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INDONESIA
Indonesian Research Journal on Education
ISSN : 27759482     EISSN : 27758672     DOI : 10.31004/irje.v3i1.357
Indonesian Research Journal on Education is intended as a medium for scientific studies of research results, thoughts, and critical-analytic studies regarding research in the field of education and learning. This is part of the spirit of disseminating knowledge resulting from research and thoughts for service to the wider community. In addition, it is also a source of reference for academics in the field of education and learning, social, and humaniora. Indonesian Research Journal on Education publishes papers regularly three times in a year, in Januari, Mei, and September. All publications in the Indonesian Research Journal on Education journal are open, allowing articles to be available online for free without subscription. Indonesian Research Journal on Education is a multidisciplinary journal, recognizes various approaches, disciplines, methodologies and paradigms. This relates to basic education in general with special attention to improving pedagogical practices, curricular development, and theoretical perspectives. Indonesian Research Journal on Education accepts scientific articles with the scope of research on: A. Education Science Family 1. Sub-Group of Education Science a. Elementary School Teacher Education b. Early Childhood Education (ECE) c. Special Education d. Out of School Education e. Kindergarten Teacher Education f. Educational Psychology g. Educational Measurement and Evaluation h. Curriculum Development i. Education Technology j. Education Administration (Education Management) k. Curriculum and Educational Technology l. Guidance and Counseling m. Other relevant study topics 2. Social Science Education Sub-Cluster a. Pancasila and Citizenship Education b. History Education c. Economic Education d. Geography Education e. Sociology and Anthropology Education f. Accounting Education g. Business Administration Education h. Office Administration Education i. Japanese Language Education j. Sociology Education (Social Science) k. Koperasi Education l. Population and Environmental Education m. Other relevant study topics 3. Sub-Groups Of Math And Science Education Science (MIPA) a. Biology Education b. Mathematics Education c. Physics Education d. Chemistry Education e. Science Education f. Other relevant study topics 4. Sports And Health Education Sub-Cluster a. Physical Education, Health and Recreation b. Physical and Health Education c. Sports and Health Education d. Sports coaching education e. Sports Science f. Other relevant study topics 5. Sub-Area Of Language And Literature Education a. Indonesian Language, Literature and Regional Education b. English Language (and Literature) Education c. Arabic Language (and Literature) Education d. Javanese Language (and Literature) Education e. Chinese Language (and Literature) Education (Mandarin) f. Other relevant study topics 6. Technology And Vocational Education Sub-Cluster a. Mechanical Engineering Education b. Building Engineering Education c. Electrical Engineering Education d. Automotive Engineering Education e. Informatics Education f. Family Welfare Education (culinary, fashion, makeup, etc.) g. Technology and Vocational Education h. Other relevant study topics 7. Sub-Family Of Arts Education a. Drama, Dance and Music Education b. Fine Arts Education c. Music Education d. Dance Education e. Skills and Crafts Education f. Other relevant study topics B. Social Sciences, Humanities 1. Social Science Sub-Cluster a. Communication Science b. Journalism c. Hubungan Masyarakat d. Advertising e. Television and Movies f. Communication and Media Management g. Islamic Broadcasting Communication h. Social Welfare Science i. Sociology j. Other relevant study topics 2. Humanities Sub-Group a. Humanities b. Legal Science c. Development Studies (Development Planning, Region, City) d. Cultural Studies e. Archaeology f. Tourism g. Other relevant study topics Note: Articles have main citations and have not been published online or previously in print.
Articles 100 Documents
Search results for , issue "Vol. 3 No. 1 (2023): Page: 1 - 862" : 100 Documents clear
Desain Media Pembelajaran Interaktif Mata Pelajaran IPA untuk Anak Tunagrahita Ringan Kelas VIII di SLB Amanah Bunda Sitapung Nagari Balai Gurah Kecamatan Ampek Angkek Agam Qadisa Awdidia Elbazs; Sarwo Derta; Liza Efriyanti; Khairuddin Khairuddin
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (603.255 KB) | DOI: 10.31004/irje.v3i1.37

