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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.
Arjuna Subject : -
Articles 153 Documents
Pengembangan Perangkat Pembelajaran Materi Vektor Berbasis Pembelajaran Elektronik Niken Yuniarti; I Nyoman Sudana Degeng; 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/um039v5i22020p162

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Abstrak: Saat ini ilmu pengetahuan dan teknologi berkembang dengan cepat termasuk dalam dunia pendidikan..Untuk menghasilkan perangkat belajar, yaitu  Rencana Pelaksanaan Pembelajaran (RPP), bahan belajar, Lembar Kerja Siswa (LKS), dan kuis materi vektor berbasis E-Learning untuk siswa kelas X MIPA merupakan tujuan dari penelitian ini. Produk ini dirancang agar siswa dapat belajar di mana dan kapan saja dia mau di kelas maupun di luar kelas. Pengembangan perangkat pembelajaran dalam penelitian ini didasarkan pada teori perkembangan Model 4-D perangkat yang dikembangkan oleh Thiagajaran dk, yang terdiri dari empat tahap pengembangan yaitu; pendefinisian, desain, pengembangan dan penyebaran, yang dalam penelitian ini tahap penyebaran (disseminate) tidak dilakukan. Diperlukan penyesuaian Rencana Pelaksanaan Pembelajaran (RPP) pada materi vektor berbasis e-learning untuk siswa kelas X MIPA.Abstract: Nowadays, the development of science and technology have been rapidly developed, including education. To produce learning tools, namely the Learning Implementation Plan (RPP) , learning materials, Student Worksheets (LKS), and vector quiz materials based on E-Learning for students of Class X MIPA are the objectives of this study. This product is designed to provide wider opportunities for students without having to limit the time (hours) of learning in class. The development of learning tools in this study is based on the theory of the development of the 4-D, namely; defining. design; development,  and dissemination, which in this study the dissemination stage was not carried out. It is necessary to adjust the Learning Implementation Plan (RPP) on vector material based on e-learning for students of Class X MIPA.
Pengaruh E-Learning, Pembelajaran Langsung, dan Faktor Gaya Kognitif Terhadap Hasil Belajar Prakarya Kewirausahaan Fadlul Amin Nudin; Rufi'i Rufi'i; Djoko Adi Walujo
Edcomtech Vol 6, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p222

Abstract

Abstrak: Penelitian ini bertujuan untuk melihat perbedaan hasil belajar prakarya kewirausahaan kelompok pembelajaran berbasis E-Learning dan langsung, melihat perbedaan hasil belajar antara gaya kognitif Field Dependent dan Field Independent, dan melihat interaksi pembelajaran berbasis E-Learning, langsung, dan gaya kognitif terhadap hasil belajar. Penelitian ini menggunakan metode eksperimen semu faktorial dua kali dua. Kelompok kontrol menggunakan pembelajaran langsung, sedangkan kelompok eksperimen menggunakan E-Learning. Analisis menggunakan Anova dua arah akan membandingkan pengaruh pembelajaran berbasis E-Learning dan langsung serta gaya kognitif terhadap hasil belajar. Hasil penelitian: Ha.1 nilai probabilitas (p) 0,013 < 0,05 artinya terdapat perbedaan hasil belajar pembelajaran berbasis E-Learning dan langsung, Ha.2 nilai probabilitas (p) 0,004 < 0,05 artinya terdapat perbedaan hasil belajar antara gaya kognitif Field Dependent dan Field Independent, Ha.3 nilai probabilitas (p) 0,07 > 0,05 artinya tidak terdapat pengaruh antara pembelajaran berbasis E-Learning, langsung, dan gaya kognitif terhadap hasil belajar.Abstract: This study aims to see differences in learning outcomes of E-Learning-based and direct learning group entrepreneurship learning outcomes, to see differences in learning outcomes between Field Dependent and Field Independent cognitive styles, and to see E-Learning-based learning interactions, direct, and cognitive styles on learning outcomes. This study used a two-time two factorial quasi-experimental method. The control group uses direct learning, while the experimental group uses E-Learning. Analysis using two-way ANOVA will compare the effect of direct and E-Learning-based learning and cognitive styles on learning outcomes. Results: Ha.1 probability value (p) 0.013 < 0.05 means that there are differences in learning outcomes based on E-Learning and direct learning, Ha.2 probability value (p) 0.004 < 0.05 means that there are differences in learning outcomes between Field Dependent and Field Independent cognitive style, Ha.3 probability value (p) 0.07 > 0.05 means that there is no influence between E-Learning-based, direct and cognitive style learning on learning outcomes.
How Self Efficacy in Mathematic Based on Gender Perspective? Kasturi Kasturi; Sulton Sulton; Agus Wedi
Edcomtech Vol 6, No 1 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p036

