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Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran
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ISSN : 1978936X     EISSN : 25280562     DOI : -
Core Subject : Education,
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran, dengan nomor ISSN 1978-936X (cetak) dan ISSN 2528-0562 (online) adalah jurnal yang diterbitkan oleh Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas PGRI Semarang. Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran merupakan Jurnal Nasional Terakreditasi Peringkat 5 sesuai SK Menteri Riset dan Teknologi/Kepala Badan Riset dan Inovasi Nasional Republik Indonesia No.: 85/M/KPT/2020, memiliki fokus utama pada pengembangan ilmu-ilmu di bidang pendidikan. Lingkup bidang pendidikan antara lain meliputi pendidikan di jenjang PAUD, TK, SD, SMP, SMA, sampai Perguruan Tinggi. Tujuan dari publikasi jurnal ini adalah untuk menyebarluaskan pemikiran konseptual atau ide-ide yang telah dicapai di bidang pendidikan. Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran menerbitkan jurnal dua kali dalam satu tahun yaitu pada bulan Juni dan Desember.
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Articles 310 Documents
Keefektifan Model Pembelajaran Contextual Teaching and Learning Berbasis Teknologi Informasi untuk Meningkatkan Rasa Percaya Diri dan Hasil Belajar Siswa
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.16899

Abstract

The background that drives this research is the low level of self-confidence in the cognitive learning outcomes of fifth grade elementary school students in Tlogohendro village. This type of research is quantitative research in the form of pre-experimental with the type of one group pre-test and post-test design. The population of this study were fifth grade elementary school students in Tlogohendro village for a total of 35 in the 2022/2023 academic year with a saturated sample. The data in this study were obtained through tests and documentation.The posttest results showed that the percentage of classical group learning completeness at both SDN 01 Tlogohendro, SDN 02 Tlogohendro and SDN 03 Tlogohendro reached 100%. And based on the analysis of student learning outcomes, t'count (36.74) > ttable (1.7), thus Ha is accepted, which means that there is a significant difference in scores between before and after students apply contextual teaching and learning based on information technology.So it is concluded that the contextual teaching and learning model based on information technology is effective in increasing the self-confidence and cognitive learning outcomes of class V state elementary school students in Tlogohendro village.
Penerapan Pembelajaran Kooperatif Tipe Two Stay Two Stray dengan Pendekatan Kontekstual pada Materi Zat Aditif
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.15626

Abstract

Two Stay Two Stray is a type of cooperative learning that can support active students by providing opportunities to share results and information with other group members. The background problem of this research is the finding that there is still a lack of activeness among students in their learning and group activities. This study aims to determine the level of student activity during learning, as well as the impact of their learning outcomes. The research was conducted at SMP N 36 Semarang in November 2022, with the subjects being students in class VIII F for the academic year 2022/2023. The research method used was descriptive qualitative, and the data collection techniques used included observation, tests, interviews, and documentation. The results of applying the Two Stay Two Stray cooperative learning type in the class of VIII F at SMP N 36 Semarang showed that students exhibited a 85.93% activity level during learning, and their learning outcome completeness reached 81.25%. Based on these percentages, it can be concluded that the Two Stay Two Stray cooperative learning is effective in increasing student activity during learning, which in turn leads to improved learning outcomes.
Keefektifan Model Pembelajaran Problem Based Learning (PBL) Berbantuan Permainan Engklek untuk Meningkatkan Pemahaman Konsep dan Minat Belajar Siswa Sekolah Dasar Sriyani Sriyani; Ela Suryani
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.16293

