Indonesian Journal of Learning and Instructional Innovation
Indonesian Journal of Learning and Instructional Innovation is published by the Bachelor Program of Educational Technology, Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia, in collaboration with Ikatan Teknolog dan Ahli Pendidikan Indonesia (ITAPI), Asosiasi Program Studi Teknologi Pendidikan Indonesia (APS-TPI), & SEAMEO Regional Open Learning Centre (SEAMOLEC), which publishes Twice a year on June and December. The editorial team of the Indonesian Journal of Learning and Instructional Innovation are lecturers and researchers who are experienced in their field. All editors have a track record of writing in reputable journals. Journal managers are journal managers who have sufficient experience. Focus & scope includes: Games Base Learning, Learning Media Inovation, Learning Resources Inovation, E-learning, Distance Learning, Online Learning, Learning Evaluation, Instructional Design Inovation, Instructional Models Inovation, Education and Training Development, Virtual Management System, and other relevant topics in the field of Educational Technology.
Optimizing Early Conflict Detection: The Role of Digital Technology in BHABINKAMTIBMAS Operational Learning
The integration of digital technology into the operational learning of BHABINKAMTIBMAS (Public Security and Order Officer) is a transformative strategy to enhance early social conflict detection. This study evaluates how digital tools function as pedagogical mediums that reshape officers' analytical competencies. The research follows a literature review methodology, involving three strategic steps: 1) identifying high-impact literature from 2014–2024, 2) synthesizing data using a thematic matrix (technical, instructional, and social outcomes), and 3) validating findings through cross-case triangulation. Results indicate that digital platforms, such as the Binmas Online System (BOS) and GIS mapping, increase detection response speed by 30% and prediction accuracy by 5.2%. The effectiveness of this technology-enhanced learning is significantly governed by officers' digital literacy and institutional support. In conclusion, optimizing early detection requires a shift from technical tool usage toward a comprehensive digital competency framework. This study contributes to the field of Educational Technology by providing a strategic model for Operational Learning in professional security training, offering a novel perspective on how digital integration can bridge the gap between field intelligence and instructional innovation in policing.
Copyright (c) 2025 Abdul Muiz, Enggar Jati Sasongko, Marchecal Carissima https://creativecommons.org/licenses/by/4.0
Integration of Gamification and the Problem-Based Learning (PBL) Model in Chemistry Learning to Improve Critical Thinking Skills: A Literature Review
21st-century education requires students to master the 4C skills, which include critical thinking, collaboration, communication, and creativity. This study is based on the problem of low student analytical skills influenced by the dominance of teacher-centered learning, limited use of digital media, and the inconsistency of learning strategies with the demands of 21st-century competencies. This study aims to examine the use of gamification-based learning and problem-based learning in improving students' critical thinking skills. The research method used in this study is a literature review method by compiling various national and international publications published in the last five years collected through searches of academic databases (Scopus, Google Scholar, DOAJ, and Sinta). The results of the study indicate that the application of gamification and problem-based learning has provided consistent improvements in student motivation, engagement, and learning outcomes. Educational games have provided a learning environment that allows for independent exploration, strengthening reflective reasoning, and improving decision-making skills. However, the effectiveness of implementing this strategy is still influenced by the teacher's pedagogical competence, the availability of technological infrastructure, and the quality of alignment between game design and learning objectives. Based on the synthesis results, this study concludes that the integration of gamification and problem-based learning has strategic potential to support the transformation of learning toward a more adaptive and learner-oriented approach. These findings are expected to form the basis for developing innovative learning models that are relevant and effective in strengthening students' critical thinking skills.
Copyright (c) 2025 Khoirur Rohmaniatush Sholihah, Djono https://creativecommons.org/licenses/by/4.0
Developing a Digital Learning Management Strategy Using the Dick and Carey Model to Enhance Junior High School Students' Critical Thinking in Biology Learning
Biology learning at the junior secondary school level faces increasing challenges in fostering students' critical thinking skills as a core competency of the 21st century. International assessments consistently indicate that students' higher-order thinking skills in science remain relatively low, highlighting the need for learning strategies that emphasize systematic learning management rather than content transmission alone. This study aims to develop and examine the effectiveness of a digital learning management strategy through the integration of the Nearpod web-based platform using the Dick and Carey instructional design model to enhance junior high school students' critical thinking skills in biology. This research employed a Research and Development (R&D) approach following the nine stages of the Dick and Carey model, including needs analysis, instructional analysis, learner analysis, instructional design, formative evaluation, revision, and field implementation. The participants consisted of 72 eighth-grade students, three biology teachers, two media experts, and one educational technology expert. Data were collected through observations, questionnaires, critical thinking tests, interviews, and Nearpod learning analytics and analyzed using qualitative techniques and gain score analysis. The results indicate an average increase of 26.8% in students' critical thinking skills (N-Gain 0.44), categorized as medium-high, demonstrating that systematically managed digital learning effectively supports higher-order cognitive processes. The study concludes that integrating Nearpod as a digital instructional management system within a coherent instructional design framework significantly enhances biology learning quality. This research contributes theoretically by linking instructional design, digital learning management, and critical thinking development, and practically by offering an implementable model for technology-enhanced science instruction.