Abstract

Special schools (SLB) are special schools for children who have difficulty participating in learning either due to physical, emotional or mental disorders. At the Amanah Bunda Sitapung Special School (SLB) the problems found by researchers were that the learning media used were less varied which caused boredom while studying, because students were bored and the focus of students was also reduced, and there was no animated video-based learning media. From these problems, interactive learning media were designed for science subjects regarding growth and development in humans, especially the physical characteristics of boys and girls at puberty for Tugrahita children with the Tellagami application. The results of the design of interactive learning media in the form of videos. The manufacturing process starts from thecollection of materials, assembly, distribution, distribution, and finally product testing. The method used is the 4-D version of RnD development method which consists of: define, design, develop, desseminate with the Luther-Sutopo Multimedia development model. The results of Interactive learning media research on science subjects get an average validity test value of 0.80 with very valid criteria, practicalitytest an average value of 0.89 with very high criteria, and an effectiveness test an average value of 0.80 with criteria very effective. Based on the results of product testing, the science learning media for mentally retarded children using the Tellagami application is valid, practical, effective and can facilitate students in the learning process.
Pengaruh Kompetensi Profesional Guru Terhadap Minat Belajar Siswapada Mata Pelajaran TIKdi MTSN2 Tapanuli Tengah Sonia Widya Ulfa Sitompul Sitompul; Liza Efriyanti; Riri Okra; Wedra Aprison
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.683 KB) | DOI: 10.31004/irje.v3i1.38

Abstract

The purpose of the studywas to determine whether or not there was an influence of teacher professional competence on student interest in learning at MTsN 2 Tapanuli Tengah. The background of the research is that teachers who teach ICT are not original teachers in the field of ICT, teachers do not maximize the use of technology and when explaining the teacher only explain the important points that make students not really listen so that when there is a practical assignment, students are confused and finally students ask for help from a smart friend. The type of research used is quantitative correlation. The population is all class VII while the sample is taken using purposive sampling technique. So the sample is 30 students where 15 students are class VII A and 15 class VII B. Theinstrument used is a questionnaire and has been tested for validity and reliability. The test results of the two variables are the validity test of rcount>rtable which means valid and the reliability test of variable X is 0.924> 0.70 and Variable Y is 0.902>0.070 which means reliable. The results of the study where the hypothesis H1 was accepted and H0 was rejected with a sig (2-tailed) value of 0.000>0.005, person correlation 0.837 < 0.361, and r-square 0.700. This means that the professional competence of teachers has a positive influence on students' interest in learning by 70%. Although not a real ICT teacher, as long as the teacher tries to teach as professionally as possible, students' interest in learning will increase. So the teacher should add interesting media that can be taken home so that students can study anywhere and anytime.
Pengaruh Pembelajaran Daring Terhadap Karakter Rasa Ingin Tahu Siswa Kelas 5 SD Negeri 8 Sekayu: Pembelajaran Daring, Karakter, Rasa Ingin Tahu Anisa Urbaningrum; M Ferdiansyah; Robert Budi Laksana
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (589.907 KB) | DOI: 10.31004/irje.v3i1.62

Abstract

This research was motivated by changes in the learning system during the COVID-19 pandemic from direct learning to online learning. The problem in this study is that during online learning there is a change in the character of students, where during the online learning process there is less interaction between teachers and students to ask questions, and students do not listen to the material delivered by theteacher seriously. This study aims to determine whether or not there is an effect of online learning on the curiosity character of 5th graders at SD Negeri 8 Sekayu. The method used in this research is True Experimental Design. Data collection techniques using questionnaires, observation, and documentation. Based on the results of the study by looking at the results of the questionnaire and observation, it was found that there was a difference in curiosity that was not too significant between the experimental class and the control class, with the calculation of the hypothesis test t_count (0.52) < t_table (2.04) which means Ha is accepted and Ho rejected. So it can be concluded that the previous provisional hypothesis shows that "there is no effect of online learning on the curiosity character of 5th graders of SD Negeri 8 Sekayu”.
Pengaruh Penataan Tempat Duduk Terhadap Hasil Belajar IPA Kelas IV SDN 10 Palembang Vipi Santia; Misdalina Misdalina; Noviati Noviati
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (257.769 KB) | DOI: 10.31004/irje.v3i1.63

Abstract

The purpose of this study was to determine the effect on science learning outcomes for the fourthgrade students of SD N 10 Palembang. The method used by the researchers in this study is anexperimental method with a Nonequivalent Control Group Design research design with apopulation of all fourth grade students at SD Negeri 10 Palembang, namely as many as 25 students. The samples taken were all fourth grade students of SD Negeri 10 Palembang as the experimental group and IV B as the control group. The testing phase of the instrument used is using a test of validity, reliability, level of difficulty, and distinguishing power. Data analysis techniques used to test the average are normality test, homogeneity test, and t-test. The results of data analysis can be obtained that the average value of the experimental class students is 70.76 and the average value of the control class students is 65.83. Data collection techniques are tests and documentation. Hypothesis testing using t-test with the results obtained tcount = 2,559 and ttable = 2,069 so that tcount ttable then Ho is rejected and Ha is accepted. This means that there is a significant effect of seating arrangement on science learning outcomes for the fourth grade students of SD N 10 Palembang.
Perancangan Media Pembelajaran Berbasis Augmented Reality dengan Metode Marker Based Tracking pada Mata Pelajaran Perakitan Komputer Emilia Gusti Rahayu ‎; Liza Efriyanti
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (831.793 KB) | DOI: 10.31004/irje.v3i1.70

