UNY Journal (Universitas Negeri Yogyakarta)
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    20087 research outputs found

    Strategic development of a quality PE system in Cambodia

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    Cambodia is currently undergoing comprehensive education reform, with Physical Education (PE) emerging as a distinct and strategically important area. This study explores the structural and systemic development of PE within Cambodia's Ministry of Education, Youth and Sport (MoEYS), emphasizing the role of international collaboration, particularly through the NGO Hearts of Gold (HG) and the Japan International Cooperation Agency (JICA). Since 2006, several initiatives have been implemented to develop PE curricula and teacher training systems across primary, lower secondary, and upper secondary levels. However, despite policy progress, PE implementation remains inconsistent due to gaps in teacher training, unclear curriculum alignment, and inter-departmental coordination. This study uses a qualitative, documentary-based approach to analyze curriculum frameworks, institutional structures, and training systems. Findings highlight the critical need for integrated planning among key departments (DPESS, NIPES, and GDS) and a consistent training pipeline for PE teachers. Moreover, the study identifies a lack of pedagogical content in earlier PE classes, where activities were limited to basic physical drills without educational objectives. The research proposes a strategic plan that focuses on improving curriculum implementation, reinforcing teacher training through pre-service and in-service alignment, and ensuring systemic oversight for sustainable development. Ultimately, this paper advocates for a holistic PE system that is inclusive, quality-oriented, and aligned with Cambodia’s broader educational reforms, to foster lifelong physical literacy and student development

    Youth sport values: A comparative analysis between urban and rural students

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    Sports and physical education have an essential role in improving morality in adolescents by implementing sports values, especially in overcoming juvenile delinquency and negative behaviour, one of which is bullying. This research seeks to investigate the comparison of sports values in students based on their environment. This study employs a numerical descriptive approach with a comparative survey design conducted in two schools, namely junior high schools and vocational high schools in Bandung Greater, with a total of 1,531 (869 students living in villages and 662 students living in cities) aged 14-17 years. The instrument in this study used the Youth Sport Values Questionnaire-2 (YSVQ-2), with data analysis using the Mann - Whitney U test. The Findings revealed a notable distinction in the Means Ranks value between villages and cities on Youth Sport Values (sig 0.011). The result show that urban areas have higher Youth Sport Values than rural areas. Several factors, including adequate sports facilities and a developing sports culture in the city, can influence this difference. These findings may indicate the importance of increasing access to sports facilities and emphasizing physical education in order to improve moral values and sportsmanship in students. Further research can examine more deeply the dynamics of the formation of sports values in various contexts using different research methods

    Strategic Human Resource Management in Higher Education: An AMO Framework Analysis of Lahore University of Management Sciences

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    This study examine the strategic human resource management (HRM) practices at Lahore university of management sciences (LUMS) Pakistan, focusing on their alignment with institutional goals and their impact on faculty development and students success. Using a qualitative research approach, the study explores four key HRM pillars: recruitment, training and development, performance evaluation and organizational culture. LUMS implements a merit-based and inclusive recruitment model, attracting highly qualified faculty to promote academic excellence. Training initiatives like the peer-driven facilitators training programs and learning institute reflect a strong commitment to pedagogical development. Performances management is structures through SAP success factors, facilitating goals alignment, regular appraisal and feedback. LUMS foster a people-centered organizational culture based on diversity, trust, and growth. Grounded in the Ability-Motivation-Opportunity (AMO) theory and strategic HRM framework, the findings underscore how LUMS's integrated HRM model enhances academic staff performance and plays a vital role in promoting  educational innovation, quality and improved students outcomes

    Computational Thinking Ability of Students in Exponential Material Using Problem-Based Learning

