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The Effect of the Contextual Learning Model on Ninth-Grade Students’ Learning Outcomes in Solid Geometry at SMP Negeri 17 Malang Zainul Rohman; Zainul Abidin; Otto Fajarianto
Journal of Educational Technology Studies and Applied Research Vol 2 No 3 (2026): [6] - 2026 April
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/0mf0sd49

Abstract

This study was motivated by students’ low achievement in solid geometry, which was attributed to the subject matter’s lack of relevance to students’ daily lives. Contextual learning is a student-centered approach that develops students’ intellectual potential to construct knowledge and then give meaning to that knowledge. This study aims to determine the effect of the contextual learning model on the cognitive learning outcomes of ninth-grade students at SMP Negeri 17 Malang. The research method used was a quasi-experimental design with a non-equivalent pretest-posttest control group. The research sample, selected through purposive sampling, consisted of two groups: Class IX A and Class IX C. The research instrument consisted of multiple-choice questions designed to measure student learning outcomes. The results showed that the post-test scores of the experimental group increased significantly compared to the control group, with a significance level of 0.029 < 0.050 in the t-test, meaning H0 was rejected and H1 was accepted. These findings indicate that learning that connects subject matter to students’ real-world contexts can enhance their application skills, thereby influencing their learning outcomes regarding spatial concepts. These research results confirm that the contextual learning model is proven to be effective in improving student learning outcomes.
Penerapan Pemilihan Media Pembelajaran Zainul Abidin
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 1 No. 1 (2016)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

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Abstract

The process of selecting instructional media is basically one of the learning technology applications. In the initial activity, the selection must be carefully planned and determined, and specially designed to solve the learning problem at hand. The application of the selection of learning media which is carried out carefully and then used and utilized properly, will in turn improve the quality of learning.
Pengembangan E-Module dan Tutorial Matakuliah Pengembangan Media Audio Radio Jurusan Teknologi Pendidikan Zainul Abidin
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 1 No. 2 (2016)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

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Abstract

Learning audio / radio media development course at the UM FIP department is expected to be able to make / develop various forms and formats with appropriate and appropriate patterns and procedures. The concepts that must be mastered are related to forms, patterns, formats, positions, procedures and how to use audio learning media. If this concept is not mastered, it will affect the quality of the development results. This stage is a very important stage before mastering the production of audio / radio media, it is necessary to master the concepts (preproduction), including: 1) various forms, patterns, formats, positions, procedures and ways of using them, 2) various ways of making audio media learning. In general, development is related to (1) drafting, (2) script writing, (3) production, (4) evaluation. (Arif S. Sadiman, 2007: 97-174). From the description above, it can be explained the phases of the model / approach used in product development, including 1). Identification of needs, 2). Problem Formulation, 3). Formulation of Success Measurement Tools, 4). Production Process, 5). Evaluation, 6). Implementation. The impact of this media development is an increase in the knowledge, attitudes, and development abilities of students. The results of the validation of the learning design experts were 92% and the Media Experts were 90%, this illustrates that the development of learning media really meets the provisions and principles of learning.
Pengembangan Thesaurus On-Line sebagai Electronic Performance Supporting System dalam Perkuliahan Teknologi Jaringan Jurusan Teknologi Pendidikan Universitas Negeri Malang Tahun Akademik 2012/2013 Yulias Prihatmoko; Zainul Abidin; Yerry Soepriyanto
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 3 No. 1 (2018)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

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Abstract

Lectures for the network technology subject at the Department of Educational Technology (TEP), State University of Malang have been supported by printed teaching materials that have been adapted to the characteristics of TEP students. Printed teaching materials are supported by an on-line thesaurus as an electronic performance supporting system that supports students in interpreting difficult words found in printed teaching materials. The Borg & Gall development model was adapted for development. The development produces an on-line thesaurus based on data analysis from 1 media expert, 1 material expert and the effectiveness of learning outcomes in the limited field test meets the valid criteria, with the results of the calculation of media experts 94.64%. On-line thesaurus material experts 78.33%. There is an increase in learning outcomes in limited trials between before and after the use of media with an average difference in value of 24.375
Pengembangan Aplikasi Augmented Reality Berbasis Mobile Untuk Enjoyful Learning Pada Siswa ADHD Fitrah Rohimah Agma Putri; Henry Praherdhiono; Zainul Abidin
Journal of Educational Technology Studies and Applied Research Vol 1 No 1 (2024): [1] - 2024 Agustus
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/jetsar.v1i1y2024a6

Abstract

Tujuan dari penelitian ini adalah mengembangkan augmented reality berbasis mobile untuk memberikan pengalaman pembelajaran yang menyenangkan bagi siswa penderita Attention Deficit Hyperactivity Disorder (ADHD). Penelitian ini menggunakan model pengembangan sadiman, dkk 2010. Dalam penyelesaian pengembangan aplikasi augmented reality berbasis mobile untuk pembelajaran menyenangkan pada siswa ADHD menggunakan 9 tahap, yaitu analisis kebutuhan, perumusan tujuan, perumusan butir - butir materi, perumusan alat pengukur keberhasilan, penulisan naskah storyboard media, produksi media, validasi, revisi, media siap digunakan. Hasil pengembangan mendapatkan respon positif dari uji validitas oleh materi dengan rata rata sebesar 93,75%, sementara ahli media memberikan penilaian sebesar 92,5%. Dengan demikian dapat disimpulkan bahwa pengembangan aplikasi augmented reality berbasis mobile untuk pembelajaran menyenangkan pada siswa ADHD ini telah terbukti valid dan dapat digunakan untuk pembelajaran bagi siswa ADHD.
Keberhasilan Podcast Budaya di YouTube LPP RRI Malang Sebagai Media Belajar Kearifan Lokal Kekinian untuk Generasi Z Iis Winda Sari; Zainul Abidin; Herlina Ike Oktaviani
Journal of Educational Technology Studies and Applied Research Vol 1 No 1 (2024): [1] - 2024 Agustus
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/jetsar.v1i1y2024a16

