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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
Development of Video Media to Increase Dribbling Learning Result in a Sport Games Nawawi Nawawi; I Nyoman Sudana Degeng; Abdul Cholid
Edcomtech Vol 4, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (423.097 KB) | DOI: 10.17977/um039v4i22019p083

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Abstract: Physical sports and healthy Education is one of the subjects that students like especially football game. Dribbling video media on football games is one of the solutions that are expected to motivate students to learn independently, creatively, effectively and efficiently. Therefore, it is necessary to develop the learning material of football game technique. technique to attract interest and reduce the saturation of learning in the students of class X Computer and Network Engineering (TKJ) which is designed interesting and specially designed in the form of CD media and dribbling technique skill manual on football game. Model development of dribbling video media learning on football game used is Dick and Carey model. Media video dribbling on the game of football and tested through 2 stages, namely (1) Expert test that is the review of the content experts / learning materials; learning media experts; and design experts, (2) Field test is individual group testing; small group trial; and large group trials. Based on the responses given by experted on dribbling video media on football games is like to use. Based on the responses given by the students of class X TKJ semester 2 as respondents to dribbling video media product on football game is feasible to be used by students of class X TKJ semester 2.
Bahan Ajar PPKN Berbasis Karakter dan Literasi untuk Siswa Kelas IX SMP Al Hikmah Surabaya Sriyanto Sriyanto
Edcomtech Vol 4, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1602.541 KB) | DOI: 10.17977/um039v4i22019p130

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Abstrak: Penelitian ini bertujuan menghasilkan bahan ajar PPKn Berbasis Karakter dan Literasi Siswa kelas IX yang dirancang lebih menarik, melatih mandiri, kreatif dan inovasi, sesuai kebutuhan siswa serta mengembangkan kompetensi, karakter dan literasi siswa. Model pengembangan yang digunakan Dick, Carey & Carey (2001) yang disesuaikan dengan keperluan pengembangan. Teknik analisis ini digunakan untuk mengolah data yang diperoleh melalui lembar evaluasi dalam bentuk deskriptif persentase. Hasil validasi dari ahli desain pembelajaran mencapai 92.5%. Sedangkan dari ahli materi bahan ajar yang dikembangkan mencapai 89.3%. Hasil uji coba pada siswa, persentase kelayakan secara keseluruhan mencapai 83.66%. Sedangkan Review dari guru mencapai 78.41% serta respon melalui angket mendapatkan respon sangat baik. Dari data dan analisis yang telah dilakukan dapat disimpulkan bahwa produk pengembangan dapat digunakan sebagai bahan ajar pada mata pelajaran Pendidikan Pancasila dan Kewarganegaraan (PPKn) yang memiliki kualifikasi sangat baik, dan mengembangkan ranah kompetensi, karekater dan literasi siswa.Abstract: This study aims to produce teaching materials based on Character and Literacy PPKn Class IX students who are 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 (2001) adjusted to the development needs. This analysis technique is used to process data obtained through evaluation sheets in the form of descriptive percentages. The validation results from learning design experts reached 92.5%. While the experts of teaching materials developed reached 89.3%. The results of trials on students, the overall eligibility percentage reached 83.66%. While the Review from the teacher reached 78.41% and the response through the questionnaire got a very good response. From the data and analysis that has been done, it can be concluded that the development product can be used as teaching material in Pancasila and Citizenship Education (PPKn) subjects that have very good qualifications, and develop the domains of competence, character and student literacy.
Meningkatkan Keterampilan Writing of Narrative Text dengan Menggunakan Teaching Materials Mardiyah Mardiyah; Mustaji Mustaji; Nurmida Catherine Sitompul
Edcomtech Vol 4, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3430.887 KB) | DOI: 10.17977/um039v4i22019p089

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Abstrak: Pengajaran menulis Narrative Text untuk siswa SMP tidak mudah karena siswa mengalami kesulitan dalam menyusun kalimat dan mengekspresikan ide dalam ketrampilan menulis. Tujuan penelitian ini menemukan efektifitas pengembangan buku bahan ajar. Pengembangan bahan ajar menggunakan model Borg and Gall dan pendekatan deskriptif kualitatif. Hasil dari reviu kelayakan produk pengembangan yaitu ahli materi (isi) bahasa Inggris sebesar 90%, ahli desain pembelajaran sebesar 95%. Uji coba produk menunjukkan bahwa pengembangan buku bahan ajar ini mampu meningkatkan skor hasil belajar sebesar 45% untuk perlakuan kelas eksperimen. Meskipun, kelas kontrol juga mengalami peningkatan sebesar 40%. Uji coba produk kepada siswa dan guru melalui angket mendapatkan respon yang sangat menyenangkan.Abstract: The teaching of writing Narrative Texts for middle school students is not easy because students have difficulty in composing sentences and expressing ideas in writing skills. The goal of this study is to find the effectiveness of the development of teaching materials. The development of teaching materials is using the Borg and Gall development model and a qualitative descriptive approach. The results of the review of the feasibility of product development as follows the review of English material experts by 90%, review of learning design experts by 95%. The results of this study indicate that the development of teaching materials gives better results than not using teaching materials. There was an increase in the score of learning outcomes by 45%  for the experimental class. Furthemore,The control class also increased by 40%. Product trials for students and teachers through questionnaires received a very good response.
Pengaruh Pengelolaan Diri Siswa dan Karakter Guru Terhadap Prestasi Belajar Siswa Kelas X SMK Satya Widya Surabaya dan SMK Tri Tunggal Surabaya Abdul Malik; Suryaman Suryaman; Retno Danu Rusmawati
Edcomtech Vol 4, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.775 KB) | DOI: 10.17977/um039v4i22019p143