Abstract

The purpose of this study was to determine the effectiveness of the problem based learning (PBL) model assisted by crank games to improve understanding of science concepts and interest in learning elementary school students. This study uses a quantitative approach, experimental method with a one group pretest-posttest design. Samples were taken by random or random techniques. This research used questionnaire/questionnaire data collection techniques, observation, interviews and documentation. The data analysis technique used is Normality Test, Homogeneity Test, t-test, Simple Linear Regression Test and N-Gain Test. The results of this study show: 1) There is a difference in the average understanding of elementary school students' concepts using the problem-based learning model assisted by crank games. This is evidenced by the sig count value of 0.001 ˂ 0.05. So it can be concluded that there is a significant difference between the quality of learning in the experimental class and the control class. The mean for the experimental class was 90.75, far greater than the average for the control class, 79.50. 2) There is a difference in the average learning interest of elementary school students using the problem-based learning model assisted by crank games. This is evidenced by Sig. (2-tailed) is 0.001 ie 0.001 < 0.05. So it can be concluded that there is a difference in the use of the problem based learning model with the help of the crank on the interest in learning science for SDIT Insan Kamil students by 78.89%. 3) There is an influence of the problem-based learning model assisted by crank games on the understanding of elementary school students' concepts. This is evidenced by t count = 6.638 ˃ t table = 0.468 and a significance value of 0.001 ˂ 0.05. So it can be concluded that there is an influence of the problem-based learning model assisted by crank games on increasing the ability to understand elementary school students' concepts. 4) There is an influence of the problem-based learning model assisted by crank games on the learning interest of elementary school students. This is evidenced by the sig value of 0.001 <0.05. So it can be concluded that there is an influence from the crank-assisted problem-based learning model on interest in learning science in elementary schools. 5) problem-based learning with the help of cranks can improve elementary school students' understanding of concepts. It is proven that the average score of the experimental class is quite effective, namely 56.6%, while the average score of the control class is less effective, namely 26%. So it can be concluded that the problem-based learning model with the help of cranks in science learning can improve elementary school students' conceptual understanding. 6) The crank-assisted problem-based learning model can increase elementary school students' learning interest. It is proved that the average score of the experimental class is quite effective, namely 58%, while the average score of the control class is less effective, namely 29.6%. So it can be concluded that the problem-based learning model with the help of cranks in science learning can increase elementary school students' learning interest.
Pengembangan Mathematics Olympiad Digital Book (MODiB) Berdasarkan Strategi Pemecahan Masalah Polya untuk Meningkatkan Kreativitas dan Hasil Belajar Matematika Siswa Sekolah Dasar Krisetiawan Krisetiawan; Achmad Buchori; Arri Handayani
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.15180

Abstract

Mathematics Olympiad is a prestigious competition that is growing and has many enthusiasts in Indonesia. Thus the need for math olympiad teaching media is getting higher. The purpose of this research is to develop a digital book that is 1) valid, 2) practical and 3) effective for improving learning outcomes and mathematical creativity of elementary school students, which is named MODiB (Mathematics Olympiad Digital Book). MODiB contains Elementary Mathematics Olympiad material according to the OSN syllabus and in solving problems using the Polya Problem Solving Strategy. MODiB development applies the 5 steps of ADDIE (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study were SD DCS Semarang students who had passed the selection for OSN guidance. Starting with analyzing the condition of coaching mathematics Olympiads at SD DCS Semarang and recording the needs needed to foster the OSN team, designing and developing MODiB accompanied by validators who are material experts and media experts, and then implementing MODiB at SD DCS Semarang. Evaluation is carried out at each stage and after implementation is complete. From the research results, data were obtained: 1) the feasibility results of the material on MODiB were 89.09% which were included in the feasible category to be tested on students, and the feasibility results of learning media were 88.57% in the feasible category to be tested on students, 2) practical results MODiB according to students is 80.48% which is included in the practical category, 3) the results of the analysis of increasing learning outcomes with the gain test obtained a score 0,244 that is included in the low category based on the Gain score category according to Hake, and 4) the value of mathematical creativity of 16 respondents (53.3 %) increased, 4 respondents (13.3%) remained and 10 respondents (33.3%) decreased. Overall, the average increase in the value of mathematical.
Pengembangan Permainan Sains Gelembung Salju Pelangi Berbasis Games untuk Meningkatkan Kemampuan Literasi Sains pada Pembelajaran Anak Usia Dini
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.16914