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    Computational thinking is an important skill to have because it can help students to analyze and solve problems in a systematic, logical, and creative way, both in the world of computing and in everyday life. This study aims to identify the ability of computational thinking in students through problem-based learning on exponential topics. This study used descriptive qualitative method with 34 grade 10 students in one of the high schools in Palembang as research subjects, focusing on 3 students who have high, medium, and low abilities. The research was conducted in three stages: preparation, implementation, and data analysis. Data were collected through written tests and interviews to measure learners' computational thinking skills. The results were analyzed through three stages: data reduction, data presentation, and conclusion drawing. The results showed that students' computational thinking ability on exponential material was good in terms of pattern recognition and abstraction. However, for decomposition and algorithm skills, students still do not show their ability to solve problems systematically with the right answers

    Development of digital science literacy based on Articulate Storyline based on objects’ material for class VIII junior high school

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    One solution to overcome the low quality of Indonesian education is to innovate education by developing digital tools for learning. Based on a literature review, digital tools in the form of Articulate Storyline software have many advantages in science learning, especially physics. Therefore, the development of students' digital science literacy based on an Articulate Storyline material on force on objects for grade VIII junior high school students is important. The purpose of this study was to determine the level of validity and feasibility of Articulate Storyline as a learning medium to develop students' digital science literacy. The method used to develop this media uses 4D (Define, Design, Develop, and Disseminate). Data collection techniques for media validity use media, material, and readability validation instruments, while for students' digital science literacy skills, use practice questions and questionnaires. As supporting data, we also conducted interviews, which were then analyzed descriptively. Respondents in this study were expert validators (Lecturers), Teachers, and Students. The results we obtained showed that (a) the results of the validity of the media, materials, and readability were declared 'very valid' with values ​​of 89.4%, 100%, and 75.8%; and (b) the students' digital science literacy skills was declared 'very good' with a value of 80.0. These results indicate that the development of digital science literacy based on Articulate Storyline is worthy of being developed as an innovative learning medium. We recommend that digital science literacy be developed in other science materials, such as biology and chemistry

    Gamified web-based learning to improve evaluation skills in teacher professional education courses

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    Education is a key pillar in the development of individuals and society. In this digital era, technology has revolutionized learning by expanding access and improving the quality of the learning process. One of the recent innovations is the use of web-based learning (WBL), which, although flexible, often lacks interaction elements, thus reducing user engagement. To address this, this research proposes a platform, “Meja Guru Academy,” that integrates gamification elements in WBL to improve the learning evaluation skills of Teacher Professional Education (PPG) students. This research utilizes the Design Thinking approach, which involves the stages of empathy, problem definition, idea development, prototyping, and evaluation—the data collection method through questionnaires produced quantitative and qualitative data for system validation. Content experts rated the platform's educational material at 85.33%, indicating exceptional alignment with learning objectives, while media experts provided a score of 89.60%, highlighting effective usability. User testing with PPG students yielded a strong System Usability Scale (SUS) score of 79, suggesting the platform is highly user-friendly. Additionally, the User Experience Questionnaire (UEQ) results indicated positive user perceptions across multiple aspects, with high ratings in pragmatic quality attributes such as perspicuity and efficiency, and hedonic qualities including stimulation and novelty. Overall, Meja Guru Academy presents an innovative and effective solution for advancing PPG students' evaluation competencies, fostering engagement and self-directed learning through gamified WBL

    UMM metaverse batik as a learning media to introduce nitik batik motifs in the Sonobudoyo Museum

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    The exposure of Yogyakarta's Nitik Batik motifs is one of the important efforts to maintain and introduce Indonesia's cultural heritage to the younger generation. In this context, metaverse-based learning media is used as an innovative solution. This research discusses the implementation of metaverse-based learning media with an Extended Reality (XR) approach to introduce the Yogyakarta Nitik Batik motif. This research uses the Game Development Life Cycle (GDLC) development method to design a VR-based Batik museum virtual space, with black box testing and refinement testing to assess functionality and fun aspects. Involving 33 participants from visitors to the Sono Budoyo Batik exhibition in Yogyakarta, this study analyzed the data descriptive quantitative to develop recommendations for improving user experience and introducing Yogyakarta Nitik Batik culture through the metaverse. The test results showed that the virtual space of the Batik Museum passed the functional test without failure and had a feasibility rate of 86.1% in the category of "Excellent." These findings indicate that VR technology effectively introduces and preserves Batik culture, especially as an educational material in virtual media. This metaverse based learning media is anticipated to be an innovative step in introducing Yogyakarta's dotted Batik while offering a valuable immersive experience for users. Future research can be done by adding gamification to increase visitor involvement and optimizing multimedia aspects that have not been the main focus

