Joyful Learning Journal
https://journal.unnes.ac.id/sju/jlj
<p><strong>Joyful Learning Journalm starting in 2024 migrates to better secure from various unwanted things, including journal hacking and so on. To submit, the author please visit the new website page of our journal at the link<a href="https://journal.unnes.ac.id/journals/jlj" target="_blank" rel="noopener"> https://journal.unnes.ac.id/journals/jlj</a></strong></p> <p><strong><em>MIGRATION OFFICIAL STATEMENT <a href="https://drive.google.com/drive/folders/1980A0R8NA3En1577jOx6NI3mWJxsNawB?usp=sharing" target="_blank" rel="noopener">HERE</a></em></strong></p> <p><a href="https://journal.unnes.ac.id/sju/index.php/jlj/index" target="_blank" rel="noopener"><em>Joyful Learning Journal</em></a> <a href="https://pgsd.unnes.ac.id/" target="_blank" rel="noopener">Jurusan Pendidikan Guru Sekolah Dasar</a>, <a href="http://fip.unnes.ac.id/" target="_blank" rel="noopener">Fakultas Ilmu Pendidikan</a>, <a href="http://unnes.ac.id/" target="_blank" rel="noopener">Universitas Negeri Semarang</a> is a place to publish the results of scientific works in the form of research results and conceptual studies that have been conducted by Lecturers, Teachers, and Students. <em><a href="https://journal.unnes.ac.id/sju/index.php/jlj/index" target="_blank" rel="noopener">Joyful Learning Journal</a> obtained an operational license since 2012 with</em> <a href="http://u.lipi.go.id/1491446780">SK no. 0005.095/JI.3.2/SK.ISSN/2012.04</a> published by <a href="http://lipi.go.id/">Lembaga Ilmu Pengetahuan Indonesia (LIPI)</a> </p> <p> </p> <center>P-ISSN <a href="http://u.lipi.go.id/1333375324">2252-6366 </a>| E-ISSN <a title="EISSN" href="http://u.lipi.go.id/1612947792">2775-295X</a></center><center></center><center><strong>Indexing by</strong></center><center></center><center> <a title="Garuda jlj" href="https://garuda.kemdikbud.go.id/journal/view/14845" target="_blank" rel="noopener"><img src="/sju//public/site/images/abtdanie/garuda_ristek.png" width="137" height="97"></a> <a title="Sinta 5 JLJ" href="https://sinta.kemdikbud.go.id/journals?q=joyful+learning+journal#!" target="_blank" rel="noopener"><img src="/sju//public/site/images/abtdanie/Sinta_5.png" width="240" height="87"></a> <a title="Doi JLJ" href="10.15294/jlj" target="_blank" rel="noopener"><img src="/sju//public/site/images/abtdanie/Doi.png" width="85" height="84"></a></center> <p> </p>
Universitas Negeri Semarang
en-US
Joyful Learning Journal
2252-6366
-
PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS APLIKASI BOOK CREATOR PADA TEMA PERTUMBUHAN DAN PERKEMBANGAN MAKHLUK HIDUP KELAS III SD
https://journal.unnes.ac.id/sju/jlj/article/view/73437
<p><em>This research is a type of development research (research and development) with reference to the 4D model which is an extension of Define, Design, Development and Dissemination. The instrument used to collect data is a questionnaire. The data analysis technique is descriptive qualitative. The development of teaching materials is carried out in several stages. In the initial stage, researchers chose the material based on the Core Competencies (KI), Basic Competencies (KD), and textbooks for third grade elementary school students on the theme of growth and development of living things. After selecting the material to be developed, then make the design of Book creator learning teaching materials. Book creator learning teaching materials that have been completed are then validated by teaching material experts, material experts and teacher responses. The results of teaching material validation obtained a percentage of 100%. The results of material validation obtained a percentage of 74%. The results of teacher response validation obtained a percentage of 98%. This percentage includes very valid criteria (very feasible) to be used as teaching materials in learning activities for grade III elementary school students on the theme of growth and development of living things.</em></p>
Amanda Putri Ayuni
muhammad noer fadlan
##submission.copyrightStatement##
2023-12-28
2023-12-28
