cover
Contact Name
Ulfia Rahmi
Contact Email
ulfia@fip.unp.ac.id
Phone
+6281363392202
Journal Mail Official
jpol@ppj.unp.ac.id
Editorial Address
Departemen Teknologi Pendidikan, Universitas Negeri Padang Jl. Prof. Dr. Hamka, Air Tawar, Padang, Provinsi Sumatera Barat
Location
Kota padang,
Sumatera barat
INDONESIA
JPOL: Journal of Pedagogy and Online Learning
ISSN : -     EISSN : 28303814     DOI : https://doi.org/10.24036/jpol.v1i1.2
Core Subject : Education,
JPOL: Journal of Pedagogy and Online Learning. The aim of this journal is to publish articles dedicated to all aspects of the latest outstanding developments in the field of educational technology, online learning. This journal covers the application of Education in the field of Educational Technology Curriculum (teaching, development, teaching, educational projects and innovations, learning methodologies and new technologies in education and learning, assessment).
Articles 7 Documents
Search results for , issue "Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023" : 7 Documents clear
Pengembangan Media Pembelajaran Berbasis Augmented Reality Pada Mata Pelajaran IPA Materi Struktur dan Fungsi Jaringan Pada Tumbuhan di SMP dheo fajri kosara; abna hidayati
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.22

Abstract

The right learning media with technological developments has an effect on an effective and efficient learning process. Learning media using augmented reality is one solution to this problem. Utilization of learning media using augmented reality technology is useful in improving the learning process and student interest because students are required to think for real without having to bring in practical tools directly. This is the background of this research so as to develop learning media using augmented reality technology to be one solution to increase the interest of students in the learning process This type of research is research and development Research and Development (R&D) using the ADDIE development model. The stages in the development of this development model are: Analysis (Analysis), Design (Design, Implementation), Evaluation (Evaluate). The results of this research and development are augmented reality-based learning media equipped with AR Book as a support. The research sample for product validity, it was carried out by 3 people, namely 2 media validators and 1 material validator, and for the effectiveness test there were 15 students of class VIII SMP Muhammadiyah 5 Padang. Based on the results of the assessment of the research and development of augmented reality-based learning media, it can be concluded that the assessments of two media experts are categorized as "Very Eligible" for use with the number of assessments from validator I getting an average of 4.96, and validator II an average of 4 ,92. While the results of the material expert's assessment were categorized as "Very Appropriate" with an average of 4.90. The results of the practicality test of learning media are in the "Very Practical" category with an average assessment result of 4.84. So it can be concluded that the augmented reality-based learning media in the Science subject matter of the Structure and Function of Plant Networks in Junior High Schools that has been developed is appropriate and practical. Then Augmented Reality Learning Media is feasible to use in the learning process.
Pengembangan Electronic Dictionary Card Berbasis Multimedia Interaktif Pada Mata Pelajaran Bahasa Inggris Kelas VII SMP Fitra; Ulfia Rahmi; Nofri Hendri; Eldarni
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.40

Abstract

Penelitian ini bertujuan mengembangkan multimedia pembelajaran interaktif yaitu E-Dictionary Card yang valid, praktis, dan efektif pada pembelajaran Bahasa Inggris. Keterbatasan perbendaharaan kosakata dan penggunaan buku teks, LKS, dan powerpoint yang dianggap menjenuhkan oleh peserta didik melatarbelakangi proses pengembangan yang dilakukan. Penelitian ini merupakan penelitian Research & Development (R&D) menggunakan model pengembangan ADDIE. E-Dictionary Card yang dikembangkan dilakukan uji validitas kepada 3 orang expert, uji praktikalitas kepada 20 orang, dan uji efektivitas kepada 20 orang. Hasil penelitian pengembangan yang dilakukan memperoleh tingkat validitas 3,9 untuk validasi materi, 3,875 untuk validasi media, 3,56 untuk uji praktikalitas, dan signifikansi (p value) sebesar 0.00 untuk uji efektivitas. Sehingga, dapat disimpulkan bahwa multimedia yang dikembangkan dinyatakan valid, praktis, dan efektif untuk digunakan pada pembelajaran Bahasa Inggris kelas VII SMP.
Pengembangan Lembar Kerja Peserta Didik (LKPD) Berbasis Problem Based Learning Untuk Siswa SMP Kelas VII Pada Mata Pelajaran IPA ririn rahma weni; Meldi Ade Kurnia Yusri; Eldarni; Zuliarni
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.44

