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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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Articles 153 Documents
Hubungan Intensitas Penggunaan Teknologi Informasi Dan Komunikasi Dengan Keterlibatan Belajar Mahasiswa Generasi Z Tejarukmi Mutiara; Dianti Endang Kusumawardhani
Edcomtech Vol 5, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v5i22020p192

Abstract

Abstrak: Penelitian ini bertujuan untuk menelaah hubungan antara intensitas penggunaan teknologi informasi dan komunikasi dalam dunia pendidikan terhadap keterlibatan belajar mahasiswa generasi Z. Metode yang digunakan adalah pengisian kuesioner mengenai keterlibatan belajar oleh mahasiswa generasi Z (n=108). Diperoleh hasil bahwa jangka waktu pertama kali mengenal  dan durasi penggunaan teknologi informasi dan komunikasi berkorelasi negatif dengan keterlibatan belajar mahasiswa. Sedangkan, penggunaan teknologi informasi dan komunikasi yang bertujuan untuk kepentingan akademis berkorelasi positif terhadap keterlibatan belajar siswa. Mahasiswa generasi Z sebaiknya mampu meregulasi diri untuk dapat memanfaatkan teknologi informasi dan komunikasi untuk tujuan akademis.Abstract: This study aims to examine the relationship between the intensity of the use of information and communication technology in education to the learning engagement of Generation Z students. The method used is filling out a questionnaire regarding learning involvement by Generation Z students (n = 108). The result shows that the time period for the first time to recognize and the duration of the use of information and communication technology is negatively correlated with student learning engagement. Meanwhile, the use of information and communication technology aimed at academic interests is positively correlated to student learning engagement. Generation Z students should be able to regulate themselves to be able to utilize information and communication technology for academic purposes.
Pengaruh Model SAVI Berbantuan Software Pengendali Client terhadap Tingkat Kedisiplinan dan Hasil Belajar Matematika Stephanus Lukito Cahyo Purnomo; Dedi Kuswandi; Henry Praherdhiono
Edcomtech Vol 6, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p243

Abstract

Abstrak: Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran SAVI (Somatic, Auditory, Visualization, Intellectually) berbantuan software pengendali client terhadap tingkat kedisiplinan dan hasil belajar Matematika pada siswa kelas V. Desain penelitian ini menggunakan eksperimental semu (quasi experiment) dengan bentuk nonequivalent control group design. Teknik pengumpulan data dengan metode observasi, wawancara dan tes. Hasil penelitian menunjukkan model pembelajaran SAVI berbantuan software pengendali client berpengaruh terhadap tingkat kedisiplinan siswa pada mata pelajaran Matematika. Namun, tidak ditemukan adanya perbedaan signifikan antara hasil belajar matematika antara siswa pada kelompok kontrol dan perlakuan. Kesimpulan dari penelitian ini adalah model pembelajaran SAVI berbantuan software pengendali client mempunyai pengaruh yang signifikan terhadap kedisiplinan siswa. Rekomendasi untuk penelitian selanjutnya adalah model pembelajaran SAVI dapat dikombinasikan dengan media yang lain. Penelitian ini tidak berlangsung secara sempurna dikarenakan pandemi Covid-19.Abstract: This research aims to determine the effect of SAVI (Somatic, Auditory, Visualization, Intellectually) learning model assisted by client control software on the level of discipline and mathematics learning outcomes in fifth grade. This research design using quasi experimental (quasi experiment) with the form of the nonequivalent control group design. Data collection techniques using observation, interview and test methods. The results showed that the SAVI learning model assisted by client control software had an influence on the level of student discipline in mathematics, but there was no significant difference in student learning outcomes. The conclusion of this study is the SAVI learning model assisted by client controller software has a significant effect on the level of student discipline. The recommendation for further research is that the SAVI learning model can be combined with other media. This research did not take place perfectly due to the Covid-19 pandemic.
Electronic Module With Project Based Learning (PjBL): Innovation Of Digital Learning Product On 4.0 Era Titis Angga Rini; Puri Selfi Cholifah
Edcomtech Vol 5, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v5i22020p155