Copyright (c) 2025 Enggar Jati Sasongko, S.Pd., Prof. Dr. Djono, M.Pd., Khoirur Rohmaniatush Sholihah, S.Pd., Marchecal Carissima Haipa Putri, S.Pd., Abdul Muiz, S.H. https://creativecommons.org/licenses/by/4.0
Socio-Scientific Issues (SSI) Approach Implementation to Enhance Students' Creative Thinking Skills: Literature Review
Creative thinking skills are one of the 21st-century skills that students must possess. This study aims to analyze the implementation of the Socio-Scientific Issues (SSI) approach to improve students' creative thinking skills. The study identified gaps between textbook content and actual student misconceptions in the Indonesian context. The research method used a literature review of scientific articles that align with the research objectives. Scientific articles were sorted using the Publish or Perish (PoP) application version 8 and selected based on the publication period between January 2021 and December 2025, published in journals indexed by Sinta 1 and Sinta 5 and not as a literature review. Three articles were obtained that met the selection criteria and met the article quality assessment. The results of the study indicate that there is a positive impact of implementing the SSI approach on improving students' creative thinking skills. The subject matter taught includes environmental change and conservation as well as green chemistry. The SSI approach can be applied to various learning models, namely Interactive Socio-Scientific Inquiry (ISSI), Problem-Based Learning (PBL), and Project-Based Learning (PjBL).
Copyright (c) 2025 Panji Gumilar, Prof. Dr. Djono, M.Pd., Aghilatul Umuda, Diah Ayu Puspita Sari, Nur Lailatul Fitriyah Abidin https://creativecommons.org/licenses/by/4.0
Development of Flipbook-Based Learning Media Using the Dick & Carey Model and Its Impact on Elementary School Students’ Creative Problem-Solving Skills
The development of educational technology encourages the use of interactive digital media capable of delivering multimodal and adaptive learning. This study aims to develop Flipbook Maker-based learning media with the Dick & Carey instructional design model and analysed its effectiveness in improving elementary school students' problem-solving creativity. The development was carried out through the stages of needs analysis, design, production, formative evaluation, revision, and summative evaluation. This study used a modified Research and Development (R&D) approach involving expert validation, individual trials, small group trials, and field tests. The problem-solving creativity instrument was compiled based on indicators of fluency, flexibility, originality, and elaboration. The results showed that the flipbook obtained a "very valid" category from the validators of materials, media, and learning design. The field trial showed that the media was easy to use, interesting, and increased student learning engagement. Pretest-post-test analysis showed a significant increase in all indicators of problem-solving creativity (p < .001), with a large effect size (d = 1.21). These findings confirm that flipbooks developed systematically and based on multimedia theory are able to support creative thinking processes effectively, making them relevant for use in 21st-century learning.
Copyright (c) 2025 Zainul Yasni, Djono, Rizqiya C Wanda Maulidina, Fatan Alim Santoso, Ika Wahyu Agustin https://creativecommons.org/licenses/by/4.0
Computational Thinking-Based Metacognitive Learning Assessment: Issues and Challenges
Metacognition is identified as the awareness and control of thinking for learning, which plays a crucial role in students' problem-solving performance. This urgency is further accentuated in the context of computational thinking, as practicing computational thinking through programming relies on problem-solvers' metacognition. However, the reality is that CT assessment is still in its infancy, particularly for formative assessment, and metacognitive strategies are often not explicitly taught. This study aims to identify critical issues and formulate further research challenges in CT-based metacognitive learning assessment. The method used is a systematic literature review to identify, evaluate, and synthesize all relevant scientific evidence. Four main issues were identified, including the need for rigorous experimental methods to validate CT assessments, Conceptual gaps regarding whether and how CT can support the development of metacognitive strategies, Challenges in implementing more nuanced scaffolding and limited intervention duration, even though improving metacognition requires long-term learning interventions. Furthermore, there are challenges in optimizing learning management systems as metacognitive tools. Metacognitive assessments should explicitly measure cognitive regulation (planning, monitoring, and evaluation) using authentic methods, such as think-aloud. This study's contribution is to provide a structured roadmap for further research, focusing on strengthening validity, clarifying causal relationships, and optimizing digital implementations to foster students' higher-order problem-solving skills.
Copyright (c) 2025 Fitrah Adhi Buwono, Djono, Nur Leili Bashir, Caecilia Novita Putri https://creativecommons.org/licenses/by/4.0
The BERAKSI Learning Model: Optimizing the Holistic Development of Early Childhood
Early Childhood Education has a vital role in the holistic development of children, including cognitive, social, emotional, and motoric aspects. However, traditional learning approaches are often less effective in accommodating these developmental needs. To overcome this problem, the BERAKSI (Playing, Creating, Discussing, and Cheerful) Learning Model was developed as an innovation that aims to increase involvement and optimal development of young children. This research will discuss the implementation of the BERAKSI Learning Model, which can optimize the development of early childhood in cognitive, social, emotional, and motoric aspects. The aim is to develop and implement the BERAKSI Learning Model to optimize the holistic development of early childhood. This research uses a qualitative approach with a case study method. Data was collected through observation, interviews, and document analysis in several early childhood schools. Data analysis was carried out thematically to identify patterns and effects from applying this model. The research results show that the BERAKSI Learning Model is successful in increasing children's involvement in the learning process, improving cognitive, social, and emotional abilities, and creating a pleasant learning atmosphere. Teachers who have been trained are able to implement this model well, and the curriculum developed supports the success of the BERAKSI model. The implications of this research indicate that the BERAKSI approach can be adopted more widely in early childhood education in Indonesia. The proposed solutions include teacher training, development of appropriate curricula, and provision of supporting facilities and resources, as well as ongoing evaluation to adjust learning strategies. With these steps, the BERAKSI Learning Model is expected to have a significant positive impact on the holistic development of early childhood.
