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Edcomtech Jurnal Kajian Teknologi Pendidikan
ISSN : 25489879     EISSN : 25992139     DOI : -
Edcomtech is a journal in the field of educational technology which contains conceptual studies and empirical findings in scientific disciplines of educational technology theories and practices. The covered topics are involved the foundation and philosophy of educational technology, design and implementation, assessment and evaluation, strategies and models of general and specific learning, research and development methods, research and development methods, emerging technologies, and technology integration in learning. Journal of Edcomtech is willing to facilitate writers to disseminate conceptual ideas, development, and research findings which are useful in the development of science, study programs, and educational technology profession.
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Search results for , issue "Vol 5, No 1 (2020)" : 10 Documents clear
Pengembangan Media Video Gerak Tari Sparkling Surabaya pada Mata Pelajaran Seni Budaya bagi Siswa SMP Rahajeng Lukitarini; Iskandar Wiryokusumo; Suhari Suhari
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1065.928 KB) | DOI: 10.17977/um039v5i12020p067

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Instagram: From Media Sharing Network To Learning Resource (Studi Terhadap Dua Akun Instagram) Sakina Rahmania; Bagus Takwin
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (15.338 KB) | DOI: 10.17977/um039v5i12020p097

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Abstrak: Sosial media dapat memudahkan seseorang dalam berkomunikasi secara satu arah maupun dua arah dan kemudian secara kolaboratif membangun suatu sistem yang berbasis pengetahuan dan membentuk suatu komunitas belajar virtual. Penelitian ini bermaksud untuk melakukan investigasi terhadap penggunaan sosial media khususnya Instagram sebagai sumber belajar informal dengan melihat hubungan pemanfaatan fitur Instagram dengan keterlibatan belajar penggunanya. Penelitian ini dilakukan dengan memberikan kuesioner pada masing – masing pengikut dua akun Instagram yang akan diteliti. Berdasarkan hasil pengukuran keterlibatan belajar dengan menggunakan alat ukur engaging learning environment, ditemukan bahwa terdapat hubungan positif yang kuat dan signifikan antara persepsi pemanfaatan fitur instagram dengan keterlibatan belajar dengan besar kekuatan hubungan 27,4%. Interaksi merupakan indikator yang memiliki hubungan paling kuat dengan keterlibatan belajar. Fitur Instagram live merupakan fitur Instagram yang memiliki hubungan positif dan terkuat diantara fitur Instagram lainnya.Abstract: Social media or social networking sites can easily enable people to communicate in synchronous or asynchronous way and then collaboratively built a knowledge-based system and form a virtual learning community. This study aimed to investigate the application of a social media, especially Instagram as an informal learning resource by reviewing the relationship between Instagram features utilization and the learning engagement of the followers. This research was conducted by giving questionnaire to each of the two Instagram account to be examined. Based on the result of the measurement of learning engagement, using the engaging learning environment measurement tools, it was found that there was a strong and significant relationship between them with a relationship strength of 27.4%. Interaction is the indicator that has the strongest relationship with learning engagement, and Instagram live feature has the strongest positive relationship among other Instagram features. Thus, Instagram could be said as an engaging learning environment.
Kesiapan Pendidikan Indonesia Menghadapi Era Society 5.0 Faulinda Ely Nastiti; Aghni Rizqi Nimal Abdu
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (936.575 KB) | DOI: 10.17977/um039v5i12020p061

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Abstrak: Berkembangnya teknologi informasi saat ini merambah pada seluruh bidang kehidupan masyarakat, termasuk bidang pendidikan. Pada era revolusi industri 4.0 diperlukan tiga literasi yaitu literasi data, literasi manusia, dan literasi teknologi. Pembelajaran di era revolusi 4.0 dapat menerapkan hybrid/blended learning dan Case-base Learning. Bahkan pendidikan dalam era society 5.0, memungkinkan siswa atau mahasiswa dalam kegiatan pembelajaran berdampingan dengan robot yang sudah dirancang untuk menggantikan peran pendidik. Lantas bagaimana dengan sistem pendidikan di Indonesia? Tulisan ini mengkaji tentang kesiapan pendidikan Indonesia dalam menyambut era society 5.0. Dengan demikian, para pegiat dan stakeholder pendidikan mendapat gambaran tentang  urgensi hadirnya teknologi era society 5.0 dalam dunia pendidikan.Abstract: The development of information technology is currently reaching all areas of people's lives, including education. In the era of the industrial revolution 4.0 required three literacies namely data literacy, human literacy, and technological literacy. Learning in the revolutionary era 4.0 can apply hybrid / blended learning and Case-base Learning. Even education in the era of society 5.0, allows students or students in learning activities side by side with robots that have been designed to replace the role of educators. So what about the education system in Indonesia? This paper examines the readiness of Indonesian education in welcoming the era of society 5.0. Thus, activists and education stakeholders get a picture of the urgency of the presence of technology era society 5.0 in the world of education
Pengembangan Bahan Ajar Dasar Tata Rias Wajah untuk Mahasiswa Prodi Pendidikan Vokasional Kesejahteraan Keluarga (PVKK) Tata Rias Aprillia Evi Mursanti; Achmad Noor Fatirul; Hartono Hartono
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.461 KB) | DOI: 10.17977/um039v5i12020p076

