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Jl. Semarang No. 5, Malang 65145, Jawa Timur, Indonesia
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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 1,852 Documents
Evaluation of the Impact of Project-Based Vocational Learning Programs at Vocational Schools Rizkylillah, Muhammad Sadam; Soeprijanto, Soeprijanto; Muksin, Muksin
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 8
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This study evaluates the impact (effectiveness and outcome) of project-based vocational learning program in Electrical Power Installation programs (TITL) at vocational schools in Tangerang, Indonesia. Using the Goal Free Evaluation model and a mixed-methods approach, quantitatively, the study found that 93,93% of the program ran well. It identified 33 positive impacts that matched the program's goals, 2 negative impacts, and 6 unexpected positive outcomes for students such as curiosity, confidence, safety awareness, entrepreneurship, responsibility, and honesty. Addressing high vocational graduate unemployment, this research fills a gap by focusing on real impacts rather than predefined goals. The program is recommended to continue with improvements for better results.
Augmented Reality Based Cultural Heritage in Improving Students' Literacy Culture in History Learning at SMK Muhammadiyah I Pekanbaru Suroyo, Suroyo; Soedjiwo, Novena Ade Fredyarini; Entas, Derinta; Soares, Antonio Constantino
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 8
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History learning in vocational high schools (SMK) is often faced with challenges in increasing students' interest and understanding of culture and history. The application of Cultural Heritage-based Augmented Reality (AR) technology as an innovative solution in improving students' literacy culture in history learning at SMK Muhammadiyah I Pekanbaru. This study aims to evaluate the impact of using Cultural Heritage-based AR on historical understanding, cultural appreciation, and student interest at SMK Muhammadiyah I Pekanbaru. Experimental research method was used with one experimental group engaged in learning using Cultural Heritage-based AR and one control group following conventional learning. Data were collected through knowledge test, questionnaire, and observation. The results showed that the use of Cultural Heritagebased AR significantly improved students' historical understanding, cultural appreciation, and interest in SMK Muhammadiyah I Pekanbaru. Students who use AR technology find the learning experience more engaging and interacting, which results in a deeper understanding of culture and history. This research makes a significant contribution in the context of history education at SMK Muhammadiyah I Pekanbaru, that Cultural Heritage-based AR can be an effective tool to improve students' literacy culture. In addition, the application of this technology can also help preserve and promote local cultural and historical heritage
Digital Media in Teaching & Learning Reading Comprehension: The View of the EFL Pre-service Teachers in an Indonesian Higher Education Mistang, Mistang; Ruslin, Ruslin; Rengur, Zul Aini; Syam, Hijrah; Wirana, Siti
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 8
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The rapid advancement of digital technology has transformed the dynamics of reading comprehension instruction, particularly in the context of English as a Foreign Language (EFL) learning. This study aims to explore the perspectives of EFL pre-service teachers regarding the teaching and learning of reading comprehension in digital-based learning environments. Additionally, the research seeks to understand the challenges these preservice teachers face in teaching reading skills and to investigate the effectiveness of current digital media in enhancing EFL pre-service teachers’ reading comprehension abilities. Employing a mixed-methods approach, quantitative data were collected through online questionnaires distributed to 26 respondents, while qualitative data were obtained from interviews with 10 participants. The findings indicate that the pre-service teachers generally hold positive perceptions of using digital technology in reading instruction, recognizing its potential to enhance accessibility, interactivity, and student engagement. However, they also encounter various challenges, including limited access to stable internet connections, the complexity of language and vocabulary in reading texts, insufficient institutional support, and students’ low motivation when engaging with digital texts. Ultimately, digital media serve as a valuable supplement rather than a replacement for teachers’ pedagogical creativity and facilitative roles in the learning process. This study provides an overview of the current state of digital-based learning and emphasizes the importance of strengthening digital literacy in teacher education programs.
