Edukasi: Jurnal Pendidikan

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ISSN / EISSN : 1829-8702 / 2407-1803
Published by: LPPM IKIP PGRI Pontianak (10.31571)
Total articles ≅ 109
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Iffarial Nanda, , Wakhinuddin Wakhinuddin, Muhammad Giatman, Mukhlidi Muskhir, Dedi Setiawan
Published: 9 June 2022
Edukasi: Jurnal Pendidikan, Volume 20, pp 85-95; https://doi.org/10.31571/edukasi.v20i1.3581

Abstract:
Abstrak Tujuan penelitian untuk mengetahui pengaruh motivasi dan kompetensi mengajar dosen terhadap hasil belajar mahasiswa. Jenis penelitian yang digunakan adalah ex post facto. Subjek penelitian adalah mahasiswa Pendidikan Teknik Otomotif Fakultas Teknik Universitas Negeri Padang yang mengambil mata kuliah Motor Bensin. Populasi penelitian berjumlah 93 orang. Sampel penelitian berjumlah 76 orang yang dipilih menggunakan teknik proportional sampling. Alat pengumpulan data menggunakan angket. Teknik analisis data yang digunakan adalah uji regresi. Hasil penelitian menunjukkan bahwa motivasi dan kompetensi mengajar dosen secara bersama-sama tidak berpengaruh signifikan terhadap hasil belajar mahasiswa. AbstractThe purpose of the research was to determine the effect of motivation and teaching competence of lecturers on student learning outcomes. The type of research used ex post facto. The research subjects were students of Automotive Engineering Education, Faculty of Engineering, State University of Padang who took the Gasoline Motor course. The research population amounted to 93 people. The research sample amounted to 76 people who were selected using proportional sampling technique. The data collection tool used a questionnaire. The data analysis technique used regression test. The results showed that the motivation and teaching competence of lecturers had no significant effect on student learning outcomes.
Monalisa Wendy Mery, Ruqiah Ganda Putri Panjaitan, Eko Sri Wahyuni
Published: 9 June 2022
Edukasi: Jurnal Pendidikan, Volume 20, pp 43-57; https://doi.org/10.31571/edukasi.v20i1.3464

Abstract:
Abstrak Penelitian bertujuan untuk menguji kelayakan e-comic sebagai media pembelajaran pada materi Sistem Ekskresi di kelas XI SMA. Metode penelitian yang digunakan adalah deskriptif kuantitatif. Media e-comic diuji kelayakannya melalui validasi oleh enam validator yang terdiri dari tiga ahli materi dan tiga ahli media. Instrumen penelitian yang digunakan adalah lembar validasi. Hasil penelitian menunjukkan nilai dari ahli materi untuk aspek format, isi, dan bahasa, masuk dalam kategori valid. Hasil validasi oleh ahli media untuk aspek kesederhanaan, keterpaduan, keseimbangan, bentuk, dan warna masuk dalam kategori valid. Berdasarkan hasil analisis data dapat disimpulkan bahwa media e-comic layak digunakan sebagai media pembelajaran pada materi Sistem Ekskresi. AbstractThis research aimed to describe the feasibility of e-comic as a learning media on the material of Excretion System 11th of Senior High School students. The research method used descriptive quantitative. Thus e-comic was tested its feasibility by six validators which consist of three material experts and three media experts, the instrument used a validation sheet. The result by the material experts showed that the average total validation score for the format aspect, content aspect, and language aspect was categorized as valid. The result by media experts showed that the average total validity score for the simplicity aspect, cohesiveness aspect, balance aspect, form aspect, and colors aspect was categorized as valid. It concluded that e-comic is valid to be used as a learning media for Excretion System.
Elly Herliyani, Ketut Nala Hari Wardana, Ni Nyoman Sri Witari
Published: 9 June 2022
Edukasi: Jurnal Pendidikan, Volume 20, pp 58-72; https://doi.org/10.31571/edukasi.v20i1.3420