12 4
190
197
10.15294/jlj.v12i4.73437
-
PENGEMBANGAN MEDIA PEMBELAJARAN BIG BOOK PADA TEMA TUGASKU SEHARI-HARI KELAS II SD
https://journal.unnes.ac.id/sju/jlj/article/view/73443
<p><em>This development research aims to determine the feasibility of big book learning media on the theme of my daily tasks in class II SD. This research is a Research and Development (R&D) research with the 4D development model. The development steps taken by researchers are: 1) Pedefiisian stage (define), 2). Design stage, 3). Development stage, and 4). Dissemination stage with data collection techniques using a questionnaire. The data analysis technique uses descriptive qualitative. Validation was carried out by material experts, media experts, and learning experts. The overall results of the assessment by material experts obtained an average score of 78.75% with the criteria Valid (Eligible) to be used as learning media for grade II elementary school students on the theme of My Daily Tasks. The overall results of the assessment by media experts obtained an average score of 82% with very valid criteria to be used as learning media for grade II elementary school students on the theme of My Daily Tasks. And the overall results by learning experts obtained an average score of 88.75%. This percentage includes very valid criteria to be used as learning media in the learning activities of grade II elementary school students on the theme of My Daily Tasks.</em></p>
Nurul Aulia Hanjani
Beta Rapita Silalahi
Muhammad Kafi Surya
##submission.copyrightStatement##
2023-12-28
2023-12-28
12 4
198
205
10.15294/jlj.v12i4.73443
-
PENGEMBANGAN MEDIAVIDEO ANIMASI DENGAN MENGGUNAKAN MODEL PEMBELAJARAN COOPERATIVE LEARNING PADA TEMA KEWAJIBAN DAN HAKKU KELAS III SD
https://journal.unnes.ac.id/sju/jlj/article/view/73446
<p><em>This research is a type of development research (research and development) with reference to the 4D model which is an extension of Define, Design, Development and Dissemination. The instrument used to collect data is a questionnaire. The data analysis technique is descriptive qualitative. The results of the research on the teacher's response to the media obtained a percentage of 93%. This percentage includes very valid criteria (very feasible) to be used as learning media for grade III elementary school students on the theme of My Obligations and Rights. The overall assessment of the media expert review received a percentage of 98%. This percentage includes very valid criteria (very feasible) to be used as media in learning activities for grade III elementary school students on the theme of My Obligations and Rights. The overall assessment of the material expert review received a percentage of 86%. This percentage includes valid criteria (feasible) to be used as media in learning activities for grade III elementary school students on the theme of My Obligations and Rights</em></p>
Rindi Pransiska1
Beta Rapita Silalahi
Muhammad Kafi Surya
##submission.copyrightStatement##
2023-12-28
2023-12-28
12 4
206
2013
10.15294/jlj.v12i4.73446
-
KEEFEKTIFAN ALAT MUSIK HADROH BERBANTUAN METODE DRILL TERHADAP KEMAMPUAN RITMIS SISWA
https://journal.unnes.ac.id/sju/jlj/article/view/78109
<p><strong>Abstrak</strong></p> <p>Tujuan penelitian ini adalah menguji keefektifan penggunaan alat musik hadroh sebagai media pembelajaran dengan bantuan metode drill terhadap kemampuan ritmis siswa kelas III SD Islam Al-Hilal Kartasura. Jenis Penelitian yang digunakan adalah <em>quasi experimental</em> dengan <em>non-equivalent control group</em> sebagai desain penelitiannya. Hasil pengujian hipotesis <em>T-Test</em> menunjukkan bahwa t<sub>hitung</sub>>t<sub>tabel </sub>yakni 3,143 > 2,011. Hasil tersebut menunjukkan adanya perbedaan kemampuan ritmis siswa antara kelas eksperimen yang menggunakan alat musik hadroh berbantuan metode drill daripada media pembelajaran pada kelas kontrol. Hasil uji <em>n-gain</em> kelas eksperimen lebih unggul dan efektif dibandingkan kelas kontrol yaitu sebesar 0,6241 > 0,3342. Kedua hasil <em>n-gain</em> termasuk dalam kriteria “sedang”. Artinya, alat musik hadroh berbantuan metode drill lebih efektif terhadap kemampuan ritmis siswa. Kesimpulan dari penelitian ini adalah pada pembelajaran SBdP seni musik menggunakan alat musik hadroh berbantuan metode drill efektif terhadap kemampuan ritmis siswa kelas III SD Islam Al-Hilal Kartasura. </p> <p> </p> <p><em>The aim of this study was to test the effectiveness of using hadroh musical instruments as a learning media assisted with the drill method on the rhythmic abilities of grade III students at Al-Hilal Islamic Elementary School, Kartasura. The type of research used is quasi-experimental with a non-equivalent control group as the research design. The results of testing the T-Test hypothesis show that the tcount>ttable is 3.143 > 2.011. These results show that there are differences in students' rhythmic abilities between the experimental class which uses hadroh musical instruments assisted by the drill method compared to the learning media in the control class. The n-gain test results for the experimental class were superior and effective than the control class is 0.6241>0.3342. Both n-gain results are categorized as “medium”. This means that the hadroh musical instrument assisted by the drill method is more effective on students' rhythmic abilities. The conclusion of this research is that SBdP learning the art of music using hadroh musical instruments assisted by the drill method is effective for the rhythmic abilities of grade III students at Al-Hilal Islamic Elementary School, Kartasura.</em></p>
Yossy Eka Nanda
##submission.copyrightStatement##
2023-12-28
2023-12-28
12 4
214
218
10.15294/jlj.v12i4.78109
-
Pengembangan Media Pembelajaran Scrapbook untuk Meningkatkan Hasil Belajar IPS
https://journal.unnes.ac.id/sju/jlj/article/view/78246
<p><strong>Abstrak</strong></p> <p>Perlu dilakukan pengembangan media pembelajaran IPS untuk memudahkan siswa memahami materi dalam pembelajaran IPS. Tujuan dari penelitian ini yaitu untuk mengembangkan desain media, menguji kelayakan, dan mengetahui keefektifan dari media pembelajaran <em>scrapbook </em> IPS. Penelitian ini menggunakan pendekatan kuantitatif. Jenis penelitian ini adalah <em>Research and Development (R&D).</em>Model pengembangan yang diterapkan yaitu model ADDIE (Sugiyono, 2015). Subjek penelitian ini dibagi menjadi subyek uji coba skala kecil yakni siswa kela IV A SD Negeri Kuniran 03 berjumlah 6 siswa dan uji coba skala besar yakni berjumlah 23 siswa. Penelitian ini dolakukan pada semester genap tahun ajaran 2021/2022.</p> <p><em>It is necessary to develop social studies learning media to make it easier for students to understand the material in social studies learning. The aim of this research is to develop a media design, test the feasibility, and determine the effectiveness of social studies scrapbook learning media. This study uses a quantitative approach. This type of research is Research and Development (R&D). The development model applied is the ADDIE model (Sugiyono, 2015). The subjects of this research were divided into small-scale trial subjects, namely class IV A students at SD Negeri Kuniran 03, totaling 6 students and large-scale trials, namely 23 students. </em>© 2021 Universitas Negeri Semarang.</p>
Ernawati Khoirun Nisa
##submission.copyrightStatement##
2023-12-28
2023-12-28
12 4
219
223
10.15294/jlj.v12i4.78246
-
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS NEARPOD MATERI PERISTIWA KEBANGSAAN PADA MASA PENJAJAHAN KELAS V
https://journal.unnes.ac.id/sju/jlj/article/view/78204