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Abstrak: Pendidikan pada dasarnya adalah usaha sadar untuk menumbuh-kembangkan potensi sumber daya siswa dengan memfasilitasi kegiatan belajar mereka . Suatu bangsa dikatakan maju bilamana kualitas sumber daya manusianya bagus, sedangkan kualitas sumber daya manusia itu sendiri tergantung pada kualitas pendidikannya. Mengingat begitu pentingnya peran pendidikan bagi kehidupan masyarakat, maka pemerintah berupaya meningkatkan mutu kualitas pendidikan , termasuk peningkatan mutu kemampuan siswa.Tujuan penelitian ini adalah untuk mengetahui pengaruh Self Regulated Learning ( pengelolaan diri siswa) dan karakter guru terhadap prestasi belajar siswa. Jenis penelitian yang digunakan dalam penelitian ini adalah korelasional dengan pendekatan kuantitatif, dimana penelitian ini bermaksud untuk mengetahui hubungan suatu variabel dengan variabel-variabel lain. Pengumpulan data diperoleh dengan melakukan tes(pretest,postest) angket dan dokumen . Analisis data menggunakan uji  Anova Dua Jalur . Hasil penelitian menujukkan bahwa : (1) Ada pengaruh Self Regulated Learning terhadap prestasi belajar siswa, (2) Ada pengarahu Karakter Guru terhadap prestasi belajar siswa, (3) Terjadi interaksi antara Pengeloaan diri siswa dan Karakter Guru terhadap prestasi belajar siswa..Abstract :Education is basically a conscious effort to develop the potential of students by facilitating their learning activities.  A nation is said to be advanced when the quality of its human resources is good, while the quality of human resources itself depends on the quality of its education. Given the importance of the role of education in people's lives, the government seeks to improve the quality of education, including improving the quality of students' abilities.The purpose of this study was to determine the effect of Self Regulated Learning (student self-management) and teacher character on student learning achievement. The type of research used in this study is correlational with a quantitative approach, where this study intends to determine the relationship of a variable to other variables. Data collection is obtained by conducting tests, questionnaires and documents. Data analysis using the Two Way Anova test. The results of the study show that: (1) There is the effect of Self Regulated Learning on student learning achievement, (2) There is a guidance for Teacher Character on student achievement, (3) Interaction between Self Regulated Learning and Teacher Character on student achievement.
Keefektifan Tingkatan Pembelajaran Inkuiri (Level of Inquiry) terhadap Peningkatan Keterampilan Proses Sains pada Pengetahuan Awal Siswa yang Berbeda Salim Salim; Suryaman Suryaman; Retno Danu Rusmawati
Edcomtech Vol 4, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (79.343 KB) | DOI: 10.17977/um039v4i22019p096

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Abstrak: Penelitian ini bertujuan untuk mengetahui perbedaan keefektifan pembelajaran inkuiri dalam beberapa tingkatan terhadap peningkatan keterampilan proses sains dengan pengetahuan awal berbeda. Rancangan penelitian menggunakan quasi eksperimen dengan perlakuan prates-pascates pada kelompok kontrol dan kelompok eksperimen. Siswa kelas X MAN Sampang dan SMAN 1 Sampang tahun pelajaran 2018/2019. Sampel di kelompokkan dalam tiga kelompok perlakuan. Kelompok eksperimen 1 diterapkan pembelajaran inkuiri tingkat 3 (PIT-3), kelompok eksperimen 2 diterapkan pembelajaran inkuiri tingkat 4 (PIT-4) dan kelompok kontrol diterapkan pembelajaran inkuiri tingkat 2 (PIT-2). Uji keterampilan proses sains menggunakan soal obyektif pilihan ganda dengan reliabilitas  tes sebesar 0,77. Analisa data menggunakan uji ANOVA. Penelitian ini menyimpulkan pembelajaran inkuiri tingkat 2 (PIT-2), tingkat 3 (PIT-3) dan tingkat 4 (PIT-4) mempunyai perbedaan keefektifan terhadap peningkatan keterampilan proses sains. Peningkatan keterampilan proses sains siswa dengan pengetahuan awal berbeda, paling efektif pada penerapan pembelajaran inkuiri tingkat 3 (PIT-3), siswa dengan pengetahuan awal tinggi dan rendah memperoleh Gain peningkatan lebih tinggi dari penerapan pembelajaran inkuiri tingkat 2 (PIT-2) dan tingkat 4 (PIT-4).  Abstract: This study aims to determine the differences in the effectiveness of inquiry learning on several levels towards improving science process skills with different initial knowledge. The study design uses quasi-experimental treatment with pre-posttates in the control group and the experimental group. Class X MAN Sampang and SMAN 1 Sampang students in 2018/2019 school year. Samples were grouped into three treatment groups. The experimental group 1 applied level 3 inquiry learning (PIT-3), the experimental group 2 applied level 4 inquiry learning (PIT-4) and the control group applied level 2 inquiry learning (PIT-2). The science process skills test uses multiple choice objective questions with a test reliability of 0.77. Data analysis uses ANOVA test. This study concludes level 2 (PIT-2), level 3 (PIT-3) and level 4 (PIT-4) inquiry learning has a difference in effectiveness in improving science process skills. Improved science process skills of students with different initial knowledge, most effective in the application of inquiry level 3 (PIT-3) learning, students with high and low initial knowledge gain a higher gain than the application of level 2 (PIT-2) and level 4 inquiry learning (PIT-4).
Developing Instructional Game "Adventure of Word" to Improve Morphological Awareness on Vocational Higher Students Devi Kurniasari Riyadi; Putu Dian Danayanti Degeng; Esti Junining
Edcomtech Vol 4, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (450.088 KB) | DOI: 10.17977/um039v4i22019p153