    Analyzing students’ computational thinking and math reasoning via PISA-based learning

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    omputational thinking and mathematical reasoning abilities are crucial 21st century skills. However, the results of international studies show that these abilities are still low in Indonesian students. This study aims to test the effectiveness of PISA-based learning in improving the computational thinking and mathematical reasoning abilities of junior high school students.  The PISA Principles are a learning guide released by the OECD to produce globally competent students. The study used a quasi-experimental design with two groups of grade VII junior high school students as subjects. The experimental group received a contextual-based PISA principle learning method, while the control group followed the conventional learning method. The research instrument was a computational thinking and mathematical reasoning ability test. Data were analyzed using a two-sample t-test. The results showed that the contextual-based PISA principle learning method was effective in improving students' mathematical reasoning abilities but was less effective for computational thinking abilities. These findings can be a reference in designing mathematics learning relevant to the demands of the 21st century.  The recommendation from the results of this study is the need for instrument adaptation to measure the dimensions of computational thinking that are more specific to the four main indicators, namely: decomposition, pattern recognition, abstraction and algorithms

    Strategic decision-making in TVET higher education: Applying the fuzzy delphi technique to foster inclusive digital pedagogy in Indonesia-Malaysia

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    The rapid digitalization of education demands inclusive pedagogical strategies, especially within Technical and Vocational Education and Training (TVET), to ensure equitable learning opportunities. This study focuses on post-secondary students and aims to identify the competencies required by educators in implementing inclusive digital pedagogy. It also serves as a foundational reference for future in-depth research. The study examines the strength of consensus among expert groups from Indonesia and Malaysia regarding inclusive digital pedagogy using the Fuzzy Delphi Technique (FDT). A purposive sampling technique was employed to select 30 experts from Indonesia and Malaysia. The selection criteria included academic qualifications, professional experience in TVET and digital pedagogy, and prior involvement in educational research or policy-making, in identifying and prioritizing key components, including infrastructure and training, digital skills development, accessibility, student-centered approaches, employer engagement, and personalized learning. Data analysis utilizing triangular fuzzy numbers revealed a strong consensus, highlighting the foundational role of infrastructure and innovative pedagogical practices aligned with industry needs. The findings contribute a comprehensive framework for enhancing digital inclusivity in Southeast Asian TVET contexts and demonstrate the effectiveness of FDT in consensus-based educational research. Future research is recommended to empirically validate the proposed framework in real classroom settings and to investigate its adaptability across different cultural environments in the ASEAN region

    Early Childhood Numeracy Practice Model Through Deep Learning

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    Early numeracy refers to the ability to think critically using mathematical concepts, procedures, facts, and tools to solve everyday problems in various relevant contexts for early childhood. This study aims to develop early numeracy practices for young children through deep learning approaches. The subjects of this research are 60 Kindergarten students, divided into two developmental stages: 4–5 years old and 5–6 years old. The study employed a development research method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. Data was collected through observations, interviews, documentation, and numeracy performance assessments tailored to the children’s cognitive stages. The data were analyzed using both qualitative techniques to evaluate the effectiveness and developmental appropriateness of the numeracy practices. The result of this study is a validated early numeracy product that aligns with children's levels of cognitive development: knowing, applying, and reasoning. This product is adapted to each age group to ensure developmental suitability. The novelty of this research lies in the implementation of early numeracy through deep learning, which integrates meaningful, mindful, and joyful learning strategies to enhance young children’s mathematical understanding. Future research is recommended to explore the scalability of this model in various cultural and socio-economic contexts, as well as to examine its long-term impact on children's mathematical thinking beyond the kindergarten years

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