Abstract:
Abstrak Penelitian bertujuan untuk menganalisis pengaruh pembelajaran Artsteps terhadap kepuasan mahasiswa dalam berkarya, pengaruh minat penerapan teknologi online terhadap kepuasan mahasiswa dalam berkarya, serta pengaruh pembelajaran Artsteps dan minat penerapan teknologi pameran online secara bersama-sama terhadap kepuasan mahasiswa dalam berkarya. Metode penelitian menggunakan survei dengan pendekatan ex post facto atau penelitian kausal komparatif. Pengumpulan data menggunakan kuesioner dan dokumentasi. Data menggunakan data primer hasil pembelajaran Artsteps di tahun 2020. Subjek penelitian adalah mahasiswa D-III Desain Komunikasi Visual Universitas Pendidikan Ganesha angkatan 2018, 2019, dan 2020 dengan sampel berjumlah 54 mahasiswa. Teknik penentuan sampel menggunakan purposive sampling. Teknik analisis data menggunakan analisis regresi berganda berbantuan program IBM SPSS Statistics 24. Hasil penelitian yaitu: pembelajaran Artsteps secara parsial tidak berpengaruh terhadap kepuasan mahasiswa; minat penerapan teknologi pameran online secara parsial berpengaruh terhadap kepuasan mahasiswa; serta pembelajaran Artsteps dan minat penerapan teknologi pameran online secara bersama-sama berpengaruh terhadap kepuasan mahasiswa dalam berkarya. AbstractThis research aimed to analyze Artsteps’ effect on student satisfaction in work, the effect of interest in online technology application on student satisfaction, and the influence of Artsteps learning and interest in exhibition technology application on student satisfaction. This was survey research with an ex-post facto approach or comparative causal research. Data were collected by using questionnaires and documentation. The data used primary data on Artsteps learning outcomes in 2020. The research subjects were D-III Visual Communication Design students of Ganesha University of Education batch 2018 - 2020 with a sample of 54 students. The sampling technique used was purposive. Data analysis used multiple regression analysis programs assisted by IBM SPSS Statistics 24. The results showed: Artsteps learning partially had no effect on student satisfaction; interest in online exhibition technology application partially affects student satisfaction; and Artsteps learning and interest in online exhibition technology application simultaneously together affect student satisfaction in work.
Hendra Dani Saputra, Wawan Purwanto, Dedi Setiawan, Donny Fernandez, Rido Putra
Published: 9 June 2022
Edukasi: Jurnal Pendidikan, Volume 20, pp 15-27; https://doi.org/10.31571/edukasi.v20i1.3432

Abstract:
Abstrak Tujuan penelitian untuk menguji validitas, reliabilitas, indeks kesukaran, dan daya beda soal tes untuk mahasiswa. Populasi penelitian adalah mahasiswa jurusan Teknik Otomotif UNP sebanyak 28 orang. Sampel penelitian dipilih dengan teknik total sampling sehingga keseluruhan populasi menjadi sampel penelitian. Teknik pengumpulan data dilakukan dengan dokumentasi yaitu berupa pemberian dan pengumpulan soal tes; kunci jawaban; dan lembar jawaban soal tes. Analisis data menggunakan teknik analisis deskriptif kuantitatif. Hasil analisis data menghasilkan tingkat validitas, reliabilitas, indeks kesukaran, dan daya beda soal tes. Hasil analisis data yaitu soal tes kategori valid, indeks reliabilitas soal pada kriteria reliabilitas tinggi, indeks kesukaran dengan kategori butir soal baik/layak, dan daya pembeda butir soal termasuk klasifikasi soal yang baik. Berdasarkan hasil penelitian, maka disimpulkan bahwa soal tes yang diberikan kepada mahasiswa layak untuk digunakan sebagai salah satu tes untuk mengukur kemampuan kognitif mahasiswa. AbstractThe purpose of the research was to see the level of validity, reliability, index of difficulty, and differentiating power of student test questions. The research population were 28 students majoring in Automotive Engineering of UNP. The research sample was selected using a total sampling technique, so that the entire population became the research sample. Data collection techniques used documentation in the form of giving and collecting test questions; answer key; and the answer sheet for the test. Data analysis used quantitative descriptive analysis techniques. The results of data analysis will produce levels of validity, reliability, index of difficulty, and differentiating power of test questions. The results of the data analysis concluded that the test items were in the valid category, the reliability index of the questions on the criteria of high reliability, the difficulty index with the category of good/decent items, and the discriminating power of the items including the good classification of questions. Based on the results of the research, it was concluded that the test questions given to students deserved to be used as a test to measure students' cognitive abilities.
, Dwi Aini Azzarah, Nur Arisah, Nurjannah Nurjannah, Nurdiana Nurdiana
Published: 9 June 2022
Edukasi: Jurnal Pendidikan, Volume 20, pp 1-14; https://doi.org/10.31571/edukasi.v20i1.3428