Abstract

 This research is motivated because learning is still important for teachers. Teachers have not usedaugmented reality-based learning media, especially smartphones, teachers still use powerpoint in learning, besides that students also have not been able to take full advantage of smartphone technology in the field of education. So the formulation of the problem in this research is how to design learning media based on augmented reality in the subject of Computer Assembly class X at SMKN 2 Guguak. And the purpose of this research is to design learning media based on Augmented Reality on the subjectof Computer Assembly Class X SMKN 2 Guguak. The method used in this research is R&D with theLuther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), material collector (material collection). , assembly (manufacturing), testing (testing) and distribution (distribution). There are product tests carried out in this study, namely validity tests given to field experts or field experts, practicality tests carried out by computer assembly subject teachers and students and effectiveness tests given to two learning teachers and five students. students of SMKN 2 Guguak Class X.‎ Based on the product test results that the authors have tested for validity, the average value is 0.93 which is declared valid, and for the practicality test the average value is 0.97 which is declared practical and for effectiveness. test to get an average value of 0.83 which is declared effective.
Perancangan Video Pembelajaran Berbasis Filmora pada Mata Pelajaran IPS Kelas VIII di SMPIT Cahaya Hati Febrianto‎ Febrianto‎; Supriadi Supriadi
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (561.023 KB) | DOI: 10.31004/irje.v3i1.71

Abstract

The current generation, including millennials, the dominant way of learning is kinesthetic-based, in the new normal learning, video media is one of the audio-visual media, where this media combines several human senses, students not only listen to what the teacher explains. only but also see what facts the teacher presents in the media‎ . The results of the interview with Ustazah Dila on April 19, 2021, he said that in the learning process he still uses the lecture, discussion, and group method. The learning media used during learning still use printed books and modules. The methods and media used are still not effective, the lecture, discussion and discussion methods tend to be monotonous and so the group has aneffect on the enthusiasm of students to learn. Based on this, the solution that was given was by designing a learning video. The research method uses the Research and Development (R&D) method. The system development model uses Luther Sutopo's Multimedia Development Life Cycle development model, which consists of 6 stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. The product tests used in this research are the validity test, practicality test, and effectiveness test. The resultsof the product test that the author did obtained a validity test from 4 experts got a score of 0.86 with very valid category, practicality test from 5 people practicums got a value of 0.97 with a very high category, and a teacher effectiveness test with a value 0.88 and from 5 students with a value of 0.95 with a very effective category.
Pengaruh Model Pembelajaran Kooperatif TipeBamboo DancingTerhadap Hasil Belajar pada Mata Pelajaran Komputer dan Jaringan Dasar Jurusan TKJ di SMKN 1 Kinali Mita Purnama Sari; Supriadi Supriadi
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (487.524 KB) | DOI: 10.31004/irje.v3i1.72

Abstract

This research is motivated by the current basic computer and network learning outcomes where learning outcomes are below the Completeness Criteria. Problems that are found require a problem-based learning strategy that can help teachers in the delivery of learning materials, namely by asking students to solve a problem related to the subjectmatter so that students can be active in the learning process. This study aims to determine whether there is an "influence of cooperative learning type "bamboo dancing on learning outcomes" in computer subjects and basic networks at SMK N 1 Kinali.The type of research used is Quasi Experiment. The population in this study were students of class X of SMK N 1 Kinali for the academic year 2020/2021. Sampling was carried out using a purposive sampling technique, namely sampling with certain considerations. Thepopulation of class X is 61 students. Based on the results of the daily test (initial) the average class X TKJ 1 was used as the Experiment class, while some students from class X TKJ 3 were used as the control class.Based on the results of the analysisof the final test calculated using the t-test at a significance level of 0.05 obtained tcount = 2.259107766 and ttable = 2.020 and dk = 41. Because the value of tcount > ttable, it means that H0 is rejected and H1 received. Based on the above calculations,it can be concluded that tcount > ttable (2 .259107766 > 1.682) where H0 (No Effect of bamboo dancing cooperative learning on the results of Learning on computer and basic network subjects) is rejected, then Ha (There is Effect of cooperative learning bamboo dancing type on the results of Learning on basic computer and network subjects) accepted.
Pengembangan Model Pembelajaran Tematik Berbasis Aktivitas Siswauntuk Mengembangkan Kemampuan Menulis Narasi Siswa Kelas IVSekolah Dasar Rahmi Anwar; Yetty Morelent; Joni Alfino; Jendriadi Jendriadi
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (314.258 KB) | DOI: 10.31004/irje.v3i1.88