Copyright (c) 2025 Pahenra A. Nongko, Patta Bundu, Bahkrani A. Rauf https://creativecommons.org/licenses/by/4.0
Pedagogical Innovation of Game-Based Learning for 21st Century Skills in Vocational Education: A Systematic Literature Review
Vocational education faces the demand to equip learners with 21st century skills to cope with the changing job needs. This study aims to comprehensively explore the pedagogical innovation of Game-Based Learning (GBL) in shaping and enhancing such skills in vocational education. Using the Systematic Literature Review (SLR) method, 35 relevant articles were thematically analyzed from the Scopus database. The results showed an increasing trend in the use of GBL, especially serious games and VR simulations used in various vocational sectors such as engineering and health. GBL designs often integrate development models such as ADDIE and Discovery Learning approaches, utilizing interactive game elements for authentic scenarios. GBL is proven to significantly increase learner motivation and engagement. In addition, GBL is effective in developing 21st century skills such as logical thinking, problem solving, cognitive and affective skills, and contributes to improved academic performance. In conclusion, GBL is an effective pedagogical innovation to prepare vocational education graduates with relevant competencies for future job competition
Copyright (c) 2025 Elvi Raziana, Hilmawan Wibawanto https://creativecommons.org/licenses/by/4.0
Theoretical Analysis of the Use of Manipulative Media in Improving Mathematical Concepts Understanding in Elementary Schools
Mathematical concepts understanding at the elementary school level is often hampered by the abstract and lack of contextual nature of the material. This study aims to theoretically analyze the role of manipulative media in improving mathematical concept understanding and active student engagement. The method used is a literature study with a descriptive analysis approach to various academic sources from the last ten years (2015-2025). The findings indicate that manipulative media functions as a cognitive bridge that transforms abstract concepts into concrete experiences through tactile and motor interactions. The integration of manipulative media with the Problem-Based Learning (PBL) model has been shown to improve memory retention, reduce mathematical anxiety, and strengthen students' problem-solving skills. This study also highlights the transformation of manipulative media from physical to digital forms, such as GeoGebra and AI-based simulations, which offer greater flexibility in modern learning. The novelty of this article lies in the complementary synthesis of physical and digital media within the framework of Piaget's and Vygotsky's constructivist theories. The conclusion of this study emphasizes that the use of adaptive and innovative manipulative media is a primary prerequisite for creating meaningful mathematics learning at the elementary school level.
Copyright (c) 2025 Intan Nur Aini, Hanif Amrulloh https://creativecommons.org/licenses/by/4.0
Unveiling the Creative Teacher’s Secret: A Systematic Review of Learning Variations for Active Classrooms
The changing times require teachers to be more creative in creating learning that is not monotonous in order to increase student motivation and participation. This research aims to explain the meaning of learning variation and its role in building an active and interesting classroom atmosphere, identify variation skills such as teaching style, media, and interaction, and analyze the principles of their use. This research uses a qualitative approach with a library research method, where data is collected through document analysis from relevant books and journals. This research synthesizes contemporary pedagogical innovations, including AI integration and play-based strategies, to provide a comprehensive framework for creative teaching in the post-pandemic era. The results show that learning variations have a significant influence in overcoming learning boredom, improving understanding, and adjusting the learning process to students' diverse learning styles. Teachers who are able to creatively combine methods, media, and interactions prove more successful in creating a dynamic and meaningful learning atmosphere. In conclusion, learning variation is not only a teaching strategy, but also the key to creating a classroom that is inclusive, adaptive and supports the development of 21st century skills in students.
Copyright (c) 2025 Samsul Arifin, Moh Beni Pratama, Jaini, Dwi Agustiawati, Zahrina Amelya, Fatima Shalha Nashriya https://creativecommons.org/licenses/by/4.0
Analisis Peran Guru dalam Memfasilitasi Perkembangan Kecerdasan Emosional Siswa Kelas XI TKJ 2 di SMK N 1 SUKOHARJO
ABSTRACT The development of the world of education in Indonesia has adapted to global dynamics and the demands of the increasingly growing world of work. Emotional intelligence (EQ) plays an important role in the holistic development of students, especially at the secondary education level. This research aims to analyze the role of teachers in facilitating the development of emotional intelligence in class XI students through character education. Daniel Goleman suggests that individual success is more influenced by emotional intelligence than intellectual intelligence. A qualitative research approach was used using in-depth interviews and observation as data collection instruments. Research findings show that teachers play a significant role in forming and developing students' emotional intelligence. Teachers are not only teachers, but also role models in showing and teaching students to recognize, understand, manage and develop their emotions positively. In addition, teachers play a role in strengthening character education by integrating values such as honesty, cooperation, responsibility and fortitude in their curriculum. By creating a safe and supportive classroom environment, teachers help students build healthy relationships, increase empathy, and manage conflict well. Keywords: Character Education, Emotional Intelligence, Teacher's Role, Student Empowerment
Copyright (c) 2024 Dorothea Septyventia https://creativecommons.org/licenses/by/4.0
Strategi Penerapan Scaffolding Dengan Metode Problem Based Learning Pada Materi Topologi Jaringan Di SMA Negeri 3 Surakarta
This study aims to analyze the effectiveness of applying scaffolding strategies with the Problem Based Learning (PBL) method in teaching network topology at SMA Negeri 3 Surakarta. The scaffolding strategy is used to support and enhance students' abilities to understand the basic concepts of network topology through gradual assistance tailored to the individual needs of the students. The PBL method is employed to encourage students to develop problem-solving and critical thinking skills by presenting real-life problem situations that must be solved collaboratively. This research uses a classroom action research (CAR) design with three cycles, each consisting of planning, implementation, observation, and reflection stages. Data were collected through observations, interviews, written tests, and questionnaires. The results of the study indicate that the use of scaffolding strategies with the PBL method significantly improves students' understanding of network topology and enhances their critical thinking and problem-solving abilities. Additionally, students demonstrated increased motivation and active engagement in the learning process. Therefore, scaffolding strategies combined with the PBL method are effective for teaching network topology at the high school level.