Abstract:
Abstrak Penelitian bertujuan mengetahui implementasi pendidikan literasi ekonomi pada jenjang sekolah dasar yang berbasis bahan ajar tematik. Penelitian dilakukan menggunakan pendekatan kualitatif. Teknik pengumpulan data yang digunakan yaitu wawancara, observasi, dan dokumentasi. Informan penelitian adalah guru pada sekolah UPTD SD Negeri 66 Barru di Kabupaten Barru, Provinsi Sulawesi Selatan. Analisis data penelitian mencakup pengorganisasian data, pembacaan data (memo), penulisan data menjadi kode, pengelompokan ke topik pengkodean, interpretasi data, dan penyajian data. Hasil penelitian menunjukkan bahwa pendidikan literasi ekonomi jenjang sekolah dasar berbasis bahan ajar tematik belum spesifik menginternalisasi literasi ekonomi dalam pembelajaran. Temuan tersebut berimplikasi pada penggabungan beberapa kompetensi literasi ekonomi menjadi satu topik dengan kompetensi mata pelajaran lainnya pada berbagai jenjang kelas, meliputi: menemukan kosakata ekonomi, menunjukkan nilai pecahan uang kertas dan nilai yang setara dengan pecahan uang kertas; sumber ekonomi di sekitar rumah, keragaman ekonomi Indonesia, kegiatan ekonomi; benda dalam kegiatan ekonomi; dan globalisasi. AbstractThis research aimed to determine the implementation of economic literacy education at the elementary school level based on thematic teaching materials. The research was conducted using a qualitative approach. Data collection techniques used include interviews, observation, and documentation. Research informants were teachers at the UPTD SD Negeri 66 Barru school in Barru Regency, South Sulawesi Province. Data analysis in this research includes organizing data, reading data (memos), writing data into code, grouping into coding topics, interpreting data, and presenting data. The results showed that economic literacy education at the elementary school level based on thematic teaching materials had not specifically internalized economic literacy in learning. These findings have implications for combining several economic literacy competencies into one topic with other subject competencies at various grade levels, which include: finding economic vocabulary, showing the value of banknote denominations and the equivalent value of banknote denominations; economic resources around the house, the diversity of the Indonesian economy, economic activities; objects in economic activities; and globalization.
Sri Siswati, Hendra Pratama
Published: 9 June 2022
Edukasi: Jurnal Pendidikan, Volume 20, pp 110-121; https://doi.org/10.31571/edukasi.v20i1.3609

Abstract:
Abstrak Penelitian bertujuan untuk mengetahui dominasi kerja otak kiri dan kanan. Metode penelitian yang digunakan adalah deskriptif kuantitatif. Populasi penelitian adalah mahasiswa kebidanan yang belajar Etika dan Hukum Kesehatan berjumlah 40 orang dan semuanya dijadikan sebagai sampel. Responden penelitian diarahkan pada penyelesaian kasus-kasus yang berkaitan dengan pekerjaan yang menjadi profesi. Teknik pengumpulan data menggunakan kuesioner dalam bentuk pretestdan posttest. Teknik analisis data yang digunakan adalah analisis deskriptif. Hasil penelitian menunjukkan pada posttest terjadi perubahan kerja otak kiri dan kanan ke arah berimbang secara bertahap. Diperlukan pemahaman dan peningkatan kreativitas kecerdasan otak secara bertahap agar dapat meningkatkan dan menyeimbangkan kemampuan otak.  AbstractThis research aimed to determine the dominance of the left and right brain. The research method used descriptive quantitative. The population of this research was midwifery students who study Ethics and Health Law, totaling 40 people and all of them as samples. Research respondents were directed at solving cases related to work that is a profession. Data collection techniques used questionnaires in the form of pretest and posttest. The data analysis technique used descriptive analysis. The results showed that in the posttest there was a gradual change in the work of the left and right brain in a balanced direction. It is necessary to understand and increase the creativity of brain intelligence gradually in order to improve and balance the ability of the brain.
Leonardo Yang, Wilda Susanti, Alyauma Hajjah, Yulvia Nora Marlim, Gusrio Tendra
Published: 9 June 2022
Edukasi: Jurnal Pendidikan, Volume 20, pp 122-136; https://doi.org/10.31571/edukasi.v20i1.3830