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Abstract: Morphological awareness (MA) has relation to language development. Most of Informatics students class of 2017 in Politeknik Kota Malang are lack of MA especially in vocabulary and reading comprehension. Therefore, this present study is aimed at developing instructional game “Adventure of Word” to improve morphological awareness. This is Research & Development study which used Lee & Owens’ development model. From the result of expert validation, from media expert it got 96.8% and from media/design expert it got 78.7%. As those results, the product is categorized as ‘valid’. After the product has been validated, the next step is try-out to the students. It got 96.6% which meant the product is classified as ‘excellent’. It can be concluded that the product was well-developed as instructional media to teach morphology explicitly so that can help students to improve their morphological awareness especially in root word, prefix, suffix, and circumfix.
Implementasi Model Pembelajaran Flipped Classroom Guna Meningkatkan Interaksi Belajar Mahasiswa pada Mata Kuliah Manajemen Informasi dan E-Administrasi Thanthawi Ishak; Rudi Kurniawan; Zamzami Zainuddin
Edcomtech Vol 4, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (453.632 KB) | DOI: 10.17977/um039v4i22019p109

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Abstrak: Penelitian ini bertujuan untuk mengidentifikasi efektivitas interaksi mahasiswa dalam pembelajaran mata kuliah Manajemen Informasi dan E-Administrasi dengan menggunakan metode flipped classroom (Kelas terbalik). Teori Moore (1989) dan Hillman et al., (1994) digunakan dalam menentukan empat model interaksi belajar mahasiswa baik di kelas maupun di luar kelas. Empat interaksi tersebut antara lain adalah interaksi antara peserta ajar (mahasiswa), interaksi antara peserta ajar dengan pengajar, interaksi antara peserta ajar dengan materi ajar dan interaksi anatara peserta ajar dengan media teknologi. Penelitian ini dilakukan dengan menggunakan pendekatan penelitian metode campuran. Kuesioner dan wawancara individu digunakan untuk mengumpulkan data. 29 responden dari peserta ajar diberikan kuesioner pada akhir semester dan 10 dari mereka dipilih untuk dilakukan wawancara secara individu. Data yang terkumpul dianalisis menggunakan statistik deskriptif dan analisis data menggunakan SPSS. Hasil penelitian ini menunjukkan bahwa peserta ajar memiliki persepsi positif dalam semua komponen interaksi dalam pembelajaran mata kuliah Manajemen Informasi dan E-Administrasi menggunakan menggunakan metode flipped classroom. Output dari penelitian ini telah memberikan kontribusi bagi sebuah perguruan tinggi  dalam mengimplementasikan digital pembelajaran inovatif flipped classroom dengan menggunakan media WhatsApp dan YouTube. Abstract: This study aims to identify the effectiveness of student interaction in learning Information Management and E-Administration courses using the flipped classroom method. The theory of Moore (1989) and Hillman et al., (1994) was used in determining four models of student learning interactions both in class and outside the classroom. The four interactions include interactions between teaching participants (students), interactions between teaching participants and teachers, interactions between teaching participants and teaching materials and interactions between teaching participants and technology media. This research was conducted using a mixed methods research approach. Questionnaires and individual interviews were used to collect data. 29 of the teaching participants were given a questionnaire at the end of the semester and 10 of them were selected to be interviewed individually. The collected data were analyzed using descriptive statistics and data analysis using SPSS. The results of this study indicate that the teaching participants have positive perceptions in all components of the interaction in learning the Information Management and E-Administration courses using the flipped classroom method. The output of this research has contributed to a university in implementing innovative digital learning flipped classrooms using WhatsApp and YouTube media.
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

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