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INDONESIA
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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Articles 5 Documents
Search results for , issue "Vol 9, No 1 (2024)" : 5 Documents clear
Relation of Facial Expressions and Student Learning Outcomes in Face Recognition-Based Online Learning Hikmatiar, Hamzarudin; Sya'bania, Nursina; Hamsa, Berlian
Edcomtech Vol 9, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p1

Abstract

This research was conducted to determine the relationship between facial expressions and student learning outcomes based on face recognition. The applied learning is online, with nine respondents participating in statistics lectures. This type of research is quantitative research with inferential statistical analysis; the software used to detect facial expressions is LOBE software, while the data collection on learning outcomes uses multiple choice questions as many as ten. Based on the research results, there is a relationship between facial expressions and student learning outcomes, which are carried out through the person correlation test with a significance of less than 0.05, namely 0.001. The level of the relationship between the two is a perfect correlation based on the correlation guide table, which is equal to 0.895.
Trends in Self Regulated Learning (SRL) in Indonesia Based on Web of Science (WOS) Data Oktaviani, Herlina Ike; Kuswandi, Dedi
Edcomtech Vol 9, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p14

Abstract

This study was conducted to reveal trends and research findings on the SRL approach published between 2008 and 2023, using descriptive review analysis to uncover trends related to article and journal performance, collaboration patterns, and research constituents. The findings indicate that the implementation of SRL increased significantly in 2018, coinciding with the shift to online learning due to the impact of the COVID-19 pandemic. SRL is highly relevant in digital-era learning as it fosters self-directed learning, time management, and the optimal use of technology, leading to more flexible and adaptive learning experiences. Therefore, this approach remained a trend through 2023, with the highest number of publications in educational research proceedings.
Development of Interactive Web-Based Augmented Reality for Human Digestive System in Class XI Prasetyo, Yanuar Rizky; Surahman, Ence; Degeng, Made Kartika
Edcomtech Vol 9, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p41

Abstract

This study aims to develop interactive, web-based augmented reality (AR) learning media for teaching the human digestive system to 11th-grade Biology students, addressing the practical limitations of application-based media. The goal is to enhance student engagement, material visualization, and learning outcomes without requiring additional app installations. The research followed the Sadiman development model, involving seven stages from needs analysis to product testing. Validation results for content and media indicated that the developed media is highly effective and suitable for use in the classroom. Trials were conducted with a small group of five students and a field test involving 30 students. The field test results showed a significant improvement in learning outcomes, with an average increase of 20.70%. Additionally, questionnaires revealed an approval rate of 83.41%, indicating that students found the media effective in understanding abstract concepts. In conclusion, the interactive, web-based AR learning media proved effective in improving students’ learning outcomes and interest in Biology. This media not only offers a valuable tool for enhancing education but also serves as a model for the development of future technology-based learning resources.
Development of Telecounseling Media Based on Facial Expression Analysis as A Tool for Detecting Suicide Tendencies n Students Aniisah, Amiirah; Rahman, Aditya Ramadito; Priyatama, Muhammad Aldwin; Hussein, Wzamah Al; Fadhli, Muhibuddin; Adi, Eka Pramono; Utami, Deka Dyah
Edcomtech Vol 9, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research is motivated by a 20% increase in suicide cases among college students in Malang City. It aims to develop a telecounseling platform based on Facial Expression Analysis (FEA) to detect suicidal tendencies. The development follows a Research and Development (R&D) methodology, adapted from the ADDIE model and modified into four stages: analysis, design, development, and evaluation. Needs analysis shows that both counselors and clients require features such as scheduling, FEA reports, bibliocounseling, and forums. Expert validation results indicate that this platform is highly relevant, user-friendly, and engaging, with a validity index of 1. The final evaluation shows that the platform can enhance counselors' effectiveness and assist clients in managing their emotional issues. The designed features support a more comprehensive and in-depth counseling process.
Development of Educational Board Games to Increase Knowledge of Environmental Care Integrated with QR Codes and Applications Margaretha Octaviola, Nadine; Khotimah, Khusnul; Untari, Esti
Edcomtech Vol 9, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p27

Abstract

This study aims to develop a board game as a learning media that provides environmental awareness education for elementary school children. To follow the era of society 5.0, this board game is developed with technological advances in the form of QR codes and applications and meets the quality of interesting learning media. With the existence of this game-based learning media, it will increase students' knowledge of environmental awareness. To determine the feasibility, effectiveness, and attractiveness of the results of the development of board game learning media integrated with QR codes and applications. This study uses the Research and Development (RnD) method. This research model uses ADDIE, namely analysis, design, development, implementation, and evaluation. The data collection techniques used are questionnaires and tests in the form of quantitative and qualitative descriptive data. Board games were declared valid by the three experts as evidenced by the results (1) material experts had a percentage of 90%, (2) media experts had a percentage of 98% (3) teachers had a percentage of 100%. After being declared valid, the media was tested on grade III students of SDN Bareng 01 Malang City. Based on the results of the pretest t-test analysis, the average was 69 and the post-test was 91. The conclusion that can be drawn from this study shows that there is a significant influence of board games so that it can increase the environmental awareness knowledge of students at SDN Bareng 01 Malang City.

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