Copyright (c) 2024 Iqbal Isnan Al-Fayed https://creativecommons.org/licenses/by/4.0
Penerapan Model Pembelajaran Projek Based Learning dengan Pendekatan STEM terhadap Antusias Siswa Jurusan Akuntansi Fase E pada Mata Pelajaran Informatika di SMK Negeri 3 Surakarta
Learning is a collaboration between teachers and students to share and process information. The teacher has an crucial role in the learning process as a designer of learning scenarios, so that an interesting teaching and learning process occurs and can increase student enthusiasm. The results of observations found a lack of student enthusiasm in informatics subjects. This is characterized by the lack of interaction between students and teachers, lack of focus on learning, some students are busy playing their own gadgets and the lack of students to ask questions while learning. The learning that took place before was boring using only the lecture and question and answer technique, and the lack of utilization of the facilities provided. This study seeks to explore the implementation of the project-based learning model with a STEM approach in Informatics subjects to gauge student motivation. The utilized research methodology was class action research. The research participants comprised were 35 students of phase E of the Accounting Department at SMK Negeri 3 Surakarta. The data collection method used teacher observation sheets and learning outcomes tests. The observation revealed a high category, reaching a score of 66% in the first meeting, 77% in the second meeting and 77% in the third meeting. These results are also supported by an increase in the class average score by 20%. Based on these findings, it can be iferred that the implementation of the Project Based Learning model with the STEM Approach can increase student enthusiasm.
STEM (Science, Technology, Education, Mathematic)
Copyright (c) 2024 Rizky Chairul Anas, Febri Liantoni, Maryanti https://creativecommons.org/licenses/by/4.0
Implementasi Model Problem-Based Learning dengan Pendekatan Berdiferensiasi Berbasis Kemampuan Awal Siswa dan Teori Zone of Proximal Development (ZPD) untuk Meningkatkan Keaktifan Belajar di Kelas X TJKT SMK Negeri 1 Sukoharjo
This study aims to examine the effectiveness of implementing Problem-Based Learning (PBL) combined with differentiated instruction and the Zone of Proximal Development (ZPD) in enhancing student engagement in Grade 10 Technical Vocational High School students at SMK N 1 Sukoharjo. This quantitative research employed observation and questionnaire as research instruments. The results showed a significant increase in student engagement after the implementation of the learning model. The increase occurred in various aspects, such as active participation in discussions, independent task completion, and positive attitudes during the learning process. The combination of PBL, differentiated instruction, and ZPD proved effective in creating a more interactive and motivating learning environment for students. This study suggests the need for further research to expand the implementation of this learning model in various educational contexts.
Copyright (c) 2025 Puruhita Mega Pawitra, Cucuk Wawan Budiyanto, Joko Slamet Raharjo https://creativecommons.org/licenses/by/4.0
Effectiveness of Student Learning Outcomes Through Numbered Head Together Method Theme of Changes in The Appearance of The Earth and Sky
This research was motivated by the lack of understanding of students in the natural science material in grade IV Cluster II Ahmad Yani, Surakarta City. Out of 150 students, only 32% of students exceeded the minimum completeness criteria; on the other hand, 68% of students still had results that were still less than the minimum completeness criteria. The causative factor is the way teachers teach, which is not varied and tends to be boring. Teachers teach more in conventional ways, so students become fixated and less active during learning. The purpose of the research is to increase student learning outcomes on the numbered head together practice model directly with globe and flashlight media and to find out the process of day and night and to find out whether this model can run well. This research is classified as classroom action research that uses 2 cycles. Cycle 1 will be held on May 6, 2024, and cycle 2 will be held the following month, on June 3, 2024. Based on the results of the research on the numbered head together learning model, the results of the students' study can increase students' understanding of the lesson of changes in the appearance of the earth and sky. This is evidenced by the development of the percentage of student learning completeness starting from the first cycle, where only 32% increased to 79%. So, in cycle 2 completeness has been classically achieved. It can be concluded that the numbered head together learning model and using media can increase students' understanding and improve student learning outcomes on the lesson of changes in the appearance of the earth and sky.
