Claim Missing Document
Check
Articles

Found 12 Documents
Search

DEVELOPMENT OF INTERACTIVE LEARNING MEDIA USING LECTORA INSPIRE FOR INFORMATION AND COMMUNICATION TECHNOLOGY SUBJECT: AN ADDIE-BASED APPROACH Roikhatus Silma Nadzifa; Fahrur Rozi
JoEICT (Jurnal of Education And ICT) Vol 10, No 1 (2026)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v10i1.1656

Abstract

The limited use of technology-based instructional media in junior high school settings has negatively affected student engagement and learning outcomes in Information and Communication Technology (ICT) subjects. This study aims to develop interactive learning media using Lectora Inspire for eighth-grade ICT students at SMP Negeri 4 Tulungagung, Indonesia, and to evaluate its feasibility based on expert validation and student responses. The development process followed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), a systematic instructional design framework widely adopted in educational technology research. The media was validated by two material experts and two media experts, and subsequently tested with 10 students (small group) and 30 students (large group). Feasibility was measured using a percentage-based scoring rubric. Results indicated that material experts rated the media at 76.4% (Feasible), media experts rated it at 75.9% (Feasible), while student responses reached 87.92% (small group) and 92.92% (large group), both classified as Very Feasible. These findings demonstrate that the Lectora Inspire-based interactive media is a viable, engaging, and pedagogically appropriate tool for ICT learning at the junior secondary level. The study contributes to the growing body of research on authoring-tool-based e-learning development in developing-country educational contexts, and highlights the potential of offline-compatible interactive media to address infrastructure challenges in Indonesian schools
THE EFFECT OF LEARNING STYLES AND GADGET USAGE ON STUDENT LEARNING OUTCOMES IN DIGITAL SIMULATION SUBJECTS: A QUANTITATIVE STUDY AT VOCATIONAL HIGH SCHOOL Tutut Wi Veren; Fahrur Rozi
JoEICT (Jurnal of Education And ICT) Vol 9, No 2 (2025)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v9i2.1645

Abstract

This study investigates the effect of learning styles and gadget usage on student learning outcomes in the Digital Simulation (SIMDIG) subject at SMK Negeri 2 Tulungagung, Indonesia. Despite the widespread integration of digital devices in secondary education, empirical evidence on how unregulated gadget use and individual learning styles jointly affect academic performance in vocational settings remains limited. Employing a quantitative non-experimental correlational design, this study collected data from 76 Grade X students selected through purposive sampling from a population of 505. Data were gathered using a closed Likert-scale questionnaire and documentation of KD 3.9 scores. Multiple linear regression analysis was conducted following prerequisite tests for normality (Kolmogorov–Smirnov), linearity, and multicollinearity. Results revealed that learning style does not significantly predict learning outcomes (t = 0.842, p = 0.403 0.05), while gadget usage demonstrates a significant negative effect on learning outcomes (t = 2.274, p = 0.026 0.05). Simultaneously, both variables do not produce a combined significant effect (F = 2.736, p = 0.071 0.05). These findings suggest that while individual learning styles may require more targeted instructional mediation to manifest effects on academic performance, gadget misuse during instructional time represents a salient and actionable predictor of reduced learning outcomes. Implications for teachers, school administrators, and educational technology policymakers are discussed.