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Abstrak: Kualitas pembelajaran yang baik, salah satunya di dukung oleh literatur yang baik pula. Dengan adanya bahan ajar yang telah divalidasi oleh ahli maka pembelajaran akan menjadi lebih baik. Metode penelitian dengan menggunakan model pengembangan 4D. Hasil yang didapat dari validasi desain menyatakan kelayakan bahan ajar tata rias di Prodi PVKK rata-rata validasi ahli 88% (kategori sangat baik/layak). Hasil validasi untuk ahli desain rata-rata 83% (kategori baik/layak), Sedangkan untuk hasil penilaian dari dosen pengajar Prodi PVKK dinilai 98% yakni diartikan dalam kategori sangat baik. Sedangkan uji dalam kelompok kecil sebesar 84,1% yang artinya baik (layak), dan uji kelompok besar yakni 86,15% yang artinya sangat baik (layak). Dengan demikian bahan ajar dasar tata rias dapat mendukung pembelajaran tata rias berjalan baik dan lancar. Abstract: The quality of good learning is supported by good literature. By this teaching material that have been validated by the experts, the learning process will be better. The research method is a development model of 4D. The results obtained from SME (Cosmetology Experts) stated that the feasibility of the teaching materials in the PVKK Study Program, the average is 88% (very good/proper category). Validation results for design experts an average of 83% (good/decent category), while for the results of the assessment of the lecturer of the PVPK Study Program rated 98%, which is interpreted in the excellent category. While the test in small groups is 84.1%, which means good (feasible), and the large group test is 86.15%, which means very good (feasible). Thus the basic teaching materials for cosmetology can support cosmetology learning to run well and smoothly.
Pengembangan Game Petualang untuk Pembelajaran Berhitung Indah Rahmawati; Ibut Priono Leksono; Harwanto Harwanto
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (511.068 KB) | DOI: 10.17977/um039v5i12020p011

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Abstrak: Penelitian ini menghasilkan media pembelajaran berupa game yang diaplikasikan pada perangkat yang memakai sistem android. Selama ini anak-anak menghilangkan kejenuhan dengan game. Oleh karena itu, perlu dikembangkan media pembelajaran berupa game  yang bertujuan agar siswa dapat memanfaatkan waktu luang dengan sesuatu yang berguna. Penelitian ini bertujuan untuk menyediakan media pembelajaran game petualang yang telah divalidasi oleh ahli isi, ahli media dan ahli desain sebagai pendukung  pembelajaran berhitung.  Metode dalam penelitian pengembangan ini menggunakan metode Penelitian dan  Pengembangan (P&P). Penelitian ini menghasilkan data berupa game petualang untuk pembelajaran berhitung yang dilengkapi buku petunjuk penggunaan bisa diperoleh di playstore.  Validasi ahli isi sebesar 84,76%, validasi ahli media dan desain sebesar 91,82%, Angket respon siswa terhadap game petualang untuk pembelajaran berhitung mencapai kriteria sangat baik. Abstract: This study developed a learning media in the form of games that were applied to devices using the Android system. During this time children eliminate boredom with games. Therefore, learning media in the form of games are developed so that students can take advantage of free time with something useful. This research aims to provide adventurous game learning media that have been validated by material experts, media experts and design expert as a support for numeracy learning. The method in this research use the Research and Development (P&P) method. This study produces form adventurous games for numeracy learning that are equipped with user manuals can be obtained at Playstore, Material expert validation is 84,76%, Media and design expert validation is 91,82%. Questionnaire responses of students to the adventurous game for learning to count reached very good criteria.Abstract: This study produces learning media in the form of games that are applied to devices using the Android system. So far, children get rid of boredom with games. Therefore, it is necessary to develop learning media in the form of games that aim so that students can take advantage of their spare time with something useful. This study aims to provide an adventurous game learning media that has been validated by content experts, media experts and design experts as support for learning to count. The method in this development research uses the Research and Development (P&P) method. This research produces data in the form of an adventurous game for learning arithmetic which is equipped with a user manual which can be found in the playstore. Content expert validation was 84.76%, media and design expert validation was 91.82%, student response questionnaires to adventurous games for learning arithmetic reached very good criteria. This study developed a learning media in the form of games that were applied to devices using the Android system. During this time children eliminate boredom with games. Therefore, learning media in the form of games are developed so that students can take advantage of free time with something useful. This research aims to provide adventurous game learning media that have been validated by material experts, media experts and design experts as a support for numeracy learning. The method in this research use the Research and Development (P&P) method. This study produces a form of adventurous games for numeracy learning that are equipped with user manuals can be obtained at Playstore, Material expert validation is 84.76%, Media and design expert validation is 91.82%. Questionnaire responses of students to the adventurous game for learning to count reached very good criteria.
Pengaruh Flipped Classroom Menggunakan Google Classroom Berbahan Ajar Video Tutorial pada Mata Kuliah Kalkulus Kinzie Feliciano Pinontoan; Mario Walean
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (802.161 KB) | DOI: 10.17977/um039v5i12020p051

