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Journal of Education Technology
ISSN : 25494856     EISSN : 25498290     DOI : -
Core Subject : Science, Education,
Journal of Education Technology p-ISSN : 2549-4856, e-ISSN : 2549-8290 is a publication of research results and scientific thoughts in the fields of education, learning, evaluation, innovation including the development and implementation of new technologies in education and learning.
Arjuna Subject : -
Articles 27 Documents
Search results for , issue "Vol 4, No 3 (2020)" : 27 Documents clear
Analysis of Parenting Patterns on Student Motivatio Rohmaniyah, Nur Alfiyatur; Khamdun, Khamdun; Widianto, Eko
Journal of Education Technology Vol 4, No 3 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i3.28538

Abstract

The low level of discipline among elementary school students has resulted in a sustainable impact on students. The problem in this study is the level of student discipline which is less influenced by the lack of attention to the position of parents towards children. This study aimed to find out more about the position of democratic parents in the formation of discipline in learning for grade III SD students. This study used a qualitative approach and descriptive type in presenting the research data. The method used in data collection was using the method of observation, interviews, and field notes. The results showed that the position of democratic parents has a very strategic role in the formation of learning discipline for third grade elementary school students. Through the democratic parenting style, parents are able to provide learning assistance and the formation of student character. Not only have that students also been accustomed by parents to have regular activities in the family environment, especially in the discipline of learning. Therefore, the position of democratic parents plays a very important role in the formation of student learning discipline. The suggestions that can be taken from this study for parents are expected to be able to provide good learning assistance to children so that children have a high level of discipline and interest in learning.
The Use of Augmented Reality Cards to Improve Science Learning Outcomes About the Effect of Force on The Shape and Motion of Objects Ratna Ningsih, Inge Nur Indah Sri Rejeki
Journal of Education Technology Vol 4, No 3 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i3.28528

Abstract

The Science Learning of Kepanjen II Elementary School, Kecamatan Jombang, in the fourth grade on the effect of force on the shape and direction of motion of objects, experienced problems in the form of difficulty understanding the material by students. The results of the learning evaluation show that only 55% of the 30 students scored above the predetermined KKM of 75.0. Based on the problems that occur, the researchers plan to improve learning in 2 cycles. At the planning stage, it is carried out by analyzing KI and KD, making indicators, learning objectives, and continuing with compiling a lesson plan implementation and developing learning assessment instruments. Finally, in the planning stage, it is to create learning media, the Augmented reality application. At the implementation stage of learning has increased both teacher activities and student activities. Overall, the increase in teacher activity increased from 70% to 80%. Meanwhile, student activity increased from 72% to 90%. Learning outcomes before using Augmented Reality card media classical completeness of 55%. The results of student learning in the first cycle of classical completeness of 63% and the second cycle has increased to 84%.
Team Assisted Individualization Model Assisted by Effective Ludo Media Improving Student Learning Outcomes Wilujeng, Donna Restu; Sukamto, Sukamto; Eka Subekti, Ervina
Journal of Education Technology Vol 4, No 3 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i3.27794

Abstract

The low competence of mathematical knowledge caused by the lack optimal use of the learning model makes it difficult for students to understand the learning material. The purpose of this study was to analyze the effectiveness of the Team Assisted Individualization model assisted by Ludo media on learning outcomes in terms of the problem-solving ability of fraction material. This type of research was a quantitative study using pre-experimental design in the form of a one-group pretest-posttest design. The number of samples in this study was all students of class IV, amounting to 26 students using saturated sampling type sampling. Data collection in this study was obtained through interviews, tests and documentation. The results of data analysis obtained tcount 9.698 and ttable 1.706 with a significant level of 5%. Because t_count> ttable is 9.698> 1.706, so H_0 is rejected, which means that there are differences in pretest and posttest learning outcomes. Then the two-party t-test of problem-solving abilities shows that tcount> ttable is 8,000> 1,671 then H_0 is rejected, so there is a significant difference in learning outcomes seen from the problem-solving ability using the Team Assisted Individualization model with groups that are taught with conventional models in grade IV SD. The Team Assisted Individualization model assisted by Ludo media is effectively applied in the learning process to improve student learning outcomes for fractions.
The Use of Audio-Visual Assisted Google Classroom for Mathematics Course Setiawan, I M Dedy; Ari Oka, I D G
Journal of Education Technology Vol 4, No 3 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i3.28529

