documentation. Analysis of research data uses stages consisting of collecting lesson plans, questions and results from pre-test and post-test, and drawing conclusions and verification.The results of the research show that the factors that influence the increase in student results are: (1) The learning activities of students when learning ICT using a computer-based tutorial model have achieved the predetermined indicators of success and show that students are quite active during learning. (2) There is an increase in student learning outcomes when learning tik using a computer-based tutorial model. The test results and data obtained in the Preliminary Test (Pre-Action) obtained an average score of 54.28% below the KKM ≤70 with a classical score of 21.42%. Meanwhile, in Cycle I, student learning outcomes obtained an average score of 60.35 with classical completeness of 71.42%. This has achieved the researchers' predetermined success indicators, namely student learning outcomes with a KKM of 70 and classical completeness of 85%.
Analisis Kesulitan Peserta Didik Pada Pembelajaran Multimedia Materi Desain Grafis Pada Kelas Xi SMKN 2 Kasongan : Analysis of Students' Difficulties in Multimedia Learning Graphic Design Material in Class Xi of SMKN 2 Kasongan Radityo Surya Ardi Pratama; Chandra Anugrah Putra; Agung Riadin
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 1 (2023): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i1.6264

Abstract

This research aims to determine students' difficulties in learning Multimedia Graphic Design material for class XI at SMKN-2 Kasongan. This research is qualitative research. The data sources for this research are class XI students, class XI teachers and the principal at SMKN-2 Kasongan. The learning studied was Multimedia Graphic Design Material learning. Data collection techniques use observation, interviews and documentation. Three strands of data analysis were used, including data reduction, data presentation and conclusion drawing. Test the validity of the data with serious observation and triangulation of data collection. Based on the research results, it can be concluded that there are several factors that make it difficult for students to learn Multimedia Graphic Design Material for class learning. This results in students not understanding the material presented and finding it difficult to carry out the assignments given. The involvement of a teacher is also important, because if students find it difficult to complete assignments, a teacher can help in completing assignments that students do not understand.
Efektivitas Pembelajaran Menggunakan Youtube pada Mata Pelajaran Pemrograman Dasar Kelas X TK 1 SMK Negeri 3 Palangkaraya: Effectiveness of Learning Using You Tube for Basic Programming Subjects Class X Kindergarten 1 at State Vocational School 3 Palangkaraya Sepriandani Sepriandani; Hendri Hendri; Muhammad Andi Setiawan
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 1 (2023): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i1.6265

Abstract

This study aims to: find out how the effectiveness of YOU TUBE in basic programming subjects for class X TKJ 1 in the current learning period at SMK Negeri 3 Palangkaraya. Data collection techniques in this study were observation, interviews, and documentation. Observations and interviews were conducted with 5 students of class X TKJ 1, 5 students, class teachers, and school principals. The results of the study show that: (1) students already understand and understand in using you tube and have no problems when using you tube. (2) most students can understand and understand the material presented when learning to use you tube. (3) most of the students really like and are comfortable when learning to use you tube and are enthusiastic about participating in learning so that the learning objectives can be achieved. Suggestions by researchers: (1) For school principals, it is hoped that they can be supervising teachers in the learning process. (2) Teachers are expected to be able to come up with creative and innovative ideas so that they are able to grow students' learning motivation so that it is always maintained and improved to support student learning activities to be more harmonious and effective. (3) For students, it is expected to be able to increase concentration and motivation during teaching and learning, because the material provided by the teacher needs to be digested and understood as knowledge that can be useful for a bright future.
Implementasi Pembelajaran Sastra di Sekolah Dasar: Implementation of Literature Learning in Elementary Schools Siti Arnisyah; Lastaria Lastaria; Husni Dwi Syafutri; Ilham Ilham
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 1 (2023): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i1.6628

Abstract

This research aims to analyze the application of literature learning in elementary schools in Central Kalimantan. This research method uses qualitative research methods to reveal the ways in which teachers implement literature learning in schools. The focus of this research is the suitability between the curriculum that applies in schools and the application of literature learning carried out by teachers. The results of this research show that overall literature learning is carried out in accordance with the curriculum guidelines applicable in schools according to the respondent's background. The results of this research show that students at grade 1 level do not have good abilities in appreciating, expressing and studying literary works. This is because at this level students are still in the learning stage of recognizing and writing letters or putting together words. However, at grade 3 and 4 students are able to appreciate, express and study literary works. Good language skills really support the implementation of learning in elementary schools.
Judi Online di Kalangan Siswa Sekolah Menengah Atas dan Mahasiswa: Studi Tinjauan Pustaka Ahmad Al Amin
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 2 (2024): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i2.7513

Abstract

Fenomena judi online telah menjadi subjek perhatian yang meningkat di kalangan remaja sekolah menengah atas dan mahasiswa. Artikel ini bertujuan untuk melakukan analisis bibliometrik terhadap penelitian yang telah dilakukan tentang judi online di kalangan siswa sekolah menengah atas dan mahasiswa perguruan tinggi. Metode bibliometrik digunakan untuk mengeksplorasi tren penelitian, kontributor utama, jaringan kerja sama, dan fokus penelitian dalam topik ini.
Peran Pengembangan dan Pemanfaatan Teknologi Pendidikan dan Pembelajaran dalam Meningkatkan Kualitas Belajar Vitaloka
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 2 (2024): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i2.7514