Abstract

Digital teaching materials are one of the main needs in the field of education in this era 4.0. Digital teaching materials continue to be innovated in various forms such as e-modules in learning. Based on the needs, the purpose of this study was to develop e-modules collaborated with PjBL for the subject of basic learning skills. The results of the development of the collaboration between e-modules and PjBL received a good response from experts, educators, and students who were eligible as teaching materials. This development is one form of digital products that bridge current and future learning needs for students for training in using IT in the digital era in learning as prospective educators
Pengembangan Bahan Ajar Exposition Text dan Informal Letter Berbasis Cooperative Learning Ermadyah Retnowati; Marianus Subandowo; Retno Danu Rusmawati
Edcomtech Vol 6, No 1 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p046

Abstract

Abstrak: Tujuan dari penelitian ini, mendeskripsikan pengembangan bahan ajar bahasa Inggris tentang teks eksposisi dan surat informal untuk jenjang SMA kelas dua menggunakan model STAD dan TPS dari pembelajaran kooperatif, menjelaskan keterampilan-keterampilan pada Bahasa inggris dan kelayakan penggunaan ADDIE dari Research and Development (R&D) method yang terdapat lima langkah. Penilaian kualitas bahan ajar diperoleh dari peserta didik dan para ahli. Hasil dari ahli desain adalah 86%, ahli isi pembelajaran adalah 91% dan ahli media adalah 86%. Selanjutnya adalah penilaian untuk uji individu adalah 81%, kelompok kecil adalah 87% serta uji lapangan untuk bahan ajar adalah 87%. Dari penjelasan tersebut, menjelaskan bahwa bahan ajar bahasa Inggris tentang teks eksposisi dan surat informal untuk jenjang SMA kelas dua layak untuk peserta didik dan guru dalam lingkungan belajar dan mengajar.Abstract: The purpose of this study has described the development of English teaching materials about exposition text and informal letters for second grade in Senior High School using STAD and TPS models of cooperative learning, described the skills of English language, and determined of using the ADDIE from Research and Development (R&D) method, which consisted of five research steps. The assessment of the quality of teaching materials was obtained from students and experts. The results from design expert were 86%, learning content expert was 91% and media expert was 86%. After that, the assessment for the individual test was 81%, small groups were 87% and the field test was 87%. From those explanations, it explained that English teaching materials about exposition text and informal letters for second-grade senior high school are appropriate for students and teachers in the learning and teaching environment. 
Adaptasi Alat Ukur Keterlibatan Pembelajar Daring Pada Mahasiswa Di Indonesia Sakina Rahmania; Lucia Retno Mursitolaksmi Royanto
Edcomtech Vol 6, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p173