Abstract

This study aims to explain the development process and product development of student activity-based thematic learning models to improve the narrative writing skills of fourth grade elementary school students that are valid, practical, and effective. The background of this research is that it begins with the low narrative writing skills of fourth grade elementary school students at SDN 19 Pasar Ambacang, Kuranji sub-district, Padang City. This type of research is development research. This study uses a 4-Dmodel consisting of 4 stages, namely the stage of defining, designing, developing, and disseminating. However, the dissemination stage was carried out in class IV SDN 19 Pasar Ambacang, Kuranji District, Padang City. The developed model was validated by experts. The practicality of the module is seen through the results of teacher and student responses as well as analysis of implementation and learning outcomes using the designed module. The results of this study indicate the following. First, the development process consists of three stages, namely the definition stage which analyzes the curriculum, concepts, and students. At the design stage, the module framework is designed and the module framework is written. Second, at the module development stage, validation results from experts were 84.70 with valid categories. There are two practical models based on practitioner responses, namely; first,the practicality by the teacher is 93.13 with a very practical category. Practicality by students in the first trial was 93.15 with a very practical category. The effectiveness of the developed model has an average of 86.7 with very effective qualifications. Based on the description of the data analysis, it can be concluded that the thematic learning model based on student activities is valid, practical and effective for improving the narrative writing skills of fourth grade elementary school students.
Pengaruh Model Problem Based Learning Berbasis Open Ended Terhadap Kemampuan Berfikir Kritis Siswa dalam Memecahkan Masalah Pelajaran Matematika Ebby Juwanto; Efran Ramadhani; Ali Fakhrudin Ali Fakhrudin
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (430.317 KB) | DOI: 10.31004/irje.v3i1.90

Abstract

The problem in this research is that the effect of the Problem Based Learning model based on Open Ended is unknown on students' critical thinking skills in solving math problems. The purpose of this study was to determine students' critical thinking skills in solving problems in mathematics before, and after the implementation of the Open-Ended-based Problem Based Learning model for class Vat SDN 2 Epil. The type of research used is quantitative research, the type of research used is Quasi Experimental Design. The sample in this study was class V students, totaling 32 students. The technique used for data collection in this study was observation, using data and written tests. This research instrument is real, using observation and written tests. Based on the results obtained, it can be concluded that the critical thinking skills of fifth grade students of SDN 2 Epil in mathematics using an Open-Ended-based Problem Based Learning model have increased in the circumference and area of the trapezoid material. This can be seen from the results of the students' average scores where the experimental group class obtained data (4.218%) and the control group (1.681%) because tcount > ttable (4.218 > 1.681).
Pengaruh Pendekatan Open Ended Berbasis Permainan Tradisional Terhadap Kemampuan Berfikir Kreatif Matematika Peserta Didik Kelas III SD Nimas Santi Silfiya; Hetilaniar Hetilaniar; Putri Dewi Nurhasana
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (306.255 KB) | DOI: 10.31004/irje.v3i1.91

Abstract

This study aims to determine the effect of an open ended approach based on traditional games that is effective on the creative thinking skills of students in grade III SD Negeri 11 Palembang. This research is a quasiexperimental type of research with a Nonequavalent control group design. The population in this study were allstudents of class III A and III B SD Negeri 11 Palembang, totaling 56 students. The sample in this study used a total sampling technique, namely a sampling technique where all members of the population were all sampled. The sample in this study was divided into two groups, namely the experimental group and the control groupwhere the experimental group consisted of 28 students and the control group consisted of 28 students. The instruments used in this study were tests, observations and documentation. The data analysis technique in this study used the independent sample t-test. The significance level in this study was 0.05 or the 95% confidencelevel. The experimental class that was given treatment with an open ended approach based on traditional games obtained a prettest-posttest average. The number of prettests is 54.6428 and the number of posttests is 84.6428 with an average prettest experimental class of 1,530 and a posttest of 2.370 and a control class prettest and posttest. The prettest was 56.4285 and the post-test was 75.35714, the average pre-test was 1.580and the post-test in the control class was 2.110. The results of the T-test with ttable 1.672 obtained tcount 4,320 it can be concluded that tcount > ttable which means that there is a significant influence on the use of an open ended approach based on traditional games on the mathematical creative thinking skills of third grade studentsof SD Negeri 11 Palembang.

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