<p><strong>Abstrak</strong></p> <p>Penelitian ini bertujuan untuk mengembangkan, menguji kelayakan dan menguji keefektifan media pembelajaran interaktif berbasis <em>Nearpod</em>. Jenis penelitian ini adalah <em>Research and Development</em> (<em>R&D</em>) dengan model pengembangan Borg and Gall yang disesuaikan dengan kondisi dan kebutuhan peserta didik dengan langkah-langkah sebagai berikut: (1) Potensi dan Masalah; (2) Pengumpulan Data; (3) Desain Produk; (4) Validasi Desain; (5) Revisi Desain; (6) Uji Coba Skala Kecil; (7) Uji Coba Skala Besar; dan (8) Produk Akhir. Subjek penelitian ini adalah 29 peserta didik kelas V SDN 1 Sumur. Teknik pengumpulan data meliputi observasi, wawancara, angket dan dokumentasi. Hasil penelitian menunjukkan media pembelajaran interaktif berbasis <em>Nearpod </em>merupakan media yang menyajikan materi peristiwa kebangsaan pada masa penjajahan dan dapat diakses oleh peserta didik melalui <em>link Nearpod </em>atau kode yang diberikan oleh pendidik. Media ini memperoleh kategori sangat layak dengan presentase 98,52% dari ahli media dan presentase 93,75% dari ahli materi. Hasil uji-t menunjukkan bahwa nilai sig. (2-tailed) adalah 0,000 artinya < 0,05, maka dapat disimpulkan terdapat peningkatan rata-rata nilai <em>Pretest </em>dan <em>posttest</em>. Uji N-Gain menunjukan nilai 0,49 dengan kategori sedang, sehingga dapat disimpulkan bahwa terdapat peningkatan rata-rata nilai <em>pretest</em> dan <em>posttest</em>. Simpulan penelitian ini adalah media pembelajaran interaktif berbasis <em>Nearpod </em>sangat layak dan efektif digunakan dalam pembelajaran IPS materi peristiwa kebangsaan pada masa penjajahan kelas V.</p> <p><strong><em>Abstract</em></strong></p> <p><em>This study aims to develop,</em> <em>test the feasibility and test the effectiveness of Nearpod-based interactive learning media. This type of research is Research and Development (R&D) with the Borg and Gall development model which is adjusted to the conditions and needs of students with the following steps: (1) Potential and Problems; (2) Data Collection; (3) Product Design; (4) Design Validation; (5) Design Revision; (6) Small Scale Trial; (7) Large Scale Trial; and (8) Final Product. The subjects of this research were 29 fifth grade students of 01 Sumur elementary school. Data collection techniques include observation, interviews, questionnaires and documentation.The results showed that Nearpod-based interactive learning media is a media that presents material on national events during the colonial period and can be accessed by students through Nearpod links or codes given by educators. This media obtained a very feasible category with a percentage of 98.52% from media experts and a percentage of 93.75% from material experts. The t-test results showed that the sig. (2-tailed) is 0.000 which means < 0.05, it can be concluded that there is an increase in the average score of the Pretest and posttest. The N-Gain test showed a value of 0.49 with a moderate category, so it can be concluded that there is an increase in the average pretest and posttest scores. In conclusion, the Nearpod-based interactive learning media is very feasible and effective to use in learning social studies material on national events during the fifth grade colonization period.</em></p> <p> </p>
Aulia Rahma Utami
##submission.copyrightStatement##
2023-12-28
2023-12-28
12 4
224
228
10.15294/jlj.v12i4.78204
-
PENGEMBANGAN MEDIA CERITA BERGAMBAR BERBASIS ARTICULATE STORYLINE PADA MUATAN PELAJARAN BAHASA INDONESIA
https://journal.unnes.ac.id/sju/jlj/article/view/57519
<p>Penelitian ini dilatar belakangi oleh rendahya keterampilan siswa dalam menulis kalimat efektif. Hal ini terjadi karena kurangnya media pembelajaran Bahasa Indonesia yang inovatif. Penelitian ini bertujuan untuk mengembangkan media cerita bergambar berbasis <em>Articulate Storyline</em> untuk siswa kelas III SD, menguji kelayakan cerita bergambar berbasis <em>Articulate Storyline</em>, dan menguji keefektifan cerita bergambar berbasis <em>Articulate Storyline</em>. Jenia penelitian ini <em>Research and Develompent</em> (R&D). Prosedur penelitian ini menggunakan model <em>Borg</em> and <em>Gall</em>. Hasil uji kelayakan media cerita bergambar berbasis <em>Articulate Storyline</em> yaitu dari ahli materi sebesar 89,4%, ahli media sebesar 97,8% dan ahli materi sebesar 95%. Media cerita bergambar berbasis <em>Articulate Storyline</em> efektif digunakan dalam pembelajaran Bahasa Indonesia. Hasil uji t menunjukkan bahwa media cerita bergambar berbasis <em>Articulate Storyline</em> efektif untuk meningkatkan hasil belajar keterampilan menulis kalimat efektif. Uji <em>N-Gain pretest dan posttest</em> diperoleh sebesar 0,45 kriteria “sedang”. Simpulan penelitian ini adalah media yang dikembangkan sangat layak dan efektif digunakan dalam pembelajaran Bahasa Indonesia serta dapat meningkatkan keterampilan siswa dalam menulis kalimat efektif.