Abstract

Abstrak: Pembelajaran daring merupkan metode pembelajaran yang ‘normal’ sejak diberlakukannya kebijakan sekolah dari rumah oleh pemerintah. Keterlibatan pelajar dalam pembelajaran daring perlu diteliti untuk mengukur efektivitas kegiatan belajar mengajar yang telah diselenggarakan, namun sejauh ini belum ada alat ukur ketelibatan pelajar daring di Indonesia. Terdapat alat ukur bernama Online Student Engagement Scale yang dikembangkan oleh Dixson (2010) dan telah teruji reliabilitas dan validitasnya dalam mengukur keterlibatan pelajar daring pada mahasiswa di Amerika. Oleh karenanya, untuk dapat digunakan pada konteks pembelajaran daring di Indonesia, peneliti bertujuan untuk mengadaptasi alat ukur tersebut sesuai dengan panduan dan metode adaptasi alat ukur lintas budaya oleh Beaton dkk (2000) yang terdiri dari beberapa tahapan, yaitu (1) penerjemahan awal, (2) sintesis hasil terjemahan, (3) penerjemahan kembali, (4) kaji komite ahli, (5) uji coba, (6) pengumpulan dokumentasi alat ukur. Berdasarkan uji coba terhadap 156 mahasiswa di berbagai universitas negeri dan swasta Indonesia, diperoleh nilai koefisien reliabilitas sebesar 0,936. Validitas konstruk dari alat ukur ini dilakukan dengan metode analisis faktor konfirmatori dengan hasil koefisien validitas berkisar 0,453-0,949. Selain itu, peneliti juga melakukan uji kesesuaian model dengan teknik structural equation modeling (SEM) dan mendapat hasil model fit yang moderat. Dengan demikian, hasil adaptasi alat ukur keterlibatan mahasiswa dalam pembelajaran daring ini valid dan reliabel untuk digunakan dalam penelitian mendatang guna mengevaluasi tingkat keterlibatan mahasiswa dalam pembelajaran daring. Abstract: Online learning is a ‘new normal’ learning method since the policy of school from home has been established by the government due to Covid-19 pandemic. Student engagement in online learning environment needs to be evaluated to measure the effectiveness of teaching and learning activities. So far, there has not been any measuring tool for online student engagement in Indonesia. There is a measuring tool called Online Student Engagement (OSE) developed by Dixson (2010) and has been proved for its reliability and validity in measuring online student engagement among American Students. Hence, to be used in the context of online learning in Indonesia, this reaserch is aimed to adapt the OSE by following the guidelines and methods of cross-cultural adaptation of self-report measures by Beaton et al. (2000) which include (1) translation, (2) synthesis, (3) back translation, (4) expert committee review, (5) pretesting, (6) submission and appraisal of all written reports. This instrument consists of 19 items that represent the four dimensions of student engagement. Based on pretesting on 156 college students from various university in Indonesia, the reliability coefficient of this adapted instrument is 0,936. The confirmatory factor analysis (CFA) of this measurement shows its validity coefficient ranging from 0,453-0,949.  The structural equation modeling also shows that the adapted instrument obtained a moderate model fit. Thus, the Online Student Engagement Scale adaptation are valid and reliable for use in future research to evaluate the level of student engagement in online learning environment.
Pengembangan Game Edukasi Fractal Adventure untuk Pembelajaran Bilangan Pecahan Leo Wahyudi; Iskandar Wiryokusumo; Achmad Noor Fatirul
Edcomtech Vol 6, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p199

Abstract

Abstrak: Penelitian yang dilakukan menghasilkan media game edukasi yang menggunakan sistem  komputer. Pada zaman ini banyak anak sibuk memainkan game untuk menghilangkan rasa bosan. Maka perlu dikembangkan media pembelajaran yang memanfaatkan apapun yang digemari anak – anak seperti game edukasi dengan tujuan menarik perhatian dan meningkatkan efektivitas pembelajaran. Tujuan pengembangan ini dapat menyediakan media game edukasi yang sudah di nyatakan valid oleh ahli materi, ahli media pembelajaran serta praktisi lapangan untuk pendukung pembelajaran bilangan pecahan. penelitian ini menggunakan model pembelajaran Gerlach and Ely. Hasil pernyataan valid ahli materi sebanyak 86%, hasi pernyataan valid ahli media pembelajaran sebanyak 82% serta praktisi lapangan sebesar 93%, untuk respon peserta didik terhadap game edukasi fractal adventure untuk pembelajaran bilangan pecahan termasuk kriteria sangat layak.Abstract: Research conducted produced educational game media that uses a computer system. In this day and age, many children are busy playing games to get rid of boredom. Then it is necessary to develop learning media that utilize whatever is popular with children such as educational games with the aim of attracting attention and increasing the effectiveness of learning. The purpose of this development can provide educational game media that has been declared valid by material experts, instructional media experts, and field practitioners to support fraction learning. This study uses the Gerlach and Ely learning model. The results of the validation statement of material experts were 86%, the results of the validations of learning media experts were 82% and field practitioners were 93%, for students' responses to fractal adventure education games for learning fraction numbers including very decent criteria.
Pengaruh Project Based Learning An Minat Belajar Terhadap Hasil Belajar Menggambar Bentuk (Still Life) dalam Pelajaran Visual Art Asdiansyah Asdiansyah; Mustaji Mustaji; Nurmida Catherine Sitompul
Edcomtech Vol 5, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v5i22020p119