Abstract

The background that prompted this research was the unavailability of media that supports children in improving scientific literacy skills in early childhood. Teacher-centered learning so that students cannot describe objects in detail based on their observations, many children have very poor scientific literacy abilities, lack of children's interest in the learning provided by the teacher because the material provided does not activate students in the science learning process, the media used in less innovative learning. Teachers have not used games-based science games with IT media so that children's scientific literacy skills are low. This study aims to determine the effectiveness of using games-based rainbow snow bubble science game development to improve scientific literacy skills in early childhood learning. The approach used is research and development Research and development (R & D). The approach and design used in this development research is using the ADDIE model. The research location was at TABITA Kindergarten, Ujungwatu, Donorojo sub-district, Jepara district. When the research was conducted in the even semester of the 2022/2023 school year. The subjects in this study were group B students aged 5-6 years. The sample used was 13 children. The data in this study were obtained through documentation, interviews, questionnaires, and pretest and posttest of children's expressive language skills. Data analysis techniques: Validation Test, Reliability, Practicality Test, Normality Test, Homogeneity Test and T Test. The results in the Game-Based Rainbow Snow Bubble Science Game Development research proved to be valid, effective, and practical to use to improve early childhood scientific literacy skills.
Peningkatan Aktivitas dan Hasil Pelajaran Matematika Kompetensi Dasar Sistem Koordinat Kartesius dengan Menggunakan Metode Diskusi Kelompok pada Siswa Kelas VIII A Semester I SMP Negeri 2 Ampelgading Tahun Pelajaran 2022/2023 Sukardi Sukardi
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.14825

Abstract

The problem faced is that student learning outcomes regarding the Cartesian coordinate system are still low, and student learning activities are not good for class VIII A students at SMP Negeri 2 Ampelgading semester I of the 2022/2023 academic year. This PTK is carried out in two cycles, each cycle has 4 stages: planning, action, observation and reflection. The results of classroom action research show an increase in learning outcomes. This is proven by the average pre-cycle test result of 63.59, 37.50% completeness, the average first cycle result of 68.91, 72.50% completeness, increasing to 81.56 with 93.75% completeness in cycle II.
Implementasi Penguatan Pendidikan Karakter pada Masa Pemulihan Pembelajaran Pasca Pandemi Covid-19 di SD Negeri 01 Tajur Kecamatan Kandangserang Kabupaten Pekalongan
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.16506

Abstract

This research aims to describe; (1) Implementation of strengthening character education during the learning recovery period after the Covid-19 pandemic at SD Negeri 01 Tajur, Kandangserang District, Pekalongan Regency; and (2) supporting and inhibiting factors in the implementation of strengthening character education at SD Negeri 01 Tajur Elementary School, Kandangserang District, Pekalongan Regency. This research is descriptive research with a qualitative approach. The research subjects were school principals, teachers and students. Data collection uses interview, observation, questionnaire and documentation methods. The research instrument uses interview guidelines, observation guidelines, questionnaires and documentation guidelines with researchers as human instruments. Data analysis uses interactive model analysis from Miles and Huberman which includes data collection, data reduction, data presentation, and drawing conclusions. The research results show that; (1) The implementation of strengthening character education during the learning recovery period after the Covid-19 pandemic at SD Negeri 01 Tajur, Kandangserang District, Pekalongan Regency is carried out through; (a) integration of character education values in the aspects of Discipline, Honesty, Respect, and Integrity Values in KBM; (b) extracurricular activities that reflect character education values; (c) Literacy/habituation created through school culture; and (2) supporting factors are communication, cooperation between school principals and teachers, socialization of the school board with the community and facilities.
Analisis Perkembangan Sosial Emosional Anak Usia Dini pada Permainan Tradisional Congklak di Kelompok B TK Al Ikhlas 01 Sambong Batang Sugiyanti Sugiyanti; Achmad Buchori; Joko Sulianto
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.15181

