Jurnal Kependidikan Penelitian Inovasi Pembelajaran
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Published By Universitas Negeri Yogyakarta

2580-5533, 2580-5525

Author(s):  
Ernita Zakiah

Penelitian ini bertujuan untuk melihat pengaruh resiliensi terhadap post-traumatic stress disorder (PTSD) pada penyintas banjir. Metode penelitian yang digunakan merupakan metode kuantitatif dengan pengumpulan data dengan menggunakan alat ukur berupa instrumen psikologis. Post traumatic stress disorder diukur dengan menggunakan skala PCL-C yang dikembangkan oleh Weathers  dan telah diterjemahkan oleh Solichah pada tahun 2007. Skala resiliensi yang digunakan dalam penelitian ini adalah skala yang dikembangkan oleh Wagnild dan Young yang telah diterjemahkan oleh Sholichach dan Anam pada tahun 2017. Analisis data yang dilakukan adalah dengan menggunakan teknik regresi linear dengan bantuan SPSS versi 23. Penelitian ini bertujuan untuk menguji pengaruh resiliensi dengan PTSD pada penyintas banjir. Subjek penelitian ini berjumlah 65 orang (N = 65). Data dari pengukuran resiliensi dengan PTSD dari subjek penelitian yang diolah dengan menggunakan bantuan program SPSS 23. Berdasarkan hasil pengolahan data, diketahui nilai R Square sebesar 0,003 yang berarti variabel resiliensi memengaruhi variabel PTSD sebanyak 30% sedangkan sisanya dipengaruhi oleh faktor lain diluar resiliensi.


Author(s):  
Jaka Warsihna ◽  
Wang Dandan ◽  
E Oos M Anwas ◽  
Maman Suryaman ◽  
Fauzy Rahman Kosasih ◽  
...  

AbstractAudiobook is one of the alternative media that can provide material in the form of sound recordings made to attract concentration, facilitate learners, and provide a creative platform in learning. The lack of use of audiobooks in learning is one of the toughest challenges for teachers to achieve the existing learning objectives, especially in university. This study descriptively explored the urgency of using audiobooks in general course learning as a form of distance learning manifestation. A total of 294 respondents filled out the questionnaire by selecting the sample using purposive sampling. The results showed that most respondents thought that the use of audiobooks in learning was a positive breakthrough that could arouse their interest and interest in being active in learning. In addition, respondents also agreed that the use of this audiobook must be strengthened by various essential elements such as the material to be delivered, the chosen voice actor, and the duration of time that will be used. Thus, the results of this study illustrate the importance of using audiobooks in learning.Keyword: Audiobook, Distance Learning, Learning Media


Author(s):  
Leila Fajrie Auddiena Nuriel Fath Albana ◽  
Sujarwo Sujarwo

This study aims to produce an interactive E-Module Image Processing Bitmap (Raster) Elementary Graphic Design class X Vocational High School Multimedia Skills Competency to improve student self-regulated learning. This research is a Research and Development (R&D) using the ADDIE model which includes the stages of analyzing, design, development, implementation, and evaluation. The product trial design consists of preliminary trials, main field trials, and operational field trials by carrying out pre-experimental. Data collection instruments used were a needs analysis questionnaire, a scale of eligibility for e-modules by material and media experts, a scale of student self-regulated learning, and a student response scale. The data analysis technique used in the study is descriptive technique. The results showed that the interactive e-module was very feasible and effective enough to be used to improve the student self-regulated learning of basic graphic design of vocational students.


Author(s):  
J. Jailani

This study aimed to find out the mapping of difficulties in mathematics National Examination (NE) in Senior High School along with changes in NE policy in Indonesia in the last 10 years. Researcher conducted descriptive explorative analysis to find out the scope of material, the absorption, and mapping the difficulties faced by students in mathematics. Data analysis carried out by examining the data of each material and indicators. It grouped into two, namely low (<50%) and high absorption (≥ 50%). The results showed that the overall absorption of the NE had decreased significantly over the past 5 years (2013 to 2017). There did not find out of difficult material before implementation of curriculum 2013. However, the last 5 years (after the period of implementation curriculum 2013) have found several difficulties. Moreover, since 2015, almost all the materials on mathematics NE were categorized as difficult after the changing in the status of the NE (not a determinant factor of students’ graduation) and implementation the computer-based test. The difficult materials were probability, geometry transformations, space geometry, calculus, circles, linear programs, and statistics. Generally, the difficulties were in narrative problem-solving questions or using real-world contexts. Also, the results showed non-cognitive impacts (students’ motivation) as the result of the policy changing, especially the status and technical implementation of the NE.


