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Journal : JTP - Jurnal Teknologi Pendidikan

Web-Based Educational Games for Teaching Basic Football Techniques in Secondary School Physical Education Mukti, Jozuna Aziz Kusuma; Akhyar, Muhammad; Santosa, Eka Budhi
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 1 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i1.53117

Abstract

The development of a web-based educational game for the teaching of Physical Education, Sports, and Health (Penjasorkes) represents an innovative approach aimed at enhancing student engagement and comprehension of fundamental soccer techniques, including passing, dribbling, and shooting. However, traditional methods in Physical Education classes often rely heavily on verbal instructions and textbooks, leading to low student motivation and limited mastery of basic techniques. This research employs a Research and Development (R&D) methodology based on the Alessi & Trollip model, which encompasses stages of planning, design, and development. The research subjects include media experts, content specialists, Penjasorkes teachers from high schools and vocational schools, and students as end users. The research involved two media experts, two content experts, three Penjasorkes teachers, and 93 students from high schools and vocational schools in the Boyolali region of Central Java. Data collection was conducted through observations and questionnaires, followed by qualitative and quantitative analysis. The alpha test results indicated a "very good" validation from experts and practitioners, with an average score of 89%, while the beta test conducted with students yielded an average score of 90%, demonstrating the feasibility and appeal of this media. These findings affirm that the web-based educational game can significantly boost student motivation and engagement, serving as a practical solution to the limitations of conventional learning media. Consequently, this educational game is not only pertinent to Penjasorkes instruction in high schools and vocational schools but also has the potential to serve as a model for the development of similar media in other educational contexts.
Enhancing High School Students' Problem-Solving Skills Through Digital Module Integration Rahmatullah, Putera Islamiyadi; Akhyar, Muhammad; Efendi, Agus
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 1 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i1.53496

Abstract

In programming education, problem-solving skills are essential for high school students to understand and apply coding concepts effectively. Traditional teaching methods often lack interactive elements, making it difficult for students to engage with complex programming concepts. Digital modules offer an interactive and structured learning approach that can enhance students' engagement and cognitive abilities in problem-solving. This study aimed to evaluate the effectiveness of digital modules in enhancing high school students’ problem-solving skills in programming education. A quasi-experimental design with pre-test and post-test assessments was used to compare the outcomes between experimental and control groups. The study involved 60 high school students, divided into two groups: 30 students in the experimental group using digital modules and 30 in the control group relying on conventional methods such as lectures and PowerPoint presentations. The digital module was designed with structured tasks and collaborative coding activities to support analytical thinking and practical problem-solving. Data analysis, including independent sample t-tests and N-Gain calculations, demonstrated a significant improvement in the experimental group’s problem-solving performance. The experimental group achieved an N-Gain score of 85.2%, categorized as "high effectiveness," highlighting the module’s ability to enhance critical problem-solving skills. These findings indicate that digital modules are effective tools for improving problem-solving competencies in programming education. This study suggests that integrating digital modules into teaching practices can foster student engagement and skill development, addressing the needs of modern education. Further research is recommended to explore their long-term impact and application across different subjects.