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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
Evaluating Students’ English Writing Project through Pear Deck Sihombing, Lambok Hermanto
Edcomtech Vol 8, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v8i12023p38

Abstract

AbstrakMenulis merupakan salah satu keterampilan belajar bahasa yang paling penting, terutama menulis dalam bahasa Inggris. Hasil tulisan siswa atau mahasiswa dapat dinilai secara manual atau elektronik. Pear Deck merupakan platform pembelajaran digital yang memungkinkan siswa atau mahasiswa belajar secara digital dan membantu pengajar dapat dengan mudah mengevaluasi tulisan peserta didiknya. Namun, penelitian tentang kegunaan Pear Deck belum menemukan hasil yang menyimpul sehingga dalam penelitian ini, penulis bermaksud  untuk menganalisis bagaimana Pear Deck dapat dimanfaatkan sebagai pendekatan pembelajaran yang efektif untuk menilai tulisan siswa. Penulis menggunakan metodologi kualitatif dan objek kajian ini diambil dari tulisan 15 mahasiswa President University, Indonesia jurusan Komunikasi. Sebagai pendukung lainnya, data dikumpulkan dari situs resmi Pear Deck, publikasi jurnal, dan prosiding konferensi. Penulis menerapkan teori Penilaian Bahasa: Prinsip dan Praktik Kelas dari H. Douglas Brown dan konsep Discourse Analysis dalam konteks pendidikan. Studi ini menunjukkan bahwa Pear Deck adalah salah satu pilihan yang efektif untuk menilai kemampuan menulis mahasiswa khususnya dalam konteks penulisan cerita berbahasa Inggris. Selain itu, Pear Deck juga memiliki tampilan visual yang menarik yang membuat mahasiswa memiliki rasa ingin tahu yang besar tentang jenis aktivitas selanjutnya. Aplikasi ini juga memberikan fitur interaktif yang dapat membuat mahasiswa berinteraksi dengan cara memberikan saran kepada teman-teman mereka terhadap hasil tulisan yang mereka buat. Abstract Writing is a fundamental language-learning skill, particularly in English. The writing of students could be assessed manually or electronically. Pear Deck is an interactive tool that helps students do their writing assignments digitally. It also helps teachers create an interesting writing class. In this study, the author aims to determine how Pear Deck could be utilized as an effective learning approach for assessing student writing. The author utilized a qualitative methodology and the instrument of this study was taken from 15 students’ writing at President University, Indonesia majoring in Communication. As another support, the dataset was collected from the official Pear Deck website, journal publications, and conference proceedings. The author applied the Language Assessment: Principles and Classroom Practices theory from H. Douglas Brown and the concept of Discourse Analysis in educational settings. This study revealed that Pear Deck is an effective option for assessing students' writing, particularly composing a paragraph in the English language. Asides from it, Pear Deck also has an interesting visual screen that makes the students curious to learn the following activities. This application is also equipped with an interactive feature that allows students to give written feedback to their friends.
Physical Activity with Play and Game Model to Improve the Cognitive of Elementary School Students Hasan, Humaid Ali; Adi, Sapto; Hariyanto, Eko; Khongrungchok, Arus; Oktaviani, Herlina Ike; Fajarianto, Otto
Edcomtech Vol 8, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v8i12023p49

Abstract

Elementary school age is a period of physical growth and movement that plays an important role in the formation of quality individuals. Through physical movements in the form of games that continue to provide optimal development in children both cognitive maturity and motor development. Sports with a play-and-game system can increase the growth of neurons in the brain and stimulate the growth of new neurons in the hippocampus. Meanwhile, physical education learning in elementary schools is still teacher-centered and there is still a lack of variety of learning models. Based on the above problems, the play-and-game model can be used as a monotonous and less interesting learning solution. This learning is effective and innovative because it can provide learning experiences both from cognitive, motor, and affective aspects. Engaging in physical activity will positively affect all systems: cardiovascular, respiratory, hormonal, immunological, and nervous systems. In addition, a large development of the frontal and temporal lobes at the age of children 7-12 years. The brain will become more rapidly developed so that it will make faster cognitive improvement. The Play and game model can improve academic performance both in memory, memory, and learning.
Development of Powtoon Media on Natural Resources Material to Increase Learning Interest and Logical Thinking of Learners in Elementary School Yuniar, Vina; Nurdyansyah, Nurdyansyah
Edcomtech Vol 8, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v8i22023p58

Abstract

This study aims to develop animated videos that can help project images of various natural resources with technological advances. In the era of society 5.0, educators must be able to use more interesting learning methods. This audio-visual media will increase students' interest in learning. In addition, it is also to find out the feasibility and effectiveness of the results of developing PowToon-based animated videos. This study uses the Research and Development (RnD) method. This research model uses ADDIE, namely analysis, design, development, implementation, and evaluation. Data collection techniques used are questionnaires and tests in descriptive quantitative data. The media that will be used for learning is said to be valid by the three experts as evidenced by the results: (1) material experts have a validity percentage of 81 percent (2) media experts are 84 percent, (3) language experts are 75 percent. After being declared valid, the media was tested on class IV SDN Kalanganyar students. Based on the pre-test's t-test analysis, the average value is 60.0, and the post-test is 78.5. Because the value of sig. (2-tailed) or test 1 of 0.00, which means is less than or equal to 0.05, it can be concluded that Ho is rejected, and Ha is accepted. The conclusions that can be drawn from the results of this study indicate that there is a significant influence from animated video so that can increase interest in learning and logical thinking of fourth-grade students at SDN Kalanganyar.
Towards Digital Creativity: The Effect of Canva Application on the Creativity of Prospective Teacher Leaders Ahmadillah, Ayu Nilna Amelia; Thohir, Muhammad; Jamil, Alvian Nur; Li'umah, Koerul
Edcomtech Vol 8, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v8i22023p72