Author(s):  
Suyitno Suyitno ◽  
Yusri Bin Kamin ◽  
Nurma Amri Lukman ◽  
Widiyatmoko Widiyatmoko ◽  
Dwi Jatmoko ◽  
...  

This study aims to reveal: 1) To develop the Learning Media of the Starter System on a motorcycle, at SMK Institut Indonesia Kutoarjo, 2) To find out the Learning Media of the Starter System on a Motorcycle, 3) To find out the improvement of Student Learning Outcomes of XI TBSM after using the Learning Media. The starter system on a motorcycle at the Indonesian Institute of Kutoarjo SMK. This type of research uses the Four - D method with research subjects, namely class XI TBSM A as an experimental class with a total of 14 students and class XI TBSM B as a control class with a total of 14 students. Collecting data using a questionnaire (questionnaire) to determine the media used for research and a written test in the form of multiple choice with a total of 25 questions. The data analysis test used normality test, homogeneity test, and t-test. From the results of the research, it shows that: 1) the procedure for developing learning media for the starter system stand on a motorcycle includes the search for the definition stage, the planning stage, the development stage, and the deployment stage. 2) the learning media of the starter system stand on the motorcycle that was developed is suitable to be used as a learning medium for the subject of Motorcycle Maintenance, at SMK Institut Indonesia Kutoarjo. This can be proven from the results of the validation carried out by media expert lecturers who showed results of 80.00% of the scores obtained indicating good criteria, validation by material expert lecturers who showed results of 70.00% of the scores obtained showed quite good criteria. 3) the results of the t-test effectively prove that the learning media is made to improve learning outcomes (tcount = 21.304 and p = 0.000) for class XI TBSM students at the State Vocational School of the Indonesian Institute of Kutuarjo. This is shown through student responses, which include small group trials, which include 89.5%, which includes 5 students, and large group trials, obtaining a score of 90.89%, which includes 14 students. Students' interest in learning shows the learning outcomes of students who do not use the starter system media stand on a motorcycle and those who use the starter system media stand on a motorcycle. Through the normality test, it was obtained that p = 0.144, because p > 0.05, it indicated that the two groups were normally distributed. Through the homogeneity test, it was obtained that F count = 3.081 with p = 0.091, because p > 0.05, the second group had a homogeneous variant. Thus the learning media stand starter system has succeeded in improving student learning outcomes at SMK Institu Indonesia Kutoarjo.


Author(s):  
Prapawan Thongsri ◽  
Eko Susilowati

This study aims to analyze the dimensions of creativity in integrated project-based learning in Science, Technology, Engineering, and Mathematics (STEM). The research method uses descriptive statistical analysis. This research was conducted on students of the Physics Education Study Program in Banjarmasin. The research subjects consisted of 24 physics teacher prospective students programming Applied Physics courses. Data obtained through tests, questionnaires and interviews. Data were analyzed by calculating the normality test, difference test, and N Gain. The results showed the order of increasing the percentage of N Gain in the creativity dimension from the lowest to the highest, namely the person dimension, the press dimension, the product dimension, and the process dimension. The strength of this research is to train the creativity of prospective teacher students through project creation by integrating STEM fields that combine cognitive, affective, and psychomotor abilities by exploring the problems that exist in their neighborhood. Further research on the dimensions of creativity in other learning models is needed to explore student creativity continuously and sustainably in order to produce quality resources.


Author(s):  
Mustika Wati ◽  
Misbah Misbah
Keyword(s):  

Penelitian ini bertujuan untuk mendeskripsikan kepraktisan dan efektivitas materi ajar fisika bermuatan authentic learning pada pokok bahasan gerak melingkar. Jenis Penelitian yang digunakan adalah penelitian pengembangan (R&D) dengan model ASSURE. Desain uji coba pada penelitian ini berupa one-group pretest-posttest design. Subjek uji coba pada penelitian ini ialah 27 orang peserta didik kelas X program MIPA di salah satu SMA Negeri di Banjarmasin. Teknik pengumpulan data diperoleh melalui instrumen tes dan instrument non-tes. Instrumen tes berupa tes hasil belajar pretest dan posttest peserta didik berbentuk soal essai yang meliputi level C1 hingga C5. Sementara instrumen non-tes berupa angket respon peserta didik yang ditinjau berdasarkan aspek kemudahan, aspek manfaat, dan aspek efisiensi. Analisis data dilakukan dengan menghitung rata-rata skor angket respon peserta didik untuk mengukur kepraktisan dan uji N-gain dari hasil belajar pretest-posttest untuk mengukur efektivitas. Hasil penelitian menunjukkan bahwa materi ajar fisika bermuatan authentic learning pada pokok bahasan gerak melingkar praktis dan efektif untuk digunakan dalam proses pembelajaran.