Penerapan Layanan Bimbingan Kelompok Dengan Teknik Role Playing Terhadap Kemampuan Meregulasi Emosi Pada Remaja Abdillah, Rizky; Daulay, Nurussakinah
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 8
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This research was conducted at An-Nizam private junior high school, during adolescence is a period of significant changes that occur in terms of physical, social and psychological changes. During this period, many people have difficulty managing their emotions, which will have a negative impact and have a bad influence, so they need guidance so that their emotions are more controlled. The aim of this research is to evaluate the effectiveness of group guidance services that use role-playing strategies to improve emotion regulation skills in adolescents. This research used a quasi-experimental design with 42 students from class VIII at An-Nizam Private Middle School, who were divided into experimental and control groups. The control class was only given tests without providing guidance, while the experimental class was given guidance so that eight students with the lowest emotional regulation scores in the experimental group received group guidance intervention. Data was collected using pre-test and post-test questionnaires. The findings showed a significant increase in the emotional regulation scores of the experimental group, with a pre-test average of 33.5 (low category) increasing to 39.25 (high category) at post-test. T test analysis confirmed the significant effect of the intervention on improving emotion regulation (β = 0.576, p < 0.05). Research findings suggest that group tutoring services that utilize role-playing strategies effectively improve adolescents' emotion regulation skills, providing important implications for the development of intervention programs in educational settings
Effectiveness of Geo Fun Thinkers Digital Learning Media on Student Understanding Zahra, Nur Halimah Silviatus; Handoyo, Budi; Astina, I Komang; Ahmad, Wan Ibrahim Wan
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 8
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This study aims to develop and test the effectiveness of Digital Geo Fun Thinkers learning media on student understanding of the material on the utilization of natural resources and their problems. The research used the Research and Development (R&D) method with the ADDIE model (Analysis-Design-Development-Implementation-Evaluation) which was carried out at Almaarif Singosari Islamic High School with the subject of 27 students in class XI IPS 1. Digital Geo Fun Thinkers media was developed based on digital technology by raising the contextual phenomenon of natural resources at the foot of Mount Arjuno, especially in Sumber Brantas and Toyomarto villages. This media consists of four levels, namely Level 1 classification of Natural Resources, Level 2 Natural Resources around students, Level 3 Effect of Natural Resource Utilization on Social, economic, and environmental conditions, Level 4 Solutions that students must choose to solve the problem. The validation results show that the media is very feasible to use. The effectiveness test using a one group pretest-posttest design showed significant results and was categorized as “Moderately Effective” in improving student understanding. Digital Geo Fun Thinkers learning media is proven to improve student understanding and create a fun learning atmosphere through a contextual approach by utilizing digital technology
Teacher Dexiotita and Student Literacy: Building a Literacy Ecosystem in Elementary Schools in East Kupang Sub-district Nahak, Kristina E. Noya; Koroh, Lanny Isabela Dwisyahri
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 11
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The declining trend of Indonesian students' literacy competence has prompted researchers to examine how teachers' Dexiotita (competence) fosters literacy ecosystems within educational institutions. This inquiry also explores the relationship between students' Dexiotita (competence) literacy and teachers' Dexiotita (competence). A descriptive qualitative method, employing a case study approach, was utilized to examine phenomena in three schools located in the Kupang district of East Kupang sub-district. These schools were selected based on their representation of a diverse sample, with three schools each having a principal, 18 classroom teachers, and 225 students.The data collection process involved interviews, observations, and documentation, with the data saturation limit established to ascertain the Dexiotita (competence) levels of both teachers and students in terms of literacy. The reliability and validity of the data were ensured through the use of triangulation and inductive analysis techniques.The findings revealed that the teachers' dexiotita (competence) was at level 1, which indicates understanding, and level 2, which indicates strategy use. This level of competence presents significant challenges for educators in fostering a conducive literacy ecosystem, thereby exerting an influence on students' literacy skills. The findings indicate that a mere 36.67% of students attain the minimum level of competency, characterized by their ability to locate and retrieve explicit information from texts and formulate rudimentary interpretations.
Development of PACK-Based Learning Outcome Tests for the Mechanical Engineering Education Study Program of Teacher Professional Education Sudjimat, Dwi Agus; Satyananda, Darmawan
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 11
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This study aims to develop a learning outcome test instrument based on Pedagogical and Content Knowledge (PACK) for students of the Teacher Professional Education Program (PPG) in the Mechanical Engineering Education Study Program (Pendidikan Teknik Mesin, PTM) at Universitas Negeri Malang. The background of this study is based on the need for an assessment that can measure the integration of content knowledge, pedagogy, and technology in accordance with the demands of the Industry 4.0 era. The test development method follows psychometric procedures, including planning, writing, and validating test items, field testing, analyzing test items, and finalizing the instrument. The developed test instrument consisted of 35 items (25 simple multiple-choice and 10 complex multiple-choice) that were validated by experts, with 91.43% of the items declared valid. The field trial involved 114 PPG students in the Specific Teachers batch (BGT) Phase 1 in 2025, in the field of Mechanical Engineering Education. The analysis of the 35 items showed that 11 were valid, 24 were invalid, and 19 were reassembled after revision, with a Cronbach's Alpha reliability coefficient of 0.719, indicating high reliability. This instrument is considered suitable for comprehensive assessment of PACK mastery, providing a basis for developing diagnostic, formative, and summative assessments in the PPG PTM program.