Copyright (c) 2025 Ika Nur Fitriani, Jovita Ridhani https://creativecommons.org/licenses/by/4.0
Implementation of the Outdoor Study Method to Improve Natural Science Learning Outcomes for Class V Students
This study aims to describe the application of the outdoor study method to improve the learning outcomes of natural science students in grade V of SD Negeri Kleco I Surakarta. This research was carried out at SD Negeri Kleco I Surakarta. The research subjects consisted of 20 students who had intermediate academic abilities. This research is a classroom action research that is carried out in a cyclical manner. Each cycle consists of planning, implementation, observation, and reflection steps. The data collection techniques used are observation techniques and data analysis techniques. In this study, qualitative and quantitative data analysis techniques are used. For qualitative data descriptions, they can be analyzed using observation sheets, while quantitative descriptions are carried out with tests that have been given. The learning outcomes in cycle 1 were 71.67% with a good category and in cycle 2 an average score increase of 78.33% was obtained with a good category. Likewise with the completeness of student learning, in cycle 1 there were 13 students or 83.33% who completed and in cycle 2, 100% of students were obtained. It can be concluded that the application of the outdoor study method to improve the learning outcomes of natural science students in grade V of SD Negeri Kleco I Surakarta is good.
Copyright (c) 2025 Auliantika Selian, Relly Prihatin https://creativecommons.org/licenses/by/4.0
A Historical Review of Educational Technology: Evolving Definitions and Milestones (1970–2024)
This study provides a comprehensive historical analysis of educational technology from 1970 to 2024, highlighting significant transformations driven by technological advancements and evolving pedagogical paradigms. In the present study, the systematic literature review focuses on the evolution of definitions of educational technology and the identification of milestones. The study offers insights for educators, researchers, and policymakers in shaping future educational technology practices. It evolved over the years to encompass technology, media, communication, and learning systems, as well as systems approaches to instruction. Some of the major developments include the use of audio-visual aids in the 1970s, the use of personal computers in the 1980s, the use of internet and Learning Management Systems in the 1990s and the use of virtual reality, augmented reality and artificial intelligence in the 21st century. These developments show the advancement in educational technology and the impact it can have on the learning process.
Copyright (c) 2025 Ahmed Abdi Mohamed, Auliantika Selian https://creativecommons.org/licenses/by/4.0
Analisis Minat Siswa Kelas Khusus Olahraga F11 terhadap Pembelajaran Informatika pada Materi App Inventor dalam Pengembangan Projek Aplikasi Kalkulator di SMA Negeri 4 Surakarta
Penelitian ini bertujuan untuk menganalisis minat siswa kelas khusus olahraga (KKO) terhadap pembelajaran Informatika, khususnya pada materi APP Inventor dalam pengembangan proyek aplikasi kalkulator. Penelitian dilakukan di kelas XI F KKO SMA Negeri 4 Surakarta dengan melibatkan 25 siswa sebagai responden. Metode yang digunakan adalah survei dengan menggunakan kuesioner yang dirancang untuk mengukur aspek-aspek minat belajar seperti kesenangan, ketertarikan, kepuasan, motivasi, keinginan, dan keingintahuan. Selain itu, observasi dan wawancara dengan guru juga dilakukan untuk memperoleh pemahaman yang lebih mendalam. Hasil analisis data menunjukkan bahwa mayoritas siswa (68%) berada dalam kategori "Cukup Berminat", sementara 20% siswa berada dalam kategori "Berminat" dan 12% siswa berada dalam kategori "Tidak Berminat". Tidak ada siswa yang masuk dalam kategori "Sangat Berminat" atau "Sangat Tidak Berminat". Rendahnya partisipasi siswa dalam pembelajaran Informatika di kelas khusus olahraga disebabkan oleh tingginya frekuensi absen siswa yang harus mengikuti latihan olahraga dan kebutuhan akan peran guru yang lebih besar dalam mengajar kelas khusus olahraga. Oleh karena itu, diperlukan strategi pengajaran yang lebih interaktif dan relevan dengan minat serta kebutuhan siswa KKO untuk meningkatkan keterlibatan dan minat mereka dalam pembelajaran Informatika. Penelitian ini menyimpulkan bahwa meskipun ada minat yang cukup tinggi terhadap materi APP Inventor, terdapat tantangan yang signifikan dalam menarik minat semua siswa di kelas khusus olahraga, sehingga memerlukan upaya lebih lanjut untuk mengembangkan strategi pengajaran yang efektif.
Copyright (c) 2024 Anas Wahyuning Widhi https://creativecommons.org/licenses/by/4.0
Analisis Motivasi Belajar Informatika Elemen Praktik Lintas Bidang Model Pembelajaran Project Based Learning Berbantuan Media Scratch
Motivasi belajar memiliki peranan penting dalam memberikan dorongan, semangat dan rasa senang dalam belajar, sehingga mahasiswa yang memiliki motivasi tinggi akan memiliki energi lebih untuk melakukan proses pembelajaran. Penelitian ini bertujuan untuk mengetahui tingkat motivasi belajar mahasiswa pada mata kuliah informatika elemen praktik lintas bidang model pembelajaran project based learning berbantuan aplikasi Scratch untuk merumuskan sebuah kebijakan terkait proses pembelajaran informatika elemen praktik lintas bidang pada pembelajaran selanjutnya. Metode penelitian yang digunakan adalah metode deskriptif kuantitatif. Hasil penelitian ini diperoleh bahwa pembelajaran Informatika Elemen Praktik Lintas Bidang dengan menggunakan model pembelajaran Project Based Learning berbantuan Aplikasi Scratch dapat mendorong motivasi belajar mahasiswa dengan baik. Hal ini dapat dilihat dari rata-rata tingkat motivasi belajar siswa yang berada pada kategori motivasi belajar tinggi yaitu sebesar 61,9%. sehingga guru mata pelajaran informatika elemen Praktik Lintas Bidang dapat kembali menggunakan model pembelajaran Project Based Learning berbantuan aplikasi Scratch.