Abstract

The use of technology in the form of mathematics learning media has not been maximally applied amidst the rapid advances in technology today, coupled with a change in learning patterns from face-to-face in class to online learning patterns due to calls to work from home. This of course will have an impact on the learning outcomes of students. Seeing these conditions, innovation is needed in mathematics learning, namely by utilizing the use of media in learning, one of which is the use of audio-visual media assisted by google classroom. The purpose of this research is to determine the effect of using audio-visual media assisted by google classroom on mathematics courses at STMIK STIKOM Indonesia. The research method used was a quasi-experimental with a non-equivalent control group design. The instrument used in this study was a mathematics learning outcome test. The data analysis technique in this research includes descriptive analysis. The results showed that there was an effect of the use of audio-visual media on mathematics learning outcomes with an average score of 76.00 mathematics learning outcomes which was declared significant so that learning using audio-visual media had an effect on mathematics learning outcomes.
Development of Mobile Learning for Simulation and Digital Communications Amir, Hazira Fakhrurrozi; Huda, Asrul; Maksum, Hasan
Journal of Education Technology Vol 4, No 3 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i3.28537

Abstract

Simulation and digital communication subjects at SMKN 1 Singkarak do not have support other than text books and modules. This study aimed to develop a practical and effective learning platform that can support students in learning. This study used a 4D development model, and the trial subjects in this study were 31 students of class X in the 2020/2021 academic year. The instruments used were test and questionnaire instruments. The research method used was pre-experimental. The data obtained were analyzed using quantitative descriptive statistical analysis methods. From the research results, it was found that classical completeness reached 90% and the average score in terms of the gain score of students before and after using mobile learning was 0.49. The conclusion of this research is that the results of assessments from both teachers and students show that mobile learning in simulation and digital communication subjects can be categorized as very practical and effective
The Development of Web-Based Learning Media on Western Bridal Make-Up Subject Thaitami, Siti Hajar; Maksum, Hasan
Journal of Education Technology Vol 4, No 3 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i3.27895

Abstract

Internet-based educational facilities can be used as a means of delivering learning that relies on practical aspects and is easily accessible anywhere and anytime. In addition, this learning media enables distance learning or the delivery of information between lecturers and students. Western Bridal Make Up is a compulsory subject in an education program. This study aims to a) develop web-based learning media products on database materials for the Department of Makeup and Beauty Education at Universitas Negeri Padang through the process of developing media, b) obtain information about the feasibility of web-based learning media products on database materials used as support in database learning in the Department of Makeup and Beauty Education, Universitas Negeri Padang.This research uses alpha testing method (alpha testing). The research subjects in alpha testing were 2 media experts and 2 material experts, while the research subjects in beta testing were 20 students majoring in Makeup and Beauty Education, Padang State University. Data obtained by using test instruments to test the effectiveness and non-test instruments to test the validity and practicality in the research process. Based on the results of the developed learning media produces valid media in terms of media (design) with a value of 0.918 and valid from the material side with a value of 0.875 by media experts and material experts and from the practical side of the media developed has a practical level of practicality with a percentage of 95%, from the beta test obtained 100% very feasible. The implications of the application of this media can increase the use of instructional media as teaching material that is independent, mobile, and interactive by lecturers, thus helping lecturers in delivering learning material.
E-Module for Learning Volley Ball Using Character Based on Adobe Flash Cs6 Prasetyo, Dian Estu; Handayani, Fitry
Journal of Education Technology Vol 4, No 3 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i3.28517

Abstract

The low character of students plus the absence of learning resources that support learning about basic volleyball technical skills in the Covid-19 pandemic situation makes it difficult for lecturers to teach. The purpose of this research and development was to produce a character-based volleyball e-module for students using Adobe CS 6 with valid, practical, and effective criteria. This research is a development research. This research used the ADDIE model which consists of 5 stages, namely, needs analysis (analysis), design (design), develop (develop), implement (implement), evaluate (evaluate). The research data was using quantitative data that the data were taken from the results of the evaluation by the validator and the practical data was taken from the responses of lecturers and students to the e-module. The research instruments were validation questionnaires, practicality questionnaires, student character effectiveness sheets, volleyball skills assessment effectiveness sheets. The results of the e-module research on character-based volleyball learning for students using Adobe Flash CS-6 have met the criteria of being valid, practical and effective. From these results, the e-module volleyball learning based on character education for students using adobe flash CS 6 is effective for learning, especially in volleyball lectures, namely the basic technique of volleyball.

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