Optimizing 21st Century Skills Based on Cognitive Style by Implementing Figma-CTLLM in Poaceae Diversity Learning Yudhistian, Yudhistian; Cintamulya, Imas
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 7
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A notable gap persists in the educational literature regarding the optimization of 21st century competencies, such as critical thinking, communication, and collaboration, when tailored to students' distinct cognitive styles. This study addresses this lacuna by investigating the efficacy of a novel pedagogical tool, Figma-based Contextual Teaching and Learning Media (Figma-CTLLM), for enhancing these skills, a subject that has not been previously examined. The research aims to optimize critical thinking, communication, and collaboration skills based on reflective and impulsive cognitive styles by implementing Figma-CTLLM in Poaceae diversity learning. The study employs a descriptive quantitative research design with a sample of 26 students. The research instruments included the Matching Familiar Figures Test (MFFT), written tests for critical thinking and communication skills, and observation sheets for collaboration skills. These instruments demonstrated robust validity and reliability. The data analysis technique was carried out descriptively and quantitatively in three stages. The research results showed that eight students had a reflective cognitive style, and eight had an impulsive one. The results of the analysis of each skill show that there is no significant difference in critical thinking, communication, and collaboration skill scores between students with a reflective and impulsive cognitive style. This is proven by the average percentage value for each skill in the same category, which is very high among students with a reflective cognitive style and impulsiveness. This was also confirmed by the Mann- Whitney U test for each skill with a significance value (p) above 0.05 (p>0.05). Based on the results, the implementation of figma-CTLLM can optimize critical thinking, communication, and collaboration skills in students with reflective and impulsive cognitive styles in Poaceae diversity learning.
Project Based Learning (PjBL) Learning Model to Train The Pedagogical Competencies of Prospective Science Teacher Students Astriani, Dyah; Fauziah, An Nuril Maulida; Hendratmoko, Ahmad Fauzi; Rosdiana, Laily; Martini, Martini
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 7
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Pedagogical competence is an ability that must be possessed by prospective science teachers because it is needed to improve the learning process. This is related to the teacher's duties which are not only as teachers, but also as educators. This study aims to analyze the pedagogical competence of prospective science teachers in terms of their ability to prepare lesson plans. The method used in this study was through a lesson plan preparation project and using a closed questionnaire via google form to the research subjects, as many as 27 students. The questionnaire contained 14 questions regarding Pedagogical Knowledge (PK), Pedagogical Content Knowledge (PCK), and Technological Pedagogical Knowledge (TPK). Data from the results of the lesson plan preparation project and questionnaires were analyzed descriptively with percentages. The results of the study showed that: 1) prospective teacher students have been able to prepare lesson plans by integrating pedagogical components. 2) students understand the TPACK components, especially the pedagogical part shown during the simulation activity of the lesson plan being prepared. Based on the results of the data analysis, it is concluded that prospective science teacher students have pedagogical competence whose application is by integrating technology in science learning. This shows that the PjBL model can be used to train the competence of prospective science teachers in applying pedagogical and technological knowledge in learning.
Transformasi Pembelajaran Neuropsikologi dengan Pendekatan Problem-Based Learning melalui Pengembangan Bahan Ajar Digital Interaktif Asfari, Nur Amin Barokah; Lestari, Laila Indra; Muthmainah, Faliha; Yusoff, Hanita Mohd; Susanti, Susi
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol. 10, No. 7
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Pembelajaran Neuropsikologi kerap menjadi tantangan bagi mahasiswa, khususnya mahasiswa Psikologi karena kompleksitas materi dan abstrak serta kendala referensi yang berbahasa Inggris. Penelitian ini bertujuan untuk mengembangkan bahan ajar digital interaktif berbasis pendekatan Problem-based Learning (PBL) sebagai solusi untuk meningkatkan keterlibatan dan pemahaman mahasiswa dalam pembelajaran Neuropsikologi. Penelitian ini menggunakan metode Research and Development (R&D) dengan model 4D. Bahan ajar digital dirancangan dalam format flipbook yang mengintegrasikan elemen visualisasi, seperti gambar 2D, animasi 3D, dan video, serta fitur interaktid berupa kuis. Hasil validasi ahli menunjukkan bahan ajar memenuhi standar konten dan desain. Uji coba menunjukkan bahwa pengguaan bahan ajar digital interaktif secara signifikan meningkatkan keterlibtan, pemahaman, dan hasil belajar mahasiswa dibandingkan dnegan metode konvensional. Selain itu, bahan ajar ini memberikan contoh kasusu kontekstual yang relevan dengan fenomena dalam kehidupan nyata. Penelitian ini memberikan kontribusi praktktis dalam pengembangan media pembejaran inovatif yang meningkatkan efektivitas pembelajaran Neuropsikologi.

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