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Abstrak: Pengembangan Mobile Learning Berbasis Android Pada Mata Kuliah Strategi Pembelajaran Universitas Baturaja Penelitian ini menerapkan flipped classroom (FC) pada perkuliahan kalkulus untuk menyelidiki pengaruhnya terhadap hasil belajar dan motivasi mahasiswa. Google Classroom (GC) digunakan untuk sesi luar kelas dan video tutorial digunakan sebagai media penyampaian seluruh materi. Penelitian ini berbentuk eksperimen kepada sampel 42 mahasiswa dari program studi Farmasi, dan Teknik Geologi di Universitas Prisma, terdiri atas dua kelas yakni kelas eksperimen dengan perlakuan penelitian dan kelas kontrol yang melaksanakan perkuliahan konvensional. Instrumen penelitian menggunakan tes tertulis untuk mengukur hasil belajar dan kuesioner untuk mengukur skor motivasi. Desain penelitian menggunakan post-test only control group design. Uji statistik t dua sampel dan uji t berpasangan digunakan dalam penelitian ini. Hasil penelitian menunjukkan ada pengaruh positif penerapan flipped classroom menggunakan Google Classroom (FC-GC) berbahan ajar video tutorial terhadap hasil belajar dan motivasi mahasiswa pada perkuliahan kalkulus.Abstract: This study applied flipped classroom (FC) in Calculus lectures to investigate its effect to students’ learning achievement and motivation. Google Classroom (GC) was used for out-class sessions and tutorial videos were used to deliver the materials. An experiment was conducted toward a sample of 42 students of Universitas Prisma on Pharmacy, Architecture, and Technical Geology Department, which was consisted of two groups; (1) experiment group with the treatment of this study and (2) control group with conventional lectures. The instruments were written test as post-test to measure the learning achievement and questionnaire to measure the motivation score. Statistics test of 2-sample t and paired t were used in this study. The results showed that there was a positive effect of flipped classroom using Goggle classroom (FC-GC) with tutorial videos toward students’ learning achievement and their motivation in calculus lectures.
Pengembangan Modul IPA Kelas VI dengan Model Cooperative Learning Moh Shobirin
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1858.392 KB) | DOI: 10.17977/um039v5i12020p024