Copyright (c) 2024 Devi Lutfiana Azariyah, Basori, Emi Budi Susilowati https://creativecommons.org/licenses/by/4.0
Analisis Gaya Belajar Peserta Didik kelas XII Program Keahlian RPL sebagai Bentuk Awal Pembelajaran Berdiferensiasi
Pendidikan sesuatu kegiatan yang penting bagi setiap individu yang memiliki tujuan untuk mencerdaskan serta mengembangkan potensi yang ada di dalam individu. Pendidikan dapat dimiliki setiap individu dengan cara belajar. Membahas tentang pendidikan dan pembelajaran tidak terlepas dari peraturan kurikulum pemerintah. Kurikulum merdeka yang menggunakan sebuah model baru dimana memberi kebebasan kepada seorang pendidik untuk merancanga sebuah pembelajaran dan assesmen diselaraskan dengan kebutuhan serta karakteristik peserta didik dan memberi arahan dalam bentuk pembelajaran berpusat pada peserta didik (Student Center). Setiap peserta didik memiliki ciri khas yang berbagai macam yang hampir tidak dimiliki oleh peserta didik lainnya yang biasa disebut karakteristik peserta didik. Pembelajaran berdiferensiasi sangan cocok diterapkan di kurikulum merdeka dimana Pendidik dapat mendesain pembelajaran sesuai kebutuhan peserta didik serta perkembangan peserta didik tersebut.
Copyright (c) 2024 Reza Caroline, Agus Efendi, Budi Sulistiyo https://creativecommons.org/licenses/by/4.0
Pemanfaatan Teknologi Cloud Computing dalam Pembelajaran Informatika di SMK
Along with the development of information and communication technology, the use of cloud computing technology in education has become increasingly important. This study aims to explore the impact of using Google Forms, Quizizz, and Wordwall in informatics learning at vocational high schools (SMK). The method used is qualitative, with data obtained through interviews and observations. Observations were conducted when teachers used Google Forms to collect student responses, as well as Quizizz and Wordwall for pretests and post-tests. The results show that the use of cloud computing technology increases the efficiency and effectiveness of learning, as well as the quality of student learning outcomes. The conclusion of this study is that cloud computing technology can have a significant positive impact on informatics learning at SMK. The contribution of this research is to provide a basis for further development and application of digital technology in education.
Copyright (c) 2024 Bayu Rizkhy Candra Purnama, Febri Liantoni, Maryanti https://creativecommons.org/licenses/by/4.0
Analisis Lingkungan Belajar dan Minat Belajar Peserta Didik Kelas XII RPL pada Mata Pelajaran Produk Kreatif dan Kewirausahaan di SMK Negeri 2 Karanganyar
This research was conducted when carrying out direct experience practice against the background of the level of enthusiasm of students towards the varied subjects of creative products and entrepreneurship in order to improve the learning process that has been carried out in order to suit the conditions and needs of students. This research was carried out by making direct observations and distributing questionnaires to students. Processing the data using Microsoft Excel in the form of descriptive statistics. The results obtained in this study are that students feel that the learning environment at SMK Negeri 2 Karanganyar is appropriate, with the results obtained at 86.3594% while students' interest in creative products and entrepreneurship subjects is 78.0645%. These results can be concluded that students feel comfortable with the learning environment at SMK Negeri 2 Karanganyar and student interest can be increased in various ways, including by inviting students to be more active and improving the methods used to attract students' attention.
Copyright (c) 2024 Pratiwi Intan Ajeng, Agus Efendi, Budi Sulistiyo https://creativecommons.org/licenses/by/4.0
Analysis of The Internal Quality Assurance System at Pangudi Luhur Bintang Laut Surakarta Middle School
Education is a lifelong learning experience, which has a positive influence on individuals. Education management requires the implementation of a quality assurance system, which is implemented through six stages of the internal quality assurance cycle, consisting of: (1) quality mapping, (2) preparation of a fulfillment plan, (3) implementation of quality fulfillment, (4) evaluation, and (5) preparation of standards. In research to determine the internal quality assurance system (SPMI) at SMP Bintang Laut Surakarta, the method used was a qualitative approach with descriptive methods, which began with interviews, documentation, and descriptions of research data. Based on the research that has been carried out, SMP Bintang Laut Surakarta has implemented an Internal Quality Assurance System, by the SPMI cycles and stages: (1) quality mapping based on School Self-Evaluation (EDS) and DAPODIK, (2) preparation of quality improvement plans through planning mature which includes curriculum, student affairs, infrastructure, human relations, and IT facilities, (3) implementation of a fulfillment plan involving all parties in the school with clear targets, (4) monitoring and evaluation carried out every three months by the deputy principal and at the end of each year by the Pangudi Luhur Foundation, and (5) setting new standards for the 2024/2025 school year which includes the formation of a learning committee for school quality assurance involving the principal, teacher, school committee and parents.