Author(s):  
Poni Ariramdani Fariansyah ◽  
I Wayan Santyasa ◽  
Ni Ketut Rapi

 Penelitian ini bertujuan untuk mengetahui pengaruh Model Pembelajaran Berbasis Masalah (MPBM) berbantuan media cerita digital terhadap prestasi belajar fisika. Penelitian ini termasuk jenis penelitian quasi eksperiment menggunakan desain one way non-equivalent pretest-posttest control group desain. Populasi dalam penelitian ini adalah seluruh siswa kelas X IPA di SMA Negeri 2 Singaraja dengan total populasi sebanyak 165 siswa. Pemilihan sampel dalam penelitian ini menggunakan random assignment. Terdapat 3 kelas sampel dari 5 kelas yang ada. X MIPA 2 sebagai kelas eksperimen 1, X MIPA 3 sebagai kelas eksperimen 2, dan X MIPA 4 sebagai kelas kontrol. Jumlah sampel dalam penelitian ini sebanyak 100 siswa. Teknik analisis data yang digunakan adalah analisis deskriptif dan ANAKOVA satu jalur. Hasil penelitian mengungkapkan hasil rata-rata prestasi belajar fisika siswa yang belajar dengan MPBM berbantuan media cerita digital lebih tinggi dibandingkan dengan siswa yang belajar dengan MPBM dan siswa yang belajar dengan MPK. Hal ini mengindikasikan model PBM berbantuan media cerita digital memiliki pengaruh yang signifikan terhadap prestasi belajar fisika siswa. IMPACTS OF DIGITAL STORY-BASED PROBLEM-SOLVING LEARNING MODEL ON STUDENTS’ LEARNING ACHIEVEMENT OF PHYSICSThis study is aimed at finding out the impacts of digital story-based problem-solving learning model (PSLM) on students’ learning achievement in physics learning. The study is a quasi-experiment research method using the one way non-equivalent pretest-posttest control group design. The population of the study consisted of 165 grade-X students of Physics of State Senior High School 2 Singaraja. A sample of 100 students were selected by way of random assignment. Class X Physics 2 was experiment group 1; class X Physics 3 was experiment group 2; and class X Physics 4 was the control group. Data were analysed by the descriptive analysis and one-way ANCOVA. Findings show that the mean average of the achievement scores of the students who attended the classes with PSLM is higher than that of students who attended the conventional class. This shows that the digital story-based problem-solving learning model has a positive impact on the students’ physics learning achievement.


Author(s):  
Anang Fathoni ◽  
Herman Dwi Surjono ◽  
Ali Mustadi ◽  
Wahyu Kurniawati