</p> <p>This research was motivated by the poor skill of students in writing effective sentences. This occured due to the lack of innovative learning media in Bahasa Indonesia subject. This study aimed to develop <em>Articulate Storyline</em> based illustrated story media for Grade III elementary school students, testing the feasibility of <em>Articulate Storyline</em> based illustrated stories, and testing the effectiveness of <em>Articulate Storyline</em> based illustrated stories. The research method used is Research and Development (R&D). The feasibility test results of Articulate Storyline based Illustrated story media are from material experts at 89.4%, media experts at 97.8% and material experts at 95%. The results of the T test showed that <em>Articulate Storyline</em> based picture story media is effective for improving the learning outcomes of effective sentence writing skills. Test n-gain pretest and posttest obtained by 0.45 criteria”medium". The conclusion of this research is that the media developed was very viable and effective in learning and can improve students' skills in writing effective sentences.</p>
Janatun Tri Lestari
##submission.copyrightStatement##
2023-12-28
2023-12-28
12 4
229
235
10.15294/jlj.v12i4.57519
-
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS MICROSOFT SWAY UNTUK KEMAMPUAN MEMBACA PEMAHAMAN MATERI TEKS NONFIKSI SISWA KELAS IV SEKOLAH DASAR
https://journal.unnes.ac.id/sju/jlj/article/view/74351
<p><strong>Abstrak</strong></p> <p>Penelitian ini merupakan penelitian dan pengembangan dengan model Sugiyono yang bertujuan untuk mengembangan, mengkaji, dan menguji media interaktif berbasis <em>microsoft sway </em>untuk kemampuan membaca pemahaman materi teks nonfiksi siswa kelas IV SDN Mangkang Kulon 02. Penelitian ini dilatar belakangi oleh kurangnya inovasi penggunaan media pembelajaran yang berbasis IT. Subjek penelitian berjumlah 28 siswa. Teknik pengumpulan data melalui: observasi, wawancara, dokumentasi dan angket. Teknik analisis kelayakan media: angket penilaian validator, tanggapan guru dan siswa. Hasil penelitian menunjukkan bahwa media layak digunakan dengan memperoleh persentase; ahli materi 90% dan ahli media 88,6%. Media dinyatakan efektif berdasarkan uji <em>paired sample t-test </em>dengan nilai sig (2-tailed) 0,000 < 0,05 maka Ha diterima. Uji N-<em>gain</em> memperoleh nilai 0,80 (tinggi). Sehingga dapat disimpulkan bahwa peneliti berehasil mengembangkan media interaktif berbasis <em>micorosft sway</em> sesuai dengan karakteristik yang telah didesain, serta layak dan efektif digunakan dalam pembelajaran bahasa Indonesia materi teks nonfiksi kelas IV sekolah dasar.</p> <p>Abstract</p> <p><em>This research is research and development with the Sugiyono model, which aims to develop, study, and test-based interactive media Microsoft Sway for the ability to read comprehension of nonfiction text material for fourth-grade students at SDN Mangkang Kulon 02. This research is motivated by the need for more innovation in using IT-based learning media. The research subjects totaled 28 students. Data collection techniques through observation, interviews, documentation and questionnaires. Media feasibility analysis techniques: validator assessment questionnaire, teacher and student responses. The research results show that the media is feasible to use by obtaining a % of material experts and 90% of media experts 88.6%. The media is declared effective based on the test paired sample t-test with a sig (2-tailed) value of 0.000 <0.05, then Ha is accepted. At the same time, the N-test gain obtained a value of 0.80 (high). So, the researcher succeeded in developing interactive media based on Microsoft sway following the characteristics that have been designed, as well as appropriate and effective for use in learning Indonesian nonfiction text material for grade IV elementary schools.</em></p>
