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Journal on Education
ISSN : 26551365     EISSN : 26545497     DOI : -
Core Subject : Education,
Journal On Education is a journal that publishes articles related to research (Case Study, Qualitative, Quantitative, Action Research), or development in the field of education such as early education, basic education, secondary education, out-of-school education, higher education, assessment in education, education curriculum, management education, educational philosophy, and other topics related to education. Journal On Education publishes publications four times a year, in December, March, June and September. The Journal is registered with E-ISSN: 2654-5497 and P-ISSN: 2655-1365.
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Articles 474 Documents
Search results for , issue "Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024" : 474 Documents clear
Penerapan Model Pembelajaran Take and Give Berbasis Media Video untuk Meningkatkan Motivasi Belajar Peserta Didik pada Muatan IPS Kelas V Sekolah Dasar Nuraisah Jan Sabela; Muhammad Sofwan; Eka Sastrawati
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.2865

Abstract

This study aims to describe the application of the video media-based Take and Give learning model to increase students' learning motivation in social studies content for class V Elementary School. This research was conducted at SDN 224/VII Mekarsari III, Pelawan District, Sarolangun Regency. The form of this research is classroom action research. The research data was obtained by means of observation, interviews and documentation. After that the data were analyzed qualitatively and quantitatively. This research was conducted in two cycles, with four stages namely planning, implementing, observing, and reflecting. Based on the results of research that applied the Take and Give learning model based on video media on social studies content, it was able to increase student learning motivation. This is because students experience an increase in motivation by paying attention to each indicator of motivation in their learning which can be seen in each meeting cycle. In cycle I it is known that the level of student motivation is only in the "medium" classification with a percentage of only reaching 63.3%, meaning that it has not reached the expected indicators in this study, and after making improvements in the second cycle it increases to the "High" classification with percentage reached 78.3%. From the results of this study it can be concluded that applying the Take and Give learning model based on video media on social studies content can increase the learning motivation of fifth grade students at SDN 224/VII Mekarsari III. This is evidenced by the increase in each motivation indicator in each meeting cycle.
Pengembangan Materi Ajar Teks Fabel Berbasis Video Animasi Berbantuan Aplikasi KineMaster Pro Pada Siswa Kelas VII SMP Swasta YPK Medan Tahun Ajaran 2022/2023 Alfrija Irza Sahara; M. Joharis Lubis
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to describe the process of developing fable text teaching materials based on animated video assisted by the KineMaster Pro application, describe the product form of animated video based fable text teaching materials assisted by the KineMaster Pro application, and analyze the feasibility of fable text teaching materials based on animated videos assisted by the KineMaster Pro application. The development model used in this study is the Borg and Gall model which has ten steps but was modified by researchers into five steps namely, potential and problem, data collection, product design, design validation, and product revision. The research subjects used were 38 class VII students at SMP Swasta YPK Medan. While the object of his research is fable text material based on animated videos assisted by the KineMaster Pro application. Researchers used data collection techniques by interviewing techers and giving questionnaires in the form of questionnaires to students. The research instruments is in the form of a validation questionnaire sheet for material experts and media experts calculated using a likert scale. Data analysis used quantitative and qualitative. The results showed that the product of teaching materials for fable text based on video animation assisted by the KineMaster Pro application obtained a value of 85% from material experts in the “very good” category. While the results of media experts validation obtained a value of 90% in the “very good” category. So it can be stated that the product is very feasible to use.
Meningkatkan Keaktifan Belajar Siswa Melalui Model Pembelajaran Kooperatif Tipe Make A Match Ai Widi Rohmatun Nisa; Yus Darusman; Febri Fajar Pratama
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.3416

Abstract

Penelitian ini dilatarbelakangi oleh kurangnya keaktifan siswa pada mata pelajaran IPS pada siswa kelas VI di SDN 2 Cigowak. Tujuan penelitian ini adalah untuk mendeskripsikan peningkatan keaktifan belajar siswa pada materi sejarah ASEAN dengan menggunakan model pembelajaran Make A Match. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan subjek penelitian siswa kelas VI SDN 2 Cigowak. Berdasarkan hasil penelitian dengan menerapkan model Make A Match pada proses pembelajaran sejarah ASEAN menunjukkan bahwa penerapan model Make A Match meningkatkan keaktifan siswa pada materi sejarah ASEAN. Hal ini dapat dilihat dari perolehan nilai observasi keaktifan belajar siswa pada materi sejarah ASEAN, pada siklus I mencapai nilai 70 dengan kategori baik, dan pada siklus II mencapai nilai 84 dengan kategori sangat baik. Jadi peningkatan dari siklus I ke siklus II adalah sebesar 25%. Model pembelajaran Make A Match ini direkomendasikan untuk digunakan dalam meningkatkan keaktifan belajar siswa.
The Effect Of The Multisensory Method On The Beginning Reading Ability Of Children In Group B Kb Thia Ananda Mariana Hilmawati Hilmawati; Darwin Effendi; Padilah Padilah
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.3968