Abstract

This study aims to determine whether there are differences in self efficacy between middle school male and female students in Mathematics. This research is a quantitative study to find out the level of self efficacy in 108 male students and 118 female students of class VIII middle school, using a self efficacy questionnaire consisting of reasoned statement items with a reliability value of 0.844. The analysis showed that the average self efficacy in mathematics learning for male students was 92.77 and for women 90.27 of the maximum value of 120, was in the high category. This shows that most male and female students have great confidence in solving mathematical problems. Therefore, it can be said that there is no significant difference in mathematical self efficacy between male and female students 
The Development of Web-Based Learning Models as A Learning Medium for Students of Audio Video Electronics Competencies Dedy Hendriana; 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/um039v6i12021p100

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At present distance education has reached almost the entire archipelago. These developments occur a lot in higher education. This benefit is also brought about in secondary education, as seen in SMKN 1 Jetis, especially in the electronics field. Web media with URL ruangpakdedy.com was developed to answer the many electronic learning materials that exist in cyberspace but are still scattered, so the web is made to collect various sources of electronic material in one site. This ease is expected to increase skills that have a greater portion than cognitive knowledge in vocational education. The development used refers to the 4D Thiagarajan model by going through the planning process, material testing by material experts, and media testing by media experts, revisions, products tested on students with good results. As a complement on the web also added assignments that are connected to the LMS page and quiz. 
Kajian Kegunaan Google Classroom dalam Meningkatkan Kemampuan Berpikir Kritis Peserta Didik Jeni Danurahman; Dikdik Baehaqi Arif
Edcomtech Vol 6, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p254

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Abstrak: Pendidikan merupakan suatu upaya untuk mencerdaskan kehidupan bangsa dan membentuk manusia yang mampu bersaing di era revolusi industri 4.0. Pesatnya teknologi informasi dan komunikasi telah berkontribusi pada sektor pendidikan. Tujuan dalam penelitian yaitu mengungkap kemampuan yang harus dimiliki abad ke 21 yaitu kemampuan berpikir kritis dan kemahiran mengoperasikkan teknologi. Penelitian ini menggunakan metode analisis isi deskriptif dengan jenis analisis konten yang dirancang untuk mendeskripsikan konten informasi atau teks tertentu dengan melakukan analisis terhadap berbagai artikel ilmiah nasional, internasional maupun sumber lainnya terkait penggunaan Google Classroom selama pandemi COVID-19 dalam meningkatkan kemampuan berpikir kritis peserta didik. Dengan hasil temuan bahwa penggunaan google classroom dapat meningkatkan kemampuan berpikir kritis peserta didik.Abstract: Education is an effort to educate the nation's life and form humans who can compete in the era of the industrial revolution 4.0. The rapid development of information and communication technology has contributed to the education sector. The purpose of this research is to reveal the abilities that must be possessed by the 21st century, namely the ability to think critically and the ability to operate technology. This study uses a descriptive content analysis method with a type of content analysis designed to describe certain information or text content by analyzing various national, international, and other sources of scientific articles related to the use of Google Classroom during the COVID-19 pandemic in improving students' critical thinking skills. With the findings that the use of google classroom can improve students' critical thinking skills.
Pengembangan Digital Dictionary Untuk Mengukur Retensi Mahasiswa Pendidikan Guru Madrasah Ibtidaiyah (PGMI) Vannisa Aviana Melinda; Dian Eka Aprilia Fitria Ningrum
Edcomtech Vol 5, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v5i22020p145

Abstract

Abstrak:Tujuan penelitian ini adalah untuk  menghasilkan digital dictionary dan  mengetahui peningkatan retensi mahasiswa dengan menggunakan digital dictionary. Penelitian ini merupakan R&D dengan menggunakan model pengembangan media pembelajaran oleh Lee dan Owens, dikarenakan dalam model pengembangan ini memiliki alur lengkap seperti tahap  analisis dan penilaian, tahap desain, tahap pengembangan, tahap implementasi, dan tahap evaluasi. Keseluruhan hasil validasi ahli materi terhadap media digital dictionary yang dikembangkan yaitu 92,30% dengan kategori valid. Hasil validasi ahli media terhadap media digital dictionary yang dikembangkan yaitu 91,67% dengan kategori valid. Pada penelitian ini, variabel terikat yang digunakan adalah daya retensi (retention rate) siswa terhadap istilah-istilah biologi yang terkandung dalam materi pokok tumbuhan, hewan dan manusia. Pada penelitian ini diperoleh data rerata retensi mahasiswa dalam kurun waktu 2 minggu masih tergolong B (baik) dengan skor 78,46. Sehingga, media digital dictionary dapat meningkatkan daya retensi mahasiswa.        Abstract: The purpose of this research is to produce a digital dictionary and to know the increase in student retention by using digital dictionary. The research is an R&D using a learning Media development model by Lee and Owens, because in this development model has complete flows such as analysis and assessment stages, design stage, development stage, implementation phase, and evaluation phase. The overall validation result of material experts on the digital Media dictionary developed is 92.30% with valid categories. Media expert validation result of the developed digital media dictionary which is 91.67% with valid category. In this study, the bonded variables used were the power of the retention (retention rate) of students against the biological terms contained in the subject matter of plants, animals and humans. In this study, data on student retention rate in 2 weeks was still classified as B (good) with a score of 78.46. Thus, digital media dictionary can increase the ability of student’s retention.
Pengembangan Bahan Ajar Matematika untuk Siswa Kelas V Sekolah Dasar Dita Nindiawati; 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/um039v6i12021p140