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Abstrak: Penelitian ini bertujuan menghasilkan Modul IPA dengan Model Cooperatif Learning kelas VI yang dirancang lebih menarik, melatih mandiri, kreatif dan inovasi, sesuai kebutuhan siswa serta mengembangkan kompetensi, karakter dan literasi siswa. Metode pengembangan yang digunakan Dick, Carey & Carey, disesuaikan desain pembelajaran. Jenis data dalam penelitian ini adalah (1) hasil validasi ahli desain pembelajaran, dan ahli isi/ materi (2) hasil uji teman sejawat, (3) data hasil uji coba lapangan. Teknik analisis ini digunakan untuk mengolah data yang diperoleh melalui lembar evaluasi dalam bentuk deskriptif dan mengukur kevalidan menggunakan rumus yang telah ditentukan. Hasil validasi dari ahli materi mencapai skor kevalidan 3,5. Sedangkan dari ahli desain pembelajaran materi bahan ajar yang dikembangkan skor kevalidan 3,64. Hasil Uji Teman sejawat terhadap materi mencapai  skor kevalidan 3,6. Sedangkan hasil uji coba pada siswa secara keselurhan kevalidan bahan ajar mencapai 3,55. Dari data dan analisis yang telah dilakukan dapat disimpulkan bahwa produk pengembangan Modul IPA dengan Model Cooperatif Learning dapat dijadikan sebagai bahan ajar pada mata pelajaran IPA kelas VI Sekolah Dasar yang mencapai kevalidan sangat valid, dan mampu mengembangkan ranah berpikir kritis, kreatif, kerjasama dan mampu menyelesaikan masalah.Abstract: This study aims to produce a Science Module with a Class VI Cooperative Learning Model that is designed to be more interesting, to train independently, creatively and innovatively, according to students 'needs and develop students' competence, character and literacy. The development model used by Dick, Carey & Carey. The selection of this model is based on the theoretical foundation of learning design. The type of data used in this study are (1) the results of the validation of the learning design expert, and the content / material expert (2) the results of the peer testing, (3) the data from the field trial results. This analysis technique is used to process data obtained through evaluation sheets in descriptive form and measure validity using predetermined formulas. The results of the validation of the material experts reached a validity score of 3.5. While the learning design expert on teaching materials developed a validity score of 3.64. Peer Test Results for the material reached a validity score of 3.6. While the results of trials on students as a whole the validity of teaching materials reached 3.55. From the data and analysis that has been done, it can be concluded that the product development of the Natural Sciences Module with the Cooperative Learning Model can be used as teaching material in Natural Science classes VI of Primary Schools that reach validity and is very valid, and is able to develop the realm of critical thinking, creative, collaboration and able to complete problem.
Analisis Komparasi Problem Based Learning Dengan Team Assisted Individualization Pada Penguasaan Kompetensi “Mekanisme Katup & Sistem Bahan Bakar” Kelas XI SMK Holis Harifi; Djoko Adi Walujo; Sugito Sugito
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (497.97 KB) | DOI: 10.17977/um039v5i12020p088

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Abstrak: SMK sebagai sekolah vokasi berbeda dengan sekolah menengah umum lainnya. Lebih menekankan pada kompetensi  atau keahlian. Pembelajaran yang monoton tidak variatif, membosankan dan lebih banyak terpusat pada guru, menyebabkan tidak efektif dan menyenangka. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) bertujuan untuk mengetahui bagaimana analisis komparasi  PBL dan TAI  efektif dalam penguasaan kompetensi “Mentup Simbahkar” akronim mekanisme katup dan sistem bahan bakar  pada Pemeliharaan Mesin Sepeda Motor kelas IX. Berdasarkan hasil olah data dapat dilihat: (1). Aktifitas positif pada siklus I sebesar 61%, siklus II sebesar 76%, dan siklus III sebesar 84%, sedangkan aktifitas negatif  pada siklus I sebesar 30%, siklus II sebesar 10%, dan siklus III sebesar 10%; (2). Rata – rata kelas pada siklus I sebesar 71, siklus II sebesar 81, dan siklus III sebesar 88, (3). Ketuntasan belajar peserta didik pada siklus I sebesar 28,5%, siklus II sebesar 100%, dan siklus III sebesar 100%.Abstract:  Vocational school as a vocational school is different from other public high schools. Put more emphasis on competence or expertise. Monotonous learning is not varied, boring and is more centered on the teacher, causing ineffective and unpleasant. This study uses a Class Action Research (CAR) approach aimed to find out how the comparative analysis of PBL and TAI is effective in mastering the competence of "Mentup Simbahkar" valve mechanism and fuel system acronyms on Class IX Motorcycle Engine Maintenance. Based on the results of data processing can be seen: (1). Positive activity in cycle I was 61%, cycle II was 76%, and cycle III was 84%, while negative activity in cycle I was 30%, cycle II was 10%, and cycle III was 10%; (2). The average class in cycle I was 71, cycle II was 81, and cycle III was 88, (3). Mastery learning of students in the first cycle of 28.5%, the second cycle of 100%, and the third cycle of 100%.
Kelayakan Bahan Ajar Materi Perbandingan Trigonometri yang Berorientasi Hots pada Siswa SMA Fahrur Rosyi; A. Noor Fatirul; Hartono Hartono
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1137.559 KB) | DOI: 10.17977/um039v5i12020p038