Abstract:
Abstrak Penelitian bertujuan menghasilkan rancangan media pembelajaran matematika siswa kelas 2 sekolah dasar untuk pengenalan bangun ruang dan bangun datar menggunakan teknologi Augmented Reality (AR). Metode penelitian mengikuti tahap MultimediaDevelopment Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu concept, design, material collecting, assembly, testing, dan distribution. Subjek penelitian adalah siswa kelas 2 Sekolah Dasar Pelita. Teknik pengumpulan data berdasarkan studi pustaka atau literatur. Software yang digunakan adalah Unity untuk membuat objek 2D atau 3D dengan memasukkan gambar marker ke database Vuforia.Pengujian aplikasi di perangkat Android dilakukan dengan blackbox testing untuk menilai kebutuhan dan spesifikasi software. Hasil rancangan berupa media pembelajaran interaktif yang dilengkapi dengan materi dan kuis. Hasil temuan menunjukkan teknologi AR pada media pembelajaran matematika kelas 2 sekolah dasar dapat dirancang dengan visual yang interaktif. AbstractThe research aimed to produce a design for mathematics learning media for second-grade elementary school students for the introduction of geometric shapes and flat shapes using Augmented Reality (AR) technology. The research method followed the Multimedia Development Life Cycle (MDLC) stage consisting of six stages, namely concept, design, collecting material, assembly, testing, and distribution. The research subjects were second-grade students of Pelita Elementary School. Data collection techniques were based on literature or literature studies. The software device used Unity to create 2D or 3D objects by entering marker images into the Vuforia database. Application testing on Android devices was carried out by black-box testing to assess software requirements and specifications. The results of the design produced interactive learning media equipped with materials and quizzes. The findings showed that AR technology in the second-grade elementary school mathematics learning media can be designed with interactive visuals.
Agung Winarno, Zahra Ramadhani
Published: 9 June 2022
Edukasi: Jurnal Pendidikan, Volume 20, pp 96-109; https://doi.org/10.31571/edukasi.v20i1.3629

Abstract:
Abstrak Penelitian bertujuan untuk mengetahui apakah media pembelajaran berbantuan iSpring Suite 9berbasis Android dapat meningkatkan hasil belajar siswa SMK. Metode penelitian yang digunakan adalah kuasi eksperimen. Subjek penelitian adalah siswa SMK Jurusan Otomatisasi Tata Kelola Perkantoran di Malang. Teknik pengumpulan data yang digunakan yaitu observasi, angket, wawancara, dan tes. Validasi untuk menguji kelayakan dilakukan oleh ahli media dan materi. Uji coba media dan posttest dilakukan di 2 kelas, yaitu kelas eksperimen dan kontrol untuk mengetahui perbedaan hasil belajar siswa. Teknik analisis data yang digunakan adalah independent sample t-test. Hasil penelitian menunjukkan bahwa media dinilai memiliki kelayakan untuk digunakan menurut para ahli dalam proses penelaahan dan penggunaan media berbantuan iSpring Suite 9 berbasis Android berhasil dalam meningkatkan hasil belajar siswa SMK. AbstractThe research aimed to determine whether the Android-based iSpring Suite 9-assisted learning media can improve the learning outcomes of SMK students. The research method used quasi experiment. The research subjects were students of the Office Administration Automation major in Malang. Data collection techniques using observation, questionnaires, interviews, and tests. Validation to test the feasibility was carried out by media and material experts. Media trials and posttests were carried out in 2 classes, namely the control class and the experimental class to determine differences in learning outcomes. The data analysis technique used independent sample t-test. The results showed that in addition to the media considered to have feasibility according to experts in the review process, the use of Android-based iSpring Suite 9-assisted media was successful in improving the learning outcomes of SMK students.
Angger Gilang Praditama, Suhardi Suhardi, Hartono Hartono
Published: 9 June 2022
Edukasi: Jurnal Pendidikan, Volume 20, pp 137-151; https://doi.org/10.31571/edukasi.v20i1.3923