Abinda Nova Aulia
##submission.copyrightStatement##
2023-12-28
2023-12-28
12 4
236
241
10.15294/jlj.v12i4.74351
-
PENGEMBANGAN VIDEO 360 DERAJAT UNTUK MENINGKATKAN KETERAMPILAN MENDIRIGEN LAGU NASIONAL
https://journal.unnes.ac.id/sju/jlj/article/view/76890
<p><strong>Abstrak</strong></p> <p>Penelitian ini mengembangkan media pembelajaran video berbasis kamera 360 derajat materi mendirigen lagu nasional. Tujuan penelitian ini adalah mengembangkan, menguji kelayakan dan keefektifan media pembelajaran video berbasis kamera 360 derajat dikelas III SD Negeri 1 Gemblengan. Jenis penelitian ini adalah penelitian dan pengembangan <em>Research and Development</em> (R&D) dengan model pengembangan oleh Borg & Gall. Teknik pengumpulan data meliputi teknik tes (<em>pretest </em>dan <em>posttest</em>), dan teknik non tes (observasi, wawancara, angket, dan dokumentasi). Desain media pembelajaran video berbasis kamera 360 derajat berisikan video materi mendirigen, video tutorial gerakan mendirigen berbasis kamera 360 derajat serta video kumpulan lagu nasional. Hasil penilaian media pembelajaran video berbasis kamera 360 derajat oleh ahli materi memperoleh persentase sebesar 88,3% dan ahli media sebesar 98% dengan kategori sangat layak. Teknik analisis data menggunakan uji normalitas, uji t-test, dan uji n-gain. Hasil uji normalitas data menunjukkan nilai sig. > 0,05 sehingga data berdistribusi normal. Media pembelajaran video berbasis kamera 360 derajat efektif digunakan dibuktikan dengan hasil uji t, dengan nilai signifikansi (Sig) 0,0004 < 0,05 untuk skala kecil dan 0,000 < 0,05 untuk skala besar. Sehingga diterima dan ditolak. Sementara untuk uji N-gain terjadi peningkatan hasil belajar dari perolehan rata-rata <em>pretest</em> dan <em>posttest</em> psikomotorik yaitu sebesar 0,49 untuk skala kecil dan 0,46 untuk skala besar dengan kategori sedang. Simpulan dari penelitian ini adalah media pembelajaran video berbasis kamera 360 derajat layak dan efektif untuk meningkatkan keterampilan mendirigen lagu nasional siswa kelas III SD Negeri 1 Gemblengan.</p> <p><em>This research developed 360-degree camera-based video learning media for conducting national songs. This research aimed to develop and test the feasibility and effectiveness of 360-degree camera-based video learning media in class III at SD Negeri 1 Gemblengan. This type of research way research and development (R&D) with a development model by Borg & Gall. Data collection techniques included test techniques (pretest and posttest) and non-test techniques (observation, interviews, questionnaires and documentation). The 360-degree camera-based video learning media design contained videos of conducting material, video tutorials on conducting movements based on a 360-degree camera and videos of collections of national songs. The results of the assessment of 360-degree camera-based video learning media by material experts obtained a percentage of 88.3% and media experts 98% with a very feasible category. Data analysis techniques use the normality test, t-test, and n-gain test. The results of the data normality test show a sig value. > 0.05 so the data is normally distributed. The 360-degree camera-based video learning media is effectively used as proven by the results of the t-test, with a significance value (Sig) of 0.0004 < 0.05 for small scale and 0.000 < 0.05 for large scale. So </em> <em>is accepted and </em> <em> is rejected. Meanwhile, for the N-gain test, there was an increase in learning outcomes from the average gain of the psychomotor pretest and posttest, namely 0.49 for the small scale and 0.46 for the large scale in the medium category. This research concludes that 360-degree camera-based video learning media is feasible and effective for improving the national song conducting skills of class III students at SD Negeri 1 Gemblengan.</em></p>
Lisa Rahma Indriyani
##submission.copyrightStatement##
2023-12-28
2023-12-28
12 4
242
247
10.15294/jlj.v12i4.76890