Abstract

Penelitian ini menggali peran pengembangan dan pemanfaatan teknologi pendidikan dan pembelajaran dalam meningkatkan kualitas belajar melalui metode analisis bibliometrik dan perangkat lunak Publish or Perish serta VOSviewer. Dengan pendekatan ini, penelitian ini bertujuan untuk memberikan pemahaman yang mendalam tentang tren, fokus penelitian, dan dampak teknologi pendidikan dalam literatur akademis.Melalui analisis bibliometrik, artikel ini akan menyajikan gambaran komprehensif tentang seberapa luas dan signifikan penelitian mengenai pengembangan teknologi pendidikan dalam meningkatkan kualitas belajar. Selain itu, penggunaan perangkat lunak Publish or Perish akan membantu mengidentifikasi kontribusi peneliti, jurnal, dan institusi yang berperan dalam memajukan bidang ini.Selain itu, pendekatan dengan VOSviewer akan memvisualisasikan pola keterkaitan antara topik penelitian, memungkinkan pembaca untuk memahami struktur dan evolusi dari pengetahuan dalam domain ini. Dengan demikian, artikel ini diharapkan dapat memberikan wawasan yang mendalam tentang bagaimana pengembangan teknologi pendidikan dapat memberikan kontribusi signifikan dalam meningkatkan kualitas belajar melalui analisis bibliometrik dan perangkat lunak khusus.
Analisis Bibliometrik Penelitian Game-Based Learning Pada Pembelajaran Di Sekolah Ergi Trio Apriliawan
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 2 (2024): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i2.7515

Abstract

Game based learning merupakan pembelajaran berbasis game yang melibatkan permainan dalam proses pendidikan, bertujuan untuk meningkatkan aktivitas pembelajaran. Tujuan dari penelitian ini yaitu untuk menangkap pemetaan penelitian terkait game based learning dalam pembelajaran di sekolah .Metode yang digunakan adalah analisis bibliometrik. Database yang digunakan dalam mengumpulkan informasi terkait penelitian ini yaitu dari database Google Scholar. Penelusuran dan analisis database menggunakan software Publish or Perish(PoP) dan VOSviewer. Hasil Penelitian menunjukan bahwa Publikasi penelitian Game based learning pada sekolah mangalami peningkatan dalam beberapa tahun terakhir(2018-2023). Fokus penelitian terkait Game based learning pada sekolah yaitu, computational thinking dan understanding; teknologi dan development
Kesantunan Berbahasa Dalam Pembelajaran Di Kelas VI MIN 2 Kota Palangka Raya Noorfah Noorfah
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 2 (2024): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i2.7516

Abstract

Penelitian ini dilaksanakan guna menjelaskan terkait pematuhan dan pelanggaran kesantunan berbahasa antara guru dan siswa dalam pembelajaran di kelas VI MIN 2 Kota Palangka Raya berdasarkan prinsip kesantunan Geoffrey Leech. Metode yang digunakan menggunakan jenis penelitian kualitatif. Kondisi tempat sesuai obyek penelitian, sehingga jenis penelitian ini merupakan penelitian lapangan (field research). Penelitian ini lebih menekankan pada penggunaan bahasa yang baik dan benar. subjek penelitian melibatkan guru dan peserta didik dengan teknik wawancara, observasi, dan dokumentasi. Pengumpulan data dalam penelitian menggunakan wawancara, observasi, dan dokumentasi. Yang kemudian dari terkumpulnya data diteliti dengan metode analisis deskriptif. Dari kelanjutan pengolahan data membutuhkan tiga langkah utama,seperti: reduksi data, penyajian data (display data), dan verifikasi (menyimpulkan data). Objek penelitian ini adalah guru dan siswa di kelas VI MIN 2 Kota Palangka Raya. Berdasarkan hasil penelitian, maka dapat disimpulkan bahwa kesantunan berbahasa di kelas VI MIN 2 Kota Palangka Raya banyak terdapat pematuhan prinsip kesantunan Geoffrey Leech, karena dari (185) data tuturan, terdapat (173) data tuturan pematuhan kesantunan berbahasa Indonesia, atau dengan kata lain memiliki tingkat pematuhan kesantunan yang tinggi. dan terdapat (12) data tuturan pelanggaran kesantunan berbahasa Indonesia atau dengan kata lain memiliki tingkat pelanggaran kesantunan yang rendah.
Meta Analisis Pengaruh Model Pembelajaran Problem Based Learning Terhadap Hasil Belajar Matematika Helena Nofita
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 2 (2024): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i2.7517

Abstract

Penelitian ini bertujuan untuk menganalisis kembali keefektifan model pembelajaran Problem Based Learning terhadap hasil belajar Matematika khususnya pada siswa sekolah dasar. Metode yang digunakan pada penelitian ini adalah meta-analisis secara analisis deskriptif kualitatif, yaitu dengan menganalisis atau mereview kembali artikel dari hasil-hasil penelitian yang telah dipubliskasikan, dengan sampel sebanyak 15 artikel nasional dan dapat diakses secara online melalui Google Scholar yang telah diterbitkan pada tahun 2013-2020. Hasil dari penelitian meta-analisis ini menunjukkan jika model pembelajaran Problem Based Learning sangat berpengaruh dalam meningkatkan hasil belajar siswa sekolah dasar dengan persentase terendah 0,40% sampai yang tertinggi mencapai 43,00%. Berdasarkan dari hasil meta-analisis menunjukkan juga jika model pembelajaran Problem Based Learning memberikan pengaruh yang besar terdapat hasil belajar Matematika jika dilihat melalui effect size dari segi jejang pendidikan pada sekolah dasar, wilayah dan kategori dengan mendapatkan rata-rata sebesar 1.302231. Sehingga dapat ditarik kesimpulan jika model pembelajaran Problem Based Learning sangat efektif digunakan dalam pembelajaran Matematika untuk meningkatkan hasil belajar siswa sekolah dasar.

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