Copyright (c) 2025 Lintang Pramusita Wiyartiningtyas, Destriana Kurniawati https://creativecommons.org/licenses/by/4.0
EDUTAINMENT : Strategi Mencegah Persepsi Menakutkan pada Pembelajaran Matematika Sejak Dini (Sebuah Kajian Pustaka)
Belajar matematika dapat meningkatkan kemampuan peserta didik dalam berpikir logis, analitis, sistematis, kritis, dan kreatif. Namun, di balik megahnya kebermanfaatan pembelajaran matematika, masih banyak ditemukan permasalahan siswa dalam belajar matematika. Kesulitan belajar matematika yang tidak diatasi sejak dini akan berdampak kesulitan matematika pada jenjang selanjutnya. Tujuan penelitian ini untuk mendeskripsikan peran edutaiment dalam mengembangkan kemampuan disposisi matematis siswa guna mencegah persepsi menakutkan pada pembelajaran matematika. Penelitian ini menggunakan tinjauan naratif dari berbagai artikel ilmiah dengan topik edutainment dan kemampuan disposisi matematis. Hasil penelitian diperoleh pengembangan kemampuan disposisi matematis siswa guna mencegah persepsi menakutkan pada pembelajaran matematika dapat dilakukan dengan menerapkan konsep pembelajaran edutaiment yang dikombinasikan dengan pemilihan media pembelajaran interaktif yang mengandung konten permasalahan kontekstual matematika yang mampu memancing siswa untuk berfikir mencari solusi dari pemecahan masalah dan menggunakan pendekatan SAVI dapat membantu siswa mengembangkan sikap yang lebih positif dan percaya diri terhadap matematika.
Copyright (c) 2024 Matias Vico Anggoro Kristanto, Muhammad Nur Azmi Wahyudi https://creativecommons.org/licenses/by/4.0
Transformasi Pendidikan Vokasi Melalui Game-Based Learning: Studi Literatur
Lingkungan belajar mengajar selayaknya menciptakan interaksi yang dinamis dan inspiratif, sehingga penting untuk mencari teknik dan metode pengajaran yang inovatif. berkembangnya teknologi, berbagai metode inovatif telah diterapkan dalam pendidikan untuk meningkatkan efektivitas pembelajaran, salah satunya adalah game-based learning (GBL). GBL merupakan pendekatan pembelajaran yang memanfaatkan elemen permainan untuk mendukung dan memperkaya pengalaman belajar. Tujuan penelitian ini adalah untuk mengidentifikasi manfaat, tantangan, dan praktik terbaik dalam penerapan GBL di lingkungan vokasi. Metode penelitian yang digunakan adalah studi literatur dengan sumber data berasal dari jurnal terindeks Scopus. Hasil penelitian menunjukkan bahwa Game-based Learning (GBL) menawarkan pendekatan pembelajaran yang inovatif dan menarik, yang dapat disesuaikan dengan berbagai konteks dan tujuan pembelajaran, serta memiliki potensi untuk meningkatkan hasil belajar peserta didik dalam pendidikan kejuruan. Namun, diperlukan strategi yang efektif oleh pendidik untuk mengatasi tantangan yang muncul dalam implementasinya.
Copyright (c) 2024 Muhamad Nur Azmi Wahyudi, Matias Vico Anggoro Kristanto, Ratih Friska Dwi Andini https://creativecommons.org/licenses/by/4.0
Supervisi Akademik dalam Meningkatkan Kualitas Pembelajaran di Pendidikan Vokasi: Studi Kualitatif di SMK Negeri
Supervision responsibility is one of the responsibilities that must be carried out by the principal as a teacher with additional duties at school. Therefore, this study aims to determine the implementation of these supervisory responsibilities to the principal of SMK Negeri 1 Pedan Klaten. This research was conducted in June 2024. The design used in this research is qualitative with interview techniques. Data were obtained from interviews with the head of SMK Negeri 1 Pedan Klaten and analyzed by qualitative descriptive method. Based on the analysis, it is known that the principal supervision program has been implemented in the school with procedures that are in accordance with the established supervision standards and the suggested supervision objectives are to improve the quality of learning in the school.
Copyright (c) 2025 Jonanda Anugerah, Eka Budhi Santosa https://creativecommons.org/licenses/by/4.0
Implementasi Media Manipulatif Untuk Pemahaman Siswa Dalam Pembelajaran Matematika
Penelitian ini bertujuan dari penelitian ini adalah untuk mengetahui kondisi obyektif media manipulatif dalam meningkatkan pemahaman siswa sekolah dasar khususnya pada mata pelajaran matematika di sekolah dasar, dengan menggunakan metode penelitian kualitatif deskriptif yaitu deskripsi hasil yang diperoleh dari observasi dan wawancara. Media memegang peranan penting dalam proses pembelajaran di kelas khusus pada mata pelajaran matematika yang membutuhkan pemahaman konsep abstrak ke konkret, sehingga guru dapat menggunakan media untuk membantu menyampaikan materi untuk meningkatkan keterlibatan dan ketertarikan siswa terhadap pelajaran di kelas. Hasil penelitian menunjukkan bahwa rata-rata guru dalam mengajar mata pelajaran matematika yang awalnya hanya menggunakan alat bantu sederhana yaitu buku pelajaran dan papan tulis sebagai alat peraga di kelas, kemudian menggunakan alat peraga manipulatif pada saat mentransfer materi kepada siswa agar siswa memahami konsep matematika dengan cara melihat secara langsung pada objek yang dapat mereka sentuh, sehingga dapat meningkatkan pemahaman siswa, serta aktif dan berminat dalam pembelajaran di kelas. Dengan demikian, dapat disimpulkan bahwa media manipulatif dapat meningkatkan pemahaman siswa khususnya pada mata pelajaran matematika, sehingga diharapkan dengan adanya penelitian ini, guru dapat mengembangkan media pembelajaran di kelas dengan menggunakan media manipulatif yang disesuaikan dengan materi dan tujuan pembelajaran yang ingin dicapai dengan menggunakan alat dan bahan.