Abstract

Penelitian ini bertujuan untuk mendeskripsikan persepsi Generasi Z terhadap program Podcast obrolan budaya di YouTube LPP RRI Malang dalam menanamkan nilai-nilai kearifan lokal. Generasi Z, sebagai generasi digital native, memiliki karakteristik unik yang perlu diperhatikan dalam upaya pelestarian budaya. Melalui program ini, diharapkan dapat memberikan alternatif belajar budaya yang relevan dan menarik bagi generasi muda. Metode penelitian yang digunakan adalah kuantitatif deskriptif. Data dikumpulkan melalui kuesioner yang dirancang khusus untuk mengetahui keberhasilan program obrolan budaya sebagai media belajar berbasis kearifan lokal kekinian. Untuk mengetahui keberhasilan program dalam penelitian ini menggunakan empat aspek yaitu aspek pemahaman program, aspek ketepatan sasaran, aspek ketepatan waktu, dan aspek tercapainya tujuan. Hasil penelitian dari aspek pemahaman program, responden memahami program yang disiarkan, dan juga menangkap esensi program sebagai media belajar pelestarian budaya kearifan lokal. Responden juga memahami materi yang disajikan dan menemukan berbagai aspek budaya yang dibahas dalam program. Hasil penelitian dari aspek ketepatan sasaran, generasi Z lebih menyukai belajar menggunakan cara yang modern seperti Program Obrolan Budaya LPP RRI Malang yang disajikan dan dikemas lebih modern, yaitu melalui podcast. Hasil penelitian dari aspek ketepatan waktu, durasi penyiaran yang dilakukan oleh RRI sesuai dengan jadwal yang telah ditentukan, serta kesesuaian waktu siaran dengan waktu luang pendengar. Hasil aspek tercapainya tujuan, penyiar radio membawakan materi dengan baik sehingga dapat diterima oleh pendengar, selain itu ada perubahan nyata pada pendengar setelah mendengarkan Program Obrolan Budaya.
Beban Kognitif Siswa Dalam Pembelajaran BerdasarkanKurikulum Merdeka Sekolah Dasar Mohammad Habibie Zarkasyi; Zainul Abidin; Henry Praherdhiono
Journal of Educational Technology Studies and Applied Research Vol 1 No 2 (2024): [2] - 2024 December
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/jetsar.v1i2y2024a18

Abstract

Cognitive Load is a theory that describes the amount of mental resources a person uses to complete a learning task. Mental resources are a person's cognitive abilities including mind, attention, memory and problem solving skills. Cognitive load in learning that occurs in the classroom describes the condition of students in dealing with learning tasks. The independent curriculum is the curriculum currently used at all levels of education including primary education. However, the curriculum faces problems both in terms of teachers and learners. The purpose of this study was to describe the condition of intrinsic, extrinsic and germane cognitive load of students during learning when using an independent curriculum. This research uses a descriptive qualitative approach. The data collection technique used purposive sampling as many as 6 informants consisting of 2 teachers and 4 students. The results of this study are the intrinsic cognitive load of students found in IPAS, PPKN, Mathematics, English and Javanese subjects. In addition, the intrinsic cognitive load is triggered by giving assignments and motivation or interest in learning from the students themselves. Extrinsic cognitive load was triggered by the lecture learning method used by the instructor or teacher due to the use of high vocabulary. Extrinsic cognitive load is also triggered by the condition of the learning environment, namely the noisy or crowded atmosphere inside and outside the classroom. The germane cognitive load is triggered when the teacher or lecturer presents the subject matter.
Pengembangan Animasi Pembelajaran Materi Mitigasi Bencana Alam untuk Siswa Autis Umar Ismail; Zainul Abidin; Otto Fajarianto
Journal of Educational Technology Studies and Applied Research Vol 1 No 3 (2025): [3] - 2025 April
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/jetsar.v1i3y2025a39

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran animasi terkait mitigasi bencana yang efektif, praktis, dan layak digunakan oleh siswa autisme di SLB Autis. Produk berupa media animasi yang menggabungkan visual bergerak dan audio, berfokus pada mitigasi bencana gempa bumi, mencakup jenis bencana, ciri-ciri, langkah penyelamatan diri, dan prosedur evakuasi sederhana. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan Sadiman. Validasi materi dan media dilakukan secara bertahap, dengan perbaikan yang menyesuaikan kebutuhan siswa autisme. Hasil validasi media menunjukkan tingkat kevalidan sebesar 85,33%, dengan saran untuk menyederhanakan tampilan menu. Evaluasi formatif dilakukan dalam tiga tahap: evaluasi satu lawan satu (83%), evaluasi kelompok kecil (88%), dan uji lapangan (79,5%), menunjukkan bahwa media layak digunakan. Analisis hasil belajar dari 38 siswa menunjukkan peningkatan pemahaman dan keterampilan setelah menggunakan media, dengan perbaikan signifikan pada nilai post-test dibandingkan pre-test. Implikasi penelitian ini memberikan kontribusi penting bagi pengembangan media pembelajaran yang inklusif dan adaptif, mendukung pemahaman siswa autisme terhadap materi mitigasi bencana, serta meningkatkan kesiapsiagaan mereka menghadapi bencana.