Abstract

Tujuan dari penelitian ini adalah untuk mengetahui kelayakan dari pengembangan bahan ajar matematika materi perbandingan trigonometri untuk siswa SMA. Pengambilan sampel dilakukan di SMA Negeri 3 Sampang. Faktanya di lapangan menunjukkan bahwa pembelajaran matematika khususnya materi trigonometri di SMA Negeri 3 Sampang hasil pembelajarannya belum maksimal, baik itu tentang respon siswa dan aktivitas pembelajaran siswa. Hal ini disebabkan karena belum adanya bahan ajar yang menarik dan mudah dipahami oleh siswa khususnya materi perbandingan trigonometri. Oleh karena itu diperlukan sebuah inovasi dan pengembangan bahan ajar yang sangat menarik dan beda dari buku-buku yang biasa beredar di pasaran. Dalam merancang bahan ajar ini, peneliti menggunakan model pengembangan Dick and Carey yang telah dimodifikasi. Bahan ajar dari pengembangan ini divalidasi oleh ahli materi bidang studi matematika dan ahli media, selain itu juga diuji coba kelompok kecil yang terdiri dari  9 siswa. Hasil dari uji validasi ditemukan bahwa Secara keseluruhan ahli materi memberikan penilaian pada bahan ajar diperoleh skor rata-rata 4,15. Ahli media memberikan penilaian pada bahan ajar tentang aspek kegrafikan yang terdiri dari ukuran buku, desain sampul dan desain isi diperoleh skor rata-rata 4,23. angket respon siswa (uji kelompok kecil) yang terdiri dari 9 siswa tentang ketertarikan, isi materi dan bahasa diperoleh skor rata-rata 4,68 sehingga secara keseluruhan bahan ajar dapat dikategorikan sangat layak. This research aims to determine the feasibility of the development of teaching materials math trigonometry comparative material for high school students. Facts on the ground show that the study of mathematics, especially trigonometry matter of learning outcomes is not maximized, be it about the response of students and student learning activities. This is due to lack of instructional materials interesting and easily understood by students, especially trigonometry comparison material. In designing these materials, researchers used a Dick and Carey model of development that has been modified. The results of the validation test found thatOverall subject matter experts provide an assessment of the average score of 4.15. Media experts provide an assessment of the average score of 4.23. student questionnaire responses (test small groups) receive an average score of 4.68 so that the overall teaching materials can be categorized as very feasible.
Indonesian Undergraduate EFL Students’ Perceptions toward Flipped Classroom Amanda Vira Maharani; Hamamah Hamamah; Ika Nurhayani
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (569.066 KB) | DOI: 10.17977/um039v5i12020p001

Abstract

Abstract: The aim of this study was to find Indonesian undergraduate EFL students’ perceptions towards the implementation of flipped classroom. This study implemented survey research design and perceptions were found out through questionnaire and the questionnaires were spread to 30 students who experienced the implementation of flipped classroom. The questionnaire consisted of two aspects, namely meaningful and competence aspects. The results of questionnaire of perceptions were statistically calculated. The data on meaningful aspect revealed that mostly the students had positive perceptions toward the implementation of flipped classroom. On the other hand, in competence aspect, the students perceived that flipped classroom was beneficial for their writing competence. However, for the pre-class activities, such as viewing video and reading e-materials, the students had varied perceptions on it. They actually like the idea to have an additional video-lecture and e-material to prepare them before the class, but they did not really see the meaning by doing that pre-class activities. Tujuan dari penelitian ini adalah untuk menemukan persepsi mahasiswa EFL Indonesia terhadap penerapan flipped classroom. Penelitian ini menggunakan desain survey dan data dikumpulkan melalui kuesioner dan disebarkan kepada 30 siswa yang mengalami implementasi flipped classroom. Kuesioner terdiri dari dua aspek, yaitu aspek kebermaknaan dan kompetensi. Hasil kuesioner dihitung secara statistik. Data pada aspek kebermaknaan mengungkapkan bahwa sebagian besar siswa memiliki persepsi positif terhadap pelaksanaan flipped classroom. Di sisi lain, dalam aspek kompetensi, siswa merasa bahwa flipped classroom bermanfaat untuk kompetensi menulis mereka. Namun, untuk kegiatan pra-kelas, seperti menonton video dan membaca materi daring, siswa memiliki berbagai persepsi di dalamnya. Mereka menyukai ide untuk meononton video pengajaran dan materi daring tambahan untuk mempersiapkan mereka sebelum kelas, tetapi mereka tidak benar-benar melihat arti pada pelaksanaan kegiatan pra-kelas tersebut.

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