Media Manipulatif, Pemahaman Siswa, Pelajaran Matematika
Copyright (c) 2024 Budi Cahyono https://creativecommons.org/licenses/by/4.0
Evaluasi Pelaksanaan Program Praktik Kerja Lapangan Di SMK Tamtama 1 Sidareja
Penelitian ini mengevaluasi pelaksanaan program Praktik Kerja Lapangan (PKL) di SMK Tamtama 1 Sidareja untuk mengetahui efektivitasnya dalam mempersiapkan siswa memasuki dunia kerja. Latar belakang penelitian ini adalah pentingnya pendidikan kejuruan dalam menciptakan tenaga kerja yang kompeten dan berdaya saing di era globalisasi. Tujuan dari penelitian ini adalah untuk mengevaluasi pelaksanaan program PKL dengan menggunakan model CIPP (Context, Input, Process, Product). Metode penelitian yang digunakan adalah pengumpulan data melalui observasi, wawancara, dan kuesioner. Hasil penelitian menunjukkan bahwa perencanaan program PKL belum optimal, terdapat kesulitan dalam mencari tempat PKL yang sesuai dengan jurusan mahasiswa, dan mahasiswa kurang memahami deskripsi pekerjaan dan adaptasi dengan lingkungan kerja. Selain itu, ditemukan bahwa bimbingan dan pengawasan dari instruktur masih kurang, yang berdampak pada kreativitas dan kesiapan kerja siswa. Kesimpulan dari penelitian ini adalah diperlukan perbaikan dalam perencanaan, pelaksanaan, dan evaluasi program PKL untuk meningkatkan kesiapan kerja lulusan. Kontribusi dari penelitian ini adalah memberikan rekomendasi untuk perbaikan pelaksanaan program PKL di SMK Tamtama 1 Sidareja dan menjadi referensi untuk penelitian sejenis di masa yang akan datang.
Copyright (c) 2024 Aris Budianto, Yuyun Estriyanto, Budi Tri Cahyono https://creativecommons.org/licenses/by/4.0
The USE OF ANDROID-BASED CNC SIMULATOR MEDIA ON THE LEARNING ACHIEVEMENT OF VOCATIONAL HIGH SCHOOL
The rapid technological advancements have significantly impacted various aspects of life, including the field of Education. Among the changes that have occurred is the replacement of conventional methods previously used with computer technology as a learning medium. An example of this transformation is the utilization of a CNC simulator, which enables students to visualize models and concepts in a tangible form. A CNC simulator is a computer program that functions as a simulator, displaying three-dimensional images and equipped with operational buttons similar to an actual CNC machine. The CNC simulator is capable of simulating the setup and operation of a CNC machine, which is the process of automating and controlling the movement of manufacturing machines using digital technology. In practical CNC learning, the use of digital tools such as simulators can provide engaging, flexible, and effective experiences, especially in enhancing learning outcomes. Therefore the objective of this paper is to reevaluate the significance of incorporating Android-based 2A CNC simulator learning media in enhancing student achievement in the productive CNC subject. The method used in this study is literature review which encompasses theories, findings, and research articles conducted by previous scholars in the field.
Copyright (c) 2024 Tri Ma'rufiati Sumardi, Yuyun Estriyanto, Siswandari, Budi Tri Cahyono https://creativecommons.org/licenses/by/4.0
Dukungan Teman Sebaya untuk Memahami Materi Pelajaran pada Anak Tunarungu di Sekolah Luar Biasa
Pendidikan inklusif menjadi sangat penting karena bersifat keberagaman tanpa membedakan satu sama lain. Anak tunarungu yang secara fisik memiliki keterbatasan dalam hal pendengaran tentunya memiliki perbedaan kondisi fisik dengan anak normal lainnya. Adapun dalam setiap pendidikan tentunya ada interaksi yang dilakukan antar sesama untuk saling menerima informasi. Interaksi dengan teman sebaya dapat menciptakan interaksi sosial yang memberikan efek dukungan. Tujuan penelitian ini adalah untuk mengetahui peran dan dukungan teman sebaya dalam bekerja sama untuk memahami materi pelajaran pada anak tunarungu di Sekolah Luar Biasa (SLB). Metode penelitian yang digunakan adalah metode penelitian kualitatif pendekatan deskriptif. Hasil penelitian di SLB Negeri Surakarta menunjukkan adanya dukungan teman sebaya pada anak tunarungu sangat berperan penting dalam memahami materi pelajaran di kelas. Dengan adanya dukungan teman sebaya dapat tercipta interaksi positif yang dapat membantu dalam memahami materi sehingga kerjasama antar siswa tunarungu dapat terjalin dengan baik.
Dukungan Teman Sebaya, Pemahaman Materi, Tunarungu
Copyright (c) 2024 Mirna Anggraini, Laeli Shifa Nur Fauziah, Muhammad Irgie Fahmi Aulia, Suparmi https://creativecommons.org/licenses/by/4.0