Abstract:
Abstrak Penelitian bertujuan mendeskripsikan kelebihan dan hambatan pembelajaran daring pada masa pandemi COVID-19 di SMP Negeri 1 Bonti. Metode penelitian adalah deskriptif kualitatif. Responden penelitian berjumlah 4 orang guru. Teknik pengumpulan data menggunakan wawancara. Data dianalisis dengan model analisis interaktif yang terdiri dari pengumpulan data, reduksi data, penyajian data, dan verifikasi atau penarikan kesimpulan. Hasil penelitian menunjukkan kelebihan dan hambatan pembelajaran daring yang dilaksanakan di SMP Negeri 1 Bonti. Kelebihan pembelajaran daring yaitu peserta didik dapat mengikuti pembelajaran dari rumah, memiliki waktu yang lebih untuk mengerjakan tugas, dan lebih rileks dalam mengikuti pembelajaran. Hambatan pembelajaran daring yaitu sulitnya jaringan internet, tidak semua peserta didik memiliki gawai, kurangnya kontrol terhadap etika dan sopan santun peserta didik, serta tidak optimalnya penyampaian materi. AbstractThe research aimed to describe the advantages and obstacles of online learning during the COVID-19 pandemic at SMP Negeri 1 Bonti. The research method was descriptive qualitative. The research respondents were 4 teachers. Data collection techniques used interviews. The data were analyzed using an interactive analysis model consisting of data collection, data reduction, data presentation, and verification or drawing conclusions. The results of the research indicate the advantages and disadvantages of online learning which was carried out at SMP Negeri 1 Bonti. The advantages of online learning are students can take lessons from home, have more time to do assignments, and are more relaxed in participating in learning. The obstacles to online learning are the difficulty of the internet network, not all students have a device, the lack of control over the ethics and manners of students, and the delivery of material is not optimal.
Karmila Suryani, Khairudin Khairudin, , Muhammad Ichsan Fajri Saib
Published: 9 June 2022
Edukasi: Jurnal Pendidikan, Volume 20, pp 28-42; https://doi.org/10.31571/edukasi.v20i1.3594

Abstract:
Abstrak Penelitian bertujuan untuk menghasilkan aplikasi ujian semester berbasis Android bagi siswa sekolah menengah kejuruan (SMK) yang valid dan praktis. Penelitian menggunakan model pengembangan fourD dengan 4 (empat) tahapan, yaitu define, design, develop, dan dessiminate. Instrumen penelitian yang digunakan yaitu lembar validitas dan angket praktikalitas. Uji validitas produk dilakukan oleh 2 orang ahli media dan 11 orang ahli materi. Uji praktikalitas melibatkan siswa SMK N 8 Padang jurusan Teknik Komputer dan Jaringan yang berjumlah 68 orang. Hasil validasi menunjukkan bahwa aplikasi Ujian SEmesteR (USER) dinyatakan sangat valid dan sangat praktis. Berdasarkan hasil tersebut, disimpulkan bahwa aplikasi USER dapat digunakan sekolah dalam melakukan evaluasi pembelajaran di setiap semesternya. AbstractThe research aimed to produce an Android-based semester exam application for vocational high school students that is valid and practical. The research used a fourD development model with 4 (four) stages, namely define, design, develop, and disseminate. The research instruments used validity sheets and practicality questionnaires. The product validity test was carried out by 2 media experts and 11 material experts. The practicality test involved 68 students of SMK N 8 Padang majoring in Computer and Network Engineering. The validation results showed that the SEmesteR Exam (USER) application was declared to be very valid and very practical. Based on these results, it is concluded that the USER application can be used by schools in evaluating learning in each semester.
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