Abstract

This study aims to determine the effect of the Multisensory Method on the Beginning Reading Ability of Group B Children in the Thia Ananda KB Year 2023, Banyuasin Regency. This study uses an experimental method with the type of One-Group Pretest-Posttest Design. That this type of method has a pretest before being given treatment (treatment). The population in this study were 26 children and 16 children in group B were taken as a sample. The method used to collect research data was through observation, interviews, and oral tests. The research data were analyzed using the SPSS 26 26 for Windows program with a significant level of 0.05. From the results of the analysis and discussion, sig = 0.000 <0.05 with a tcount value of -28.114 > 1.753. It can be concluded that Ho is rejected and Ha is accepted. There is a significant effect on the early reading ability of group B children in the Thia Ananda Mariana KB.
Improving the Ability of Art Using 3M Activities (Drawing, Trying, Sticking) Children Group A Thia Ananda Playing Group Tuti Purwanti; Mardiana Sari; Syarwani Ahmad
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.3969

Abstract

This study aims to determine the Improvement of Fine Art Skills by Using 3M Activities (Drawing, Tear, Sticking) Children in Group A Thia Ananda Play Group. The research location was carried out at the Thia Ananda Play Group, which is located at Jalan Cendana 2 Lorong Asabri 2 RT 22 RW 04 Sambirejo Village, Mariana Village, Banyuasin I District, Banyuasin Regency. The subjects in this study were the children of the Thia Ananda Play Group, namely group A, namely out of 10 children divided into 6 girls and 4 boys. The research uses quantitative and qualitative methods with an action research model according to Kemmis and Taggart which focuses on children's visual arts abilities.The results of the study were an increase in the average level of achievement in the development of children's art skills in group A from the pre-cycle to cycle I and to cycle II, namely that in the pre-cycle the score was 18.8 in the undeveloped category, then in cycle I with a score of 29, 2 with the starting to develop category experienced an increase of 10.4 while in cycle II with a score of 41.8 with the developing category according to expectations this shows that cycle II experienced an increase of 12.6, so it was concluded at the end of cycle II, the research was said to be successful because the success criteria have been achieved according to the agreement of the researcher and the collaborator.
Pengembangan Media Pembelajaran Video Animasi Berbasis Aplikasi Canva terhadap Kemampuan Menulis Teks Negosiasi di Kelas X SMA Negeri 1 Palembang Putri Noviatami; Misriani Misriani; Darwin Effendi
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.3980

Abstract

This study aims to develop animated video learning media based on the Canva application on the ability to write negotiating texts for class X SMA Negeri 1 Palembang and to describe students' responses to learning media. This type of research is Research and Development (R&D) with the ADDIE development model through the stages of Analysis, Design, Development and Implementation. Data collection techniques used observation, validation sheets, student questionnaires and documentation. The results of the validation research from media experts obtained 90% with a very valid category, material expert validation obtained a value of 95% with a very valid category and validation by linguists obtained a value of 95%. The recapitulation of the three validations obtained an average value of 93% with a very valid category. In the small group test stage conducted by 5 students, a score of 90% was obtained in the very good category. At the field test stage, 30 students obtained a score of 95% in the very good category. The recapitulation of the two stages of the student response trials was 92% in the very good category. So, it can be concluded that the animated video learning media developed is included in the very good category as a learning medium.
Pengaruh Model Pembelajaran Think Pair Share Mata Pelajaran IPS terhadap Hasil Belajar Siswa Kelas IV di SD Negeri 96 Palembang Nadia Putriani; Ilham Arvan Junaidi; Masagus Firdaus
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.4004