Abstract

Abstrak: Tujuan penelitian adalah: (1) Menguji pengaruh penggunaan model pembelajaran Project Based Learning (PjBL) siswa. (2) Menguji pengaruh minat belajar siswa. (3) Menguji pengaruh penggunaan model pembelajaran Project Based Learning (PjBL) dengan minat belajar terhadap hasil belajar menggambar Bentuk (Still life). Penelitian ini menggunakan desain eksperimen ulang (Pretest – Posttest Control Group Design), dengan melakukan randomisasi terhadap dua kelompok (kelompok kontrol dan kelompok eksperimen). Hasil analisis dalam penelitian sebagai berikut: 1) Ada pengaruh penggunaan model pembelajaran Project Based Learning (PjBL) terhadap hasil belajar Menggambar Bentuk (Still life) siswa. 2) Tidak terdapat pengaruh minat belajar terhadap hasil belajar menggambar Bentuk (Still life) siswa. 3) Tidak terdapat interaksi antara penggunaan model pembelajaran Project Based Learning (PjBL) dan model pembelajaran Langsung dengan minat belajar terhadap hasil belajar menggambar Bentuk (Still life) siswa.Abstract:  The research objectives are: (1) To examine the effect of the use of students' Project Based Learning (PjBL) learning models. (2) Test the influence of students’ learning interests. (3) Test the effect of the use of Project-Based Learning (PjBL) learning models with interest in learning towards learning outcomes in Drawing (Still life). This study used a pre-experiment design (Pretest - Posttest Control Group Design), by randomizing two groups (control group and experimental group). The results of the analysis in the study are as follows: 1) There is an influence of the use of the Project-Based Learning (PjBL) learning model on student learning outcomes in Drawing (Still life). 2) There is no influence of interest in learning on the results of learning to draw (Still life) students. 3) There are no interaction between Project Based Learning (PjBL) learning models and Direct learning models with the interest in learning towards students’ learning outcomes in Drawing (Still life). 
Development of Augmented Reality Code Application on 3D Animation in Learning Procedure at School Banne Ima Gasong; Rufi'i Rufi'i; Hartono Hartono
Edcomtech Vol 6, No 1 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p079

Abstract

The use of AR (Augmented Reality) technology in the world of education continues to increase. Android as a booming trend is currently taking part in adopting AR technology. The ease and usefulness of Android-based AR technology can also be applied to the learning media development strategy. That spreads to the world community will also have an impact on students. Media Flyer Code as a marker on AR technology is applied to 3D Animation subjects. This study aims to determine the appropriateness of Augmented Reality Code Application especially the effectiveness, attractiveness, and efficiency of media. The product of this research and development is in the form of a Flyer Code product that will be used as a code and APK file. Each Flyer Code has one content that is run on the android application. In the augmented reality content contains 3D Animation Learning Procedure and questions contain evaluation material.
Pengembangan Modul Bimbingan Karier Berbasis Pendekatan Karakter Kinerja Di SMA Samy Purnamy Drachman; Rufi’i Rufi’i; Muhammad Muhyi
Edcomtech Vol 5, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v5i22020p180