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Abstrak: Penelitian pengembangan bahan ajar Matematika bangun ruang dan pengolahan data dirancang lebih praktis, efektif, dan mudah dipahami bagi siswa Kelas V SD dengan metode pengembangan model ADDIE. Jenis data dalam penelitian ini adalah: validasi isi materi, validasi desain, angket respon siswa dan guru, dan tes tulis hasil belajar. Teknik analisis dengan menggunakan analisis deskriptif kemudian data diolah dengan dikonversi menggunakan rumus yang telah ditentukan. Hasil validasi isi dari ahli setelah dikonversi dengan tabel tingkat pencapaian diperoleh 89,09%. Hasil validasi desain dari ahli setelah dikonversi dengan tabel tingkat pencapaian diperoleh 86,49%. Hasil uji coba lapangan setelah dikonversi dengan tabel tingkat pencapaian diperoleh 91,81%. Sedangkan tes tulis hasil belajar diperoleh ketuntasan sebanyak 29 anak tuntas dengan persentase sebesar 90,625% dari 32 anak. Dari data dan analisis yang telah dilakukan dapat disimpulkan bahwa hasil pengembangan bahan ajar Matematika kelas V Semester II Sekolah Dasar dapat digunakan sebagai bahan ajar.Abstract: Research on the development of mathematics teaching materials in building space and data processing is designed to be more practical, effective, and easy to understand for Grade V students of SD with the ADDIE model development method. The types of data in this study are: content content validation, design validation, student and teacher response questionnaires, and written test of learning outcomes. The analysis technique uses descriptive analysis then the data is processed by being converted using a predetermined formula. The results of content validation from experts after being converted with a table of achievement levels were obtained 89.09%. The results of the design validation from the expert after being converted with a table of achievement levels were obtained 86.49%. Field trial results after being converted with a table of achievement levels obtained 91.81%. While the written test of learning outcomes was obtained as many as 29 children completed with a percentage of 90.625% of 32 children. From the data and analysis that has been done it can be concluded that the results of the development of mathematics teaching materials for Grade V Semester II Elementary Schools can be used as teaching materials
Pengembangan Bahan Ajar Matematika Materi Bilangan Berbasis Higher Order Thinking Skills (HOTS) Siti Munawaroh; I Nyoman Sudana Degeng; Nurmida Catherine Sitompul
Edcomtech Vol 6, No 1 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p124

Abstract

Abstrak: Pengembangan Bahan ajar Matematika Materi Bilangan Berbasis High Order Thingking Skillss (HOTS)  untuk siswa SMP  dimaksudkan untuk memberikan salah satu jawaban terhadap kurangnya buku pendamping pembelajaran Matematika materi bilangan  yang mengimplementasi kurikulum 2013 serta keterbatasan guru dalam  mengembangkan strategi pembelajaran berorientasi HOTS dan adanya  tuntutan untuk peserta didik  yang selalu  membiasakan diri  berpikir kritis, analistis,  memecahkan masalah  dan meningkatkan kreativitas. Penelitian ini menggunakan metedologi penelitian  Research and Development (R&D) dimana peneliti membatasi penelitian dalam skala kecil, termasuk untuk membatasi langkah penelitian. Hasil validasi diperoleh  bahwa secara keseluruhan ahli desain memberi scor rata-rata 4,7. Ahli media memberi scor rata rata 4,7. Guru matematika memberi scor rata rata 3,84 dan angket respon siswa (Uji kelompok kecil) mendapat scor 4,5 berdasarkan data dan analisis yang dilakukan menyatakan  produk bahan ajar ini sangat layak digunakan sebagai buku pendamping pembelajaran Matematika berbasis HOTSAbstract: Development of Mathematics Teaching Materials for Numbers Based on High Order Thinking Skills (HOTS) for junior high school students is intended to provide one answer to the lack of a companion Mathematics learning companion number material that implements the 2013 curriculum and the limitations of teachers in developing HOTS-oriented learning strategies and the existence of demands for students who always accustom themselves to think critically, analytically, solve problems and increase creativity. This research uses Research and Development (R&D) research methodology where researchers limit research on a small scale, including to limit the research steps. Validation results obtained that overall design experts gave an average score of 4.7. Media experts score an average of 4.7. Mathematics teachers gave an average score of 3.84 and the student response questionnaire (small group test) received a score of 4.5 based on the data and analysis conducted which stated that this teaching material product was very suitable to be used as a companion book for HOTS-based Mathematics learning.
Pengaruh Blended Learning Berbasis Flipped Classroom Pada Mata Pelajaran Prakarya Terhadap Hasil Belajar Siswa Kelas X SMK Wiratama Darmawan; Dedi Kuswandi; Henry Praherdhiono
Edcomtech Vol 5, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v5i22020p170

