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INDONESIA
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan
ISSN : -     EISSN : 2502471X     DOI : http://dx.doi.org/10.17977/2502-471X
Core Subject : Education,
JPTPP publishes research on educational technology integration and higher-order thinking skills (HOTS) in teaching and learning, alongside related studies in instructional design, curriculum, and assessment.
Articles 4 Documents
Search results for , issue "vol. 10, no. 10" : 4 Documents clear
The Effect of Genially Based Gamification Learning Models on Student Analysis Thinking Skills in Mathematics liwayanti, rosiana; Fiteriani, Ida; Yusandika, Ajo Dian
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 10
Publisher : citeus

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Abstract

Berpikir analisis adalah kemampuan untuk menguraikan suatu permasalahan menjadi bagian-bagian yang lebih kecil, kemudian menghubungkannya kembali secara logis sehingga dapat diperoleh pemahaman yang lebih mendalam. Penelitian ini dilatarbelakangi oleh tingkat keterampilan analisis berpikir siswa yang kurang memuaskan, khususnya dalam matematika, serta rendahnya tingkat partisipasi aktif selama pembelajaran. Model pembelajaran gamifikasi dengan memanfaatkan platform Genially menjadi salah satu pilihan inovatif yang dapat diterapkan. Penelitian ini bertujuan untuk mengkaji pengaruh penerapan model pembelajaran gamifikasi berbasis Genially terhadap kemampuan berpikir analitis siswa kelas V pada mata pelajaran matematika di MIN 1 Bandar Lampung. Jenis penelitian yang digunakan adalah eksperimen dengan metode Quasi Experiment Design serta rancangan Posttest Only Control Group Design. Data dikumpulkan melalui empat teknik yaitu tes, observasi, wawancara, dan dokumentasi. Populasi penelitian adalah seluruh peserta didik kelas V di MIN 1 Bandar Lampung, sedangkan sampel ditentukan dengan teknik simple random sampling. Kelas VA berisi 31 siswa ditetapkan sebagai kelompok eksperimen, sementara kelas VC dengan 30 siswa menjadi kelompok kontrol. Instrumen yang digunakan terlebih dahulu diuji melalui validitas, reliabilitas, tingkat kesukaran, serta daya pembeda. Proses analisis data meliputi uji normalitas, homogenitas, serta pengujian hipotesis menggunakan Independent Sample Test. Hasil pengujian hipotesis menunjukkan nilai signifikansi (2-tailed) sebesar 0,000 < 0,05. Kondisi ini menunjukkan bahwa H0 ditolak dan H1 diterima, sehingga dapat disimpulkan bahwa penerapan gamifikasi berbasis Genially memiliki pengaruh yang signifikan terhadap kemampuan berpikir analitis siswa pada pembelajaran matematika di kelas V MIN 1 Bandar Lampung.
Local Wisdom-Based Character Education Module with Interactive Technology through a Deep Learning Approach Atmaja, Adi Tri; Niam, Fathul
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 10
Publisher : citeus

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Abstract

The purpose of this study is to develop and test a character education module that integrates local wisdom values in Blitar with interactive technology through a deep learning approach. The method used is the ADDIE model research and development. The module's feasibility is obtained from the results of expert validation, assessment of attractiveness and practicality from users. The results obtained from language experts were 88.70%, material experts were 92.00%, and design experts were 85%. The results obtained from large group tests on the module's attractiveness aspect in grade 4 reached 93%, on the practicality aspect reached 90%. In the large group in grade 5 the attractiveness aspect reached 95%, and on the practicality aspect reached 92%. Meanwhile, the N-Gain Score results proved the learning outcomes of the developed module, with grade 4 achieving the sufficiently effective criterion, while grade 5 reached the effective criterion. Overall, the results of the research and product development obtained the criteria of being very suitable for use in learning activities for grades 4 and 5 in elementary schools.
Utilizing Interactive eBook for Language Learning: Designing a Computer-Assisted Approach for Basic English Listening Samad, Ita Sarmita; Jabri, Umiyati; ismail, Ismail; Mustakim, Mustakim; Risan, Rahmad; Akbar, Imam
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 10
Publisher : citeus

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Abstract

The low listening skill ability of the students at Muhammadiyah University of Enrekang is a challenge because it is often making them failing to obtain an English competency certificate as a requirement for a proposal seminar. This research aims to develop an interactive eBook to help the students improve their listening skills by focusing on 2 things, doing needs analysis and designing eBook listening prototype. This research uses the research and development (R&D) design. There are 9 English lecturers and 40 students as participants which taken purpossively. The instrument used is a survey and analyzed qualitatively. The results show that not only students (62.5%) but also lecturers (56%) often experience challenges using the conventional eBook because of the lack of suitability of the material with the needs of students and the existing curriculum. There are 78% lecturers and 70% students want eBooks that are equipped with multimedia. There are 89% lecturers and 80% students want if the material in the eBook is relevant with the students’ real life. Likewise, there are 78% lecturers and 70% students like attractive designs. Thus, it can be concluded that the development of interactive eBooks specifically for improving students’ listening skill in Muhammadiyah University of Enrekang is indeed an urgent and thus this study presents the basic listening interactive eBook prototype.
Socio-Scientific Issue-Based Challenge to Students' Chemical Literacy Naim, Suratman S.; Kolo, La
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 10
Publisher : citeus

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Abstract

Chemistry has an important role in global challenges. Chemistry learning has not integrated an interdisciplinary approach to improving students' chemical literacy, enabling them to provide solutions to socio-scientific and environmental problems through the application of chemical concepts. This study aimed to determine the effect of the socio-scientific issues-based challenge strategy on students' chemical literacy. This study used a quantitative methods design with an embedded model. The sample consisted of tenth-grade students of SMA Negeri 1 East Halmahera in the 2025/2026 academic year from two sample classes. The experimental class was taught with the socio-scientific issues-based challenges strategy, while the control class used conventional learning. The research instrument was a multiple-choice chemical literacy test with a content validity of 82.02% and a Cronbach's Alpha reliability coefficient of 0.983. The results showed that there was a significant difference between the literacy of students from the two research classes (ɑ = 0.05), and quantitatively and descriptively, the chemical literacy of the experimental class was higher than that of the control class. The socio-scientific issues-based challenge strategy has positive implications for student learning in and outside the classroom, positive implications for student skills, and contains socio-scientific and environmental contexts that have positive implications for the meaning of learning.

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