Abstract

This study aims to produce Student Worksheets (LKPD) Based on Problem Based Learning in Science Subjects on environmental pollution at SMPN 2 Bayang Utara and to find out students' responses to the developed LKPD. The research method used is research and development (Reseach and Development) with the ADDIE development model developed by Dick and Carry. This research has 5 stages, namely: Analysis, Design, Development, Implementation, and Evaluation. The product validation test was carried out by 3 validators consisting of 2 media expert validators and 1 material expert validator. Product trials were carried out on 14 students of SMPN 2 Bayang Utara with the aim of knowing the practicality of the product being developed. The results showed that the product produced was "Very Valid" to be used in the learning process on science material for class VII SMP. The results of the media expert validator's assessment of problem-based learning-based worksheets obtained descriptive assessment results in the "Very Valid" category getting an average of 4.78 with a percentage of 95%. The results of the assessment of the material validator in the "Very Valid" category get an average of 4.82 with a percentage of 96%. Based on the practicality test results, it gets an average of 4.70 with a percentage of 94%, including the "Very Practical" category. Based on the results of the validation and practicality tests, it can be concluded that the problem-based learning worksheet product is suitable for use in the learning process.
PENGARUH PENERAPAN METODE PEMBELAJARAN ROLE PLAYING TERHADAP HASIL BELAJAR BAHASA INDONESIA KELAS VIII SMP : Role Playing Widya Ayunda; Syafril Syafril
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.45

Abstract

Tujuan penelitian ini untuk mengetahui Pengaruh Penerapan Metode Pembelajaran Role Playing terhadap Hasil Belajar Siswa pada Mata Pelajaran Bahasa Indonesia di Kelas VIII SMP Perti Padang. Jenis penelitian ini adalah kuantitatif. Populasi adalah siswa Kelas VIII SMP Perti Padang. Sampel diambil sebanyak 2 kelas terdiri dari siswa kelas VIII2 dan VIII3 SMP Perti Padang yang berjumlah 40 orang. Teknik pengumpulan data berupa tes dalam bentuk soal pilihan Ganda untuk melihat perbedaan kelas kontrol dan kelas eksperimen. Hasil penelitian menunjukan bahwa nilai hasil belajar siswa kelas eksperimen yang menerapkan metode Role Playing nilai tertinggi yang berhasil dicapai siswa adalah 85 dan nilai terendahnya adalah 65 dengan rata-rata 76,65 dengan SD 4,98. Nilai hasil belajar siswa kelas kontrol yang menerapkan model konvensional, nilai tertinggi yang berhasil dicapai siswa adalah 80 dan nilai terendahnya adalah 65. Nilai rata-rata 71,55 dengan SD 4,66. Terdapat perbedaan yang signifikan antara hasil belajar kelas ekperimen yang belajar dengan model pembelajaran Role Playing pada kelas VIII2 dibandingkan kelas kontrol yang belajar menggunakan model konvensional pada kelas VIII3 SMP Perti Padang. Dengan demikian dapat disimpulkan bahwa Metode Pembelajaran Role Playing berpengaruh secara signifikan terhadap Hasil Belajar Siswa pada Mata Pelajaran Bahasa Indonesia di Kelas VIII SMP Perti Padang.
Pengembangan Rapor Berbasis Microsoft Access Untuk Guru SMK Zarlaini Zarlaini; Hary Soedarto Harjono; Akhmad Habibi
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.46