Abstract

Abstrak: Tujuan dari penelitian ini adalah untuk menguji pengaruh blended learning berbasis flipped classroom terhadap hasil belajar kelas X SMK Ma'arif Batu. Jenis penelitian yang digunakan adalah eksperimen semu/quasi eksperimen dengan pemilihan kelompok tidak acak (Pretest - Posttest Control Group Design) (Sugiyono, 2014). Teknik pengumpulan data yang digunakan adalah teknik tes. Pre-test dilakukan untuk mengambil data kemampuan awal siswa, sedangkan post-test dilakukan untuk meguji pengaruh perlakuan. Dalam penelitian ini akan dilakukan 3 uji statistik yaitu, (1) uji normalitas, (2) uji homogenitas, (3) uji hipotesis. Dengan demikian hipotesis yang telah dirumuskan dapat dibuktikan, yaitu H0 ditolak dan H1 diterima karena nilai signifikansinya 0,000 <0,05 pada taraf signifikansi 5% sehingga dapat disimpulkan bahwa ada pengaruh blended learning berbasis Flipped Classroom pada mata pelajaran Prakarya terhadap hasil belajar siswa kelas X SMK Ma'arif.Abstract:   The purpose of this study was to examine the effect of blended learning based flipped classroom on study prakarya to class X learning outcomes of Ma'arif Batu Vocational School. The type of research used is quasi-experimental with non-random group selection (Pre-test - Post-test Control Group Design) (Sugiyono, 2014). The data collection technique used is a test technique. The pre-test is done to retrieve a student's initial ability data, while the post-test is conducted to test the effect of treatment. In this study, three statistical tests will be carried out namely, (1) normality test, (2) homogeneity test, (3) hypothesis test. Thus the hypotheses that have been formulated can be proven, namely, H0 is rejected and H1 is accepted because the significance value is 0,000 <0.05 at a significance level of 5% so that it can be concluded that There is an influence of blipped learning based on Flipped Classroom on the subjects of the Prakarya to learning outcomes of Grade X students of the Ma'arif Vocational School.
Eksplorasi Persepsi Siswa Sekolah Dasar dalam Pembelajaran Huruf Hijaiyah Berbasis Permainan Hurriatus Tsaniyah Qutby; Saida Ulfa; Ahmad Munjin Nasih
Edcomtech Vol 6, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p210

Abstract

Abstrak: Pada era digital seperti ini, anak-anak lebih tertarik bermain game pada smartphone mereka sampai muncul fenomena kecanduan game, daripada harus membaca Iqro apalagi Al-Quran. Peneliti bertujuan untuk mengetahui persepsi penggunaan mobile game base learning dalam pembelajaran huruf hijaiyah. Dalam penelitian ini menggunakan metode kuantitatif dengan pendekatan deskriptif. Teknik yang digunakan dalam pengumpulan data menggunakan teknik survei melalui penyebaran kuesioner. Kuesioner yang dikembangkan menggunakan TAM (Technology Acceptance Model). Berdasarkan hasil yang diperoleh, kegunaan dan kemudahan mobile game based learning hijaiyah dipercaya dapat meningkatkan kemampuan membaca huruf hijaiyah dan dapat diterima responden. Responden berniat menggunakan kembali mobile game based learning dimasa mendatang. Penelitian ini dapat menjadi rujukan atau kontribusi tentang TAM (Technology Acceptance Model) dalam penggunaan mobile game based learning hijaiyah.Abstract: In this digital era, children are more interested in playing games on their smartphones until the phenomenon of game addiction arises, rather than having to read Iqro let alone the Qur’an. Researchers aimed to determine the perception of the use of mobile game base learning in learning hijaiyah letters. In this study using a quantitative method with a descriptive approach. The technique used in data collection uses survey techniques through questionnaires. The questionnaire was developed using TAM (Technology Acceptance Model). Based on the results obtained, the usefulness and ease of mobile game-based learning hijaiyah is believed to improve the ability to read hijaiyah letters and be acceptable to respondents. Respondents intend to reuse mobile game based learning in the future. This research can be a reference or contribution about TAM (Technology Acceptance Model) on using mobile game based learning hijaiyah.