Abstract

Early childhood education at the age of 0-6 years is known as the Golden Age period. This period that only lasts once in each individual's lifetime can have an influence on the next stage of growth and development. So it is necessary to provide appropriate stimulation, one of which is to stimulate social emotional development. Social emotional development can be improved by playing traditional congklak games. In this study, it aims to provide an overview of traditional games in early childhood and determine the increase in social emotional development in early childhood through playing traditional congklak games and knowing the factors that influence early childhood social-emotional development when doing traditional congklak games. The method in this study is included in the type of field research (field research) and in terms of the type of data collected is included in qualitative approach research. The study was conducted in a natural setting in group B of TK Al-Ikhlas 01 Sambong Batang. Data mining is carried out using three main methods, namely in-depth observation, , interviews and documentation. Early childhood social emotional development in group B of TK Al Ikhlas 01 Sambong Batang before going through the traditional game of congklak there were 7 children who were not yet developed (BB), 15 children began to develop (MB), 3 children developed as expected (BSH). However, after going through the traditional game of congklak began to be seen and improved, there were 6 children starting to develop (MB), there were 14 children developing as expected and 5 children developing very well (BSB). The effectiveness of learning using traditional congklak games in early childhood social-emotional development in group B of TK Al Ikhlas 01 Sambong Batang is very effective to use. When playing congklak, students hone patience, train confidence in making decisions, be responsible in carrying out tasks, train children to be more independent and not dependent on others and train self-management behavior in children. Factors that influence the social emotional development of early childhood in traditional congklak games are general factors that are divided into maturity factors which are classified as heredity factors and learning environment.
Peningkatan Karakter Kemandirian Peserta Didik melalui Model Pembelajaran Contextual Teaching and Learning pada Pembelajaran IPA
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.15992

Abstract

This research is motivated by the low independence of students. One effort to overcome this problem is by using the Contextual Teaching and Learning learning model. The results of observations made on fourth grade students at SD Negeri Sukaresmi 06 show low independence. These results were obtained from several observations before this research took place, while this study used classroom action research methods, the subjects of this study were fourth grade students at SD Negeri Sukaresmi 06 Cikarang Selatan. The results of the study in cycle I meeting 1 showed 36.58% of students who showed independence in cycle I meeting 2 showed 51.21% of students who showed independence, while in cycle II meeting 1 showed student independence of 85.36% and in cycle II meeting 2 shows the independence of students by 95.12%. Based on these data, it is proven that Contextual Teaching and Learning can increase the independence of students.
Penerapan Teknologi dalam Peningkatan Motivasi dan Keterlibatan Siswa Kelas VI SDN Barengkok 1 Siti Lutfiyani; Putri Yohana Sinuraya; Resti Wicitra Anggraini; Adelia Enov; Sipa Ulailiah
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.12546

Abstract

In the 21st century, technology has an increasingly important role, especially as a trigger for student learning motivation so that they have learning skills. Skills to use technology help to get information faster and improve life skills as a working capital and educators also easily develop learning materials. Technology is also useful for students in finding, collecting, documenting, processing and transferring back teaching materials as needed. Seeing the current reality where there are still many students who are low in learning motivation will certainly affect their learning outcomes or achievements. The purpose of this research is to find out how much influence the use of technology has on students' learning motivation at SDN Barengkok 1. This research was conducted on November 16-20 2021 with the number of samples used as many as 27 grade VI students in the odd semester of the 2021/2022 class. This study uses a quantitative approach and survey research methods. The stages of the research are observation of research locations, preparation of questionnaires, distribution of questionnaires, giving learning methods to teachers, data collection, processing of research results, analysis of research results and discussion results. The results showed that after the use of technology there was an increase in the share never to 0%, often from 48% to 26% and always from 37% to 70%, while the share sometimes remained the same at 4%. Student involvement in learning also increased by 2%. So, it can be concluded that if technology is used in teaching and learning activities, the motivation and involvement of students will increase.