Abstract

The background of this research is that it is very difficult for teachers or homeroom teachers to actualize their abilities in filling out report cards every semester.Filling in manually from typing one by one using Microsoft Word makes all teachers or homeroom teachers bored with this situation.The product of the author is a simple report card. Therefore, it is no longer difficult for teachers to fill out report cards so that in the future filling out report cards will no longer make teachers tired.This development research aims to produce a simple report card product.This research was conducted at SMK Negeri 2 Sarolangun.The learning multimedia model used in this study is Lee & Owens (2004).The development stages passed are: Analysis, Design, Development, Implementation and Evaluation.The resulting product is in the form of a report card which was developed using Microsoft Access and later can be accessed on each teacher's laptop.The feasibility test was carried out by media experts, and the assessment by the teacher.The results of the research based on the feasibility test of the media are suitable for use by end users in the very good or very feasible categories.The criteria are reflected in the aspects that have been assessed, namely, presentation, method of use, media for users, namely teachers, ease of use of the product, received a very good rating category.The results of the field trials show the enthusiasm of the homeroom teacher in using the report cards that the author has done during individual trials and limited trials.They seemed happy with this product even though it was not as perfect as imagined, but they were no longer tired of typing one by one.Based on the results of data analysis, it shows that the quality of the report card application development product is very good.Thus it can be suggested, that the media can be used as a very simple application in filling out report cards.This product still needs to be developed with a better appearance so that it can be used by other SMK.
MENGATASI MASALAH BELAJAR DENGAN STRATEGI PEMBELAJARAN BERBASIS MULTIPLE INTELEGENSI Asna Mardin; Azrul Azrul
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.47

Abstract

The instructional process must be appropriate with the talents, interests and physical and psychology developments of student (The Government Regulation, number 32 point 19 year 2013). When there is an incompatibility, so it would be trouble learning, such as: students are difficult to take a change of their behavior permanently and trouble to develop their potential itself. The instructional problems may come from student itself, such as: the diversity of learning styles, and physical and psychology development. But it can be occurred because of external factor. One way to overcome these problems is using a multiple intelligence-based instructional strategy, so that the learning is suitable with the talent, interest and physical and psychology development of student. Because of the diversity of individual differences in a class, it may be difficult to give special services to each student. Implication of this diversity, the teacher needs to pay attention to multiple intelligences resonance in the process of instructional.
PENERAPAN MEDIA GAMBAR UNTUK MENINGKATKAN HASIL BELAJAR IPA SISWA KELAS IX SMP NEGERI 8 KUNTO DARUSSALAM Yustini Yustini
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.48

Abstract

Penelitian ini bertujuan untuk mengetahui perolehan hasil belajar IPA dengan menggunakan media gambar pada siswa kelas IX SMP Negeri 8 Kunto Darussalam. Subjek penelitian ini adalah siswa kelas IX SMP Negeri 8 Kunto Darussalam yang berjumlah 26 siswa yang terdiri dari 12 orang laki – laki dan 14 orang perempuan. Parameter yang diukur adalah hasil belajar siswa berupa daya serap dan ketuntasan belajar yang diperoleh dari kuis tiap pertemuan dan ujian blok pada setiap kompetensi dasar. Data dianalisis secara deskriptif.Peningkatan hasil belajar siswa dapat dilihat dari daya serap dan ketuntasan belajar siswa sebelum dan sesudah dilaksanakan PTK. Sebelum PTK daya serap siswa adalah 58% dengan ketuntasan belajar 44%, sesudah PTK Siklus 1 daya serap siswa adalah 68 % dengan ketuntasan belajar 82,86% dan pada Siklus 2 daya serap siswa adalah 78 % dengan ketuntasan belajar 100 %. Sedangkan kinerja ilmiah siswa pada siklus I (72,8 %) dan siklus II (85,6%). Hasil penelitian ini menunjukkan bahwa penggunaan media gambar dalam proses pembelajaran dapat meningkatkan hasil belajar siswa kelas IX SMP Negeri 8 Kunto Darussalam.

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