Abstract

The development of the digital creativity world has transformed the education paradigm, and aspiring teacher leaders are not left behind. In an increasingly connected world, the graphic design application Canva has become a revolutionary force that sparks their creativity. The aim of this research is to explore the influence of the Canva application on the creativity of teacher leaders. This study employed a quantitative approach with a survey method. The subjects of this research were participants of the 7th cohort of prospective teacher leaders in Bojonegoro Regency, with a population of 125 participants. A sample of 52 participants was selected using purposive sampling technique. The instrument used was a Likert-scale questionnaire. The research findings indicate that the use of the Canva application has a positive impact on the creativity of prospective teacher leaders. Based on the results of this study, it is recommended to utilize the Canva application as an effective and efficient solution to enhance the creativity of prospective teacher leaders in creating instructional content.
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.
Link and Match Program Implementation: A Case Study at Vocational High School 1 Batam Pohan, Albert Efendi; Nasution, Fauziah; Mery, Santy
Edcomtech Vol 8, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v8i22023p89

Abstract

The link and match program is implemented to increase the absorption of vocational school graduates into the world of industry and work. This research describes the implementation management of the link and match program at SMK Negeri Satu Batam. A qualitative research method with a case study approach was applied to achieve the research objectives. Data collection techniques were carried out using observation, documentation,, and in-depth interviews. The sources of information for this research were the principal, four deputy principals, three work unit heads, five alumni, and three experts from industry. Validation of research data is triangulation. Data analysis techniques consist of data collection, presentation, condensation, and concluding. Research findings show: (a) Planning was designed by reviewing government regulations regarding the implementation of the link and match program; (b) The school principal determines organization by forming a professional work team; (c) Implementation is carried out by collaborating with industry, optimizing particular job markets (BKK), and providing industrial classes; (d) The supervision of the school principal carries out control and; (e) The integration function consists of teacher apprenticeship programs, competency test certificates, standard work procedures according to industry standards, benchmarking programs, and visits to secondary schools abroad. Furthermore, the integration function as a novelty in this research is a factor in the success of implementing the link and match program which other vocational schools in Indonesia can adopt.
The Development of Android-Based Mobile Learning for Indonesian History Course at Vocational High School Susila, Heni Rita; Isa, Yamanto; Wahidah, Nina Ikhwati
Edcomtech Vol 8, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/10.17977/um039v8i22023p102

Abstract

This study aimed to develop android-based mobile learning for Indonesian History course at SMK YIS Martapura. This is a Research and Development (R&D) using the Alessi & Trollip model.  Data collection techniques used questionnaire while research data were analyzed using the percentage formula. From the validation results, media experts scored got 88.69 percent belong to "Good" category. Instructional design experts scored is 82.0 percent which is belong to "Good" category. Material experts scored got 89.9 percent, belong to "Good" category. In one-to-one evaluation with the number of respondents is 3 students got an average result of 86.38 percent which is belong to "Very Good" category. Then a small group evaluation was carried out with 6 students as respondents got an average result of 86.73 percent belong to "Very Good" category. Furthermore, field test was carried out with a total of 28 students with an average result of 86.78 percent in the "Very Good" category. Field trial score showed that there is an increase of post-test. From the results of expert evaluations and field trials, it can be concluded that android-based mobile learning for Indonesian History subject at Vocational Schools show a good level of feasibility and can be accepted as one of the learning media that can be used in classroom learning.
The Influence of Blended Learning and Visual, Auditory, Kinesthetic (VAK) Learning Styles on Students' Speaking Skills in Class XI English Language Learning Nida, Khopiya; Ruhiat, Yayat; Rusdiyani, Isti
Edcomtech Vol 8, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/https://doi.org/10.17977/um039v8i22023p113

Abstract

The aim of this research is to determine the effect of blended learning and visual, auditory, kinesthetic (VAK) learning styles on students' speaking skills when learning English. The research method used is experimental research. The experimental design used was a factorial design, while this research used a non-equivalent control group pre-test. The research results show that: (1) There are differences in the English language skills of students who are taught through blended learning and online learning; (2) There is a reciprocal influence between blended learning and online learning models as well as visual, auditory, kinesthetic (VAK) learning on students' English language skills; (3) There are differences in English language skills between students taught using blended learning and online learning with visual learning; ( 4) There are differences in English language skills between students who are taught through blended learning and online learning techniques, and students who receive auditory learning; and (5) There are differences in English language skills between students taught via blended learning and online learning methods and students with a kinesthetic learning style.
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.