Abstract

Abstrak: Program pengembangan karir merupakan jembatan bagi siswa untuk menggapai lapangan kerja yang diimpikan. Penelitian ini menggunakan metode penelitian pengembangan dengan berkontribusi pada ketiadaan modul bimbingan karir yang menjadi pondasi pengambilan keputusan jenjang karir siswa dengan fokus di pengembangan karakter. 60 siswa berpartisipasi dalam penelitian pengembangan modul ini dan diolah secara deskriptif kuantitatif. Hasil penelitian ini mendapati bahwa validasi desain adalah 92% dengan nilai rerata 4,6 dalam kategori 'baik'. Validasi konten adalah 96% dengan nilai rerata 4,8 (baik). Validasi instrumen baik. Validasi rekan diperoleh 92% dengan nilai rerata 4,6 (baik). Kemudian dilanjutkan ke tahap pengembangan. Hasil uji coba kelompok kecil adalah 88,5%. Hasil uji coba kelompok sedang adalah 91,8%. Hasil uji coba kelompok besar adalah 93,1%. Berdasarkan pendekatan karakter kinerja, modul ini dinyatakan layak untuk digunakan. Studi ini menawarkan informasi berharga kepada konselor sekolah, pengawas konseling, dan pendidik konselor.Abstract: The career development program aimed to guide students to secure employment. This study contributed to the discussion by developing a career development module with character development as guidance of students’ decision making. Sixty students participated in this study, analyzed with a quantitative descriptive method. This study revealed that the design validation was 92%, with 4,6, as good. Content validation was 96% or the average of 4,8 (good). Instrument Validation was also good. Partner validation was 92%, or 4,6 (good). After designing, this study applied the development test. The result revealed the test of a small group to be 88,5%, middle group to be 91,8%, and a big group to be 93,1%. This study concluded the career development module was good for field application and offered precious information to the school counselor, counseling supervisor, and the counselor herself.
Pengaruh Pembelajaran Berbasis Masalah dengan Penguatan Keterampilan Fleksibilitas terhadap Hasil Belajar Kognitif Agung Aprianto; Henry Praherdhiono; Agus Wedi
Edcomtech Vol 6, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p264

Abstract

Abstrak: Riset ini bertujuan membuktikan pengaruh pembelajaran Problem Based Learning  dengan penguatan keterampilan fleksibilitas terhadap hasil belajar kognitif pada peserta didik kelas VII. Dalam pembelajaran ini peserta didik diajarkan untuk berpikir fleksibel dalam memecahkan masalah terkait materi energi dalam kehidupan. Dalam riset ini mengaplikasikan desain quasi eksperimen. Subjek dalam riset ini merupakan semua peserta didik kelas VII A dan VII B berjumlah 50 peserta didik. Teknik pengumpulan data yang digunakan adalah teknik tes. Pretest dilakukan untuk mengambil data kemampuan awal peserta didik, sedangkan posttest dilakukan untuk menguji pengaruh perlakuan. Dalam riset ini dilakukan 3 uji statistic yaitu, (1) uji normalitas, (2) uji homogenitas, (3) uji hipotesis. Hasil analisis hipotesis diperoleh H1 diterima karena nilai signifikansinya 0,001 < 0,05 sehingga dapat disimpulkan bahwa terdapat pengaruh Problem Based Learning (PBL) dengan penguatan keterampilan fleksibilitas pada mata pelajaran IPA terhadap hasil belajar kognitif. Abstract: This research proves the influence of Problem Based Learning by strengthening flexibility skills on cognitive learning outcomes in grade VII students. In study the students are taught to think flexibly in order to resolve the problem that is related to the energy life. The type of Research used is quasi-experimental. The data collection technique used is the test technique . The pretest is done to retrieve a students' initial ability data, while the posttest is conducted to test the effect of treatment . In This research, three statistical tests will be carried out namely, (1) normality test , (2) homogeneity test , (3) hypothesis test . The results of the hypothesis analysis obtained H1 were received because the significance value was 0.001 < 0.05, so it can be concluded that there is influence of Problem Based Learning (PBL) by strengthening flexibility skills in science subjects on the learning outcomes of cognitive learning.

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