Tujuan penelitian ini adalah untuk menganalisis kebutuhan media pembelajaran mahasiswa PGSD Universitas PGRI Yogyakarta pada mata kuliah IPA1 materi biologi di masa pandemi Covid-19. Penelitian ini menggunakan pendekatan mixed methods. Data yang terkumpul berupa data kuantitatif dan data kualitatif. Teknik pengumpulan data untuk data kuantitatif melalui pemberian angket terhadap 171 mahasiswa PGSD Universitas PGRI Yogyakarta angkatan 2019, sementara data kualitatif didapatkan dari hasil wawancara dengan 2 dosen, 2 asisten dosen, dan 6 mahasiswa PGSD. Data kuantitatif dianalisis melalui analisis deskriptif dan data kualitatif dianalisis menggunakan model Bogdan dan Biklen. Hasil analisis kebutuhan menunjukkan bahwa 50,3% mahasiswa mengalami kesulitan pada materi sistem peredaran darah pada manusia; 67,7% menganggap sulitnya materi karena banyak istilah ilmiah yang sulit dipahami; dan 73,1% mahasiswa menginginkan pengembangan multimedia interaktif. Dosen dan asisten dosen menyatakan bahwa dibutuhkan media yang sesuai dengan generasi Z, dapat digunakan di mana saja dan kapan saja, serta dapat digunakan untuk belajar mandiri. Berdasarkan hasil analisis kebutuhan maka dapat disimpulkan bahwa perlunya pengembangan multimedia pembelajaran interaktif pada materi sistem peredaran darah yang dapat digunakan pada perangkat android maupun personal komputer sebagai media alternatif di masa pandemi Covid-19.ROLE OF INTERACTIVE MULTIMEDIA FOR THE LEARNING OF BLOOD CIRCULATION SYSTEMThe purpose of this study was to analyze the learning media needs of PGSD students of PGRI Yogyakarta University in science biology materials during the Covid-19 pandemic. This study used a mixed methods approach. The data collected in the form of quantitative data and qualitative data. The data collection technique for quantitative data was through the provision of questionnaires to 171 elementary School teacher education Students PGRI Yogyakarta class 2019, while qualitative data were obtained from interviews with 2 lecturers, 2 teaching assistants, and 6 PGSD students. Quantitative data were analyzed through descriptive analysis, and qualitative data were analyzed using models Bogdan and Biklen. The results of the need analysis showed that 50.3% of students had difficulty in circulatory system material in humans, and 67.7% considered the difficulty of the material due to many elusive scientific terms, and 73.1% of students wanted the development of interactive multimedia. Furthermore, lecturers and lecturer assistants stated that the media needed was in accordance with Z generation, could be used anywhere and anytime, and could be used for independent study. Based on the results of the needs analysis, it can be concluded that it is necessary to develop interactive multimedia learning on circulatory system material that can be used on android devices and personal computers as alternative media during the Covid-19 pandemic.


Author(s):  
Andi Ichsan Mahardika ◽  
Hana Pertiwi ◽  
Sarah Miriam

Penelitian ini bertujuan menghasilkan produk berupa EMORISH yang layak digunakan dalam pembelajaran Fisika untuk meningkatkan keterampilan pemecahan masalah peserta didik. Jenis penelitian yang digunakan adalah penelitian dan pengembangan melalui model ADDIE dengan desain uji coba one group pre-test post-test design. Subjek uji coba pada penelitian ini ialah 25 orang peserta didik kelas X program MIPA SMAN 6 Banjarmasin. Penilaian mengenai kelayakan produk yang dikembangkan ditinjau berdasarkan tiga aspek yang meliputi validitas, kepraktisan, dan efektivitas. Teknik pengumpulan data diperoleh melalui instrumen tes dan non-tes. Instrumen non-tes meliputi penilaian validator untuk mengukur validitas EMORISH dan angket respon peserta didik untuk mengukur kepraktisan EMORISH. Sementara instrumen tes meliputi penilaian hasil belajar peserta didik saat pre-test dan post-test untuk mengukur efektivitas EMORISH. Analisis data diperoleh melalui rata-rata uji validitas, rata-rata skor angket respon peserta didik, dan uji N-gain pada tes hasil belajar. Hasil penelitian menunjukkan bahwa EMORISH berkategori sangat valid dengan skor 3,54, EMORISH berkategori praktis dengan skor 2,86, EMORISH dinyatakan efektif berdasarkan perolehan n-gain dengan skor 0,37 dan berkategori sedang, sehingga EMORISH  layak digunakan dalam proses pembelajaran untuk meningkatkan keterampilan pemecahan masalah peserta didik.THE DEVELOPMENT OF EMORISH TO IMPROVE STUDENTS’ PROBLEM-SOLVING SKILLS IN PHYSICS LEARNING This research aims to produce EMORISH (electronic module on simple harmonic motion subject) which is eligible to be implemented in physics learning process to improve students' problem solving skills. This research used research and development through the ADDIE model within a one group pre-test post-test design. The research subjects in this study were 25 students X grade of MIPA program at Senior High School 6 Banjarmasin. The assessment of the eligibility of the product is based on three aspects including validity, practicality, and effectiveness. Data collection techniques were obtained through test and non-test instruments. Non-test instruments include validator assessments to measure EMORISH validity and student response questionnaires to measure EMORISH practicality. Meanwhile, the test instrument is student learning outcomes during pre-test and post-test to measure EMORISH effectiveness. Data analysis was obtained through the average validity test, students' questionnaire responses average score, and the N-gain score on learning outcomes test. The research showed that EMORISH was in the very valid category with a score of 3.54, EMORISH was in the practical category with a score of 2.86, EMORISH was declared effective based on the acquisition of n-gain with a score of 0.37 and was in the moderate category, so that EMORISH was eligible to be implemented in physics learning process to improve students' problem solving skills. 


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