Abstract

It is known that out of 18 students, only 8 students achieved the kkm, while the other 10 students were still below the kkm, so the social studies learning outcomes for class IV students at SD Negeri 96 Palembang were less than satisfactory. So this research intends to test whether there is an influence of the Think Pair Share learning model in social sciences on social science learning outcomes for class IV at SD Negeri 96 Palembang. This research uses a quantitative approach. This research is an experimental research with a Pre-experimental Design type of research whose design is One-Group Pretest-Posttest Design, only consisting of one experimental class and linking two variables, namely the independent variable and the dependent variable, the independent variable is the Think Pair Share learning model. The dependent variable is the result. learn social studies. The subjects of this research were class IV with a total of 18 students at SD Negeri 96 Palembang. Delimitation of subjects in this study used Cluster Random Sampling. The data collection method uses 4 essay questions. Based on the findings obtained, the average pretest score was (35) and after implementing the Think Pair Share learning model, the average increase in the posttest score was (72.78). The results of the t-test obtained a significance value of tcount (15.73) > ttable (2.22) which means that Ho is rejected and Ha is accepted. So it can be concluded that in this research there is an influence of the Think Pair Share learning model on student learning outcomes at SD Negeri 96 Palembang.
Pengembangan Media Pembelajaran Computerised Pictograph (Compic) Berbantuan Papan Pintar pada Materi Benda Hidup dan Benda Tak Hidup Untuk Siswa Kelas 1 SD Eny ndriastuti; Farizal Imansyah; Imelda Ratih Ayu
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.4008

Abstract

This study aimed to produce the learning products in the form of computerised pictograph (compic) media that assisted by smart boards that are valid and practical on Living and Non-Living Objects Around Us for grade I students in SD Negeri 95 Palembang. This research is a research and development (R&D) that use the Borg and Gall development model that is modified by researcher adjusted to research need. This research instrument use a questionnaire. The small-scale test subject in this study consisted of 5 student while the large-scale test were 20 students who then produced smart board-assisted compic media. The result of the validation of the instructional media experts obtained an average score of 87,5% with the category “Very Eligible”. The result of the validation of learning material experts obtained an average score of 100% with the category “Very Eligible”. The result of the validation of Indonesian language experts obtained an average score of 95% with the category “Very Eligible”. While the results of small-scale trials obtained an average score of 90% with the category of “Very Good” and the results of large-scale trials obtained an average score of 90,5% with the category of “Very Good”. The results of the expert team’s validation and small-scale trials as well as large-scale trial showed that computerized pictograph (compic) media with smart board-assisted on Living and Non-Living Objects Around Us were included in valid and practical category used as a learning media
Pengembangan Media Wayang Karakter Binatang (Wakarbin) pada Materi Bercerita di Kelas II SDN 32 Palembang Adelina Siregar; Bambang Hermansah; Imelda Ratih Ayu
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.4012

Abstract

The animal character puppet media (wakarbin) developed in this study is made of plywood which is painted using watercolors that are adjusted to the color of the animal characters in the story, then given a handle so they can stand up and equipped with a story box with a background that matches the setting in the story. The research method used is R&D (Research and Development). The procedure used is the ADDIE model which consists of five stages, namely 1) Analyze, 2) Design, 3) Development, 4) Implementation, 5) Evaluation. The results of validating the development of animal character puppet media (wakarbin) on storytelling material have a high level of validity. Based on the results of criticism and suggestions as well as assessments from the validators, the responses of grade II elementary school students and teachers of SD Negeri 32 Palembang were "very valid" and "very practical". Assessments from media experts who were validated by the validator obtained a percentage of 93.33% with a very valid category. Assessment of material experts validated by the validator obtained a percentage of 86.66%, with the category "very valid". Assessment of teacher responses obtained a percentage of 90.66% with a very valid category. The practicality assessment obtained from student responses was 94.66%, in the "very practical" category.
Pengembangan Media Digital Storytelling pada Pembelajaran IPS SD untuk Membangkitkan Minat Belajar Generasi Millenial Yelda Nurul Annisa; Bambang Hermansah; Imelda Ratih Ayu
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.4013

Abstract

This development research aims to contribute knowledge about the development of digital media storytelling for students and for elementary school teachers. In addition, it can be used as input and reference material in the implementation of learning using learning media and motivating students Digital storytelling media is developed using the Powtoon application which contains images, animation, audio, text and video into one unit. The test subjects in this study were class III students, through the validation of media experts, material experts and language experts. The method used in this research is Developmental Research using the ADDIE (Analylis, Design, Development, Implementation, and Evaluation) model. The results of the development show that Digital Storytelling media is feasible to use based on the validation results of material experts, media experts, and language experts with a percentage of 88.83% Implementation of Digital Storytelling media is carried out on 26 students The implementation results show an overall percentage of 93.1% that the digital storytelling media developed is in the very practical category.

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