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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 26 Documents
Search results for , issue "Vol 4, No 4 (2020)" : 26 Documents clear
Design and Implementation of Online Problem Based Learning (PBL) Assisted by Innovative Media to Improve Elementary School Student Learning Outcomes Agung Ratih Rosmilasari, Desak Made; Adoe, Dean Putra
Journal of Education Technology Vol 4, No 4 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29929

Abstract

During the Covid-19 pandemic, online learning implementation in elementary schools experienced problems in delivering material to students. The use of fully online learning methods causes learning difficulties, so that it has an impact on decreasing student learning outcomes. To overcome this problem, the purpose of this study is to apply the Problem Based Learning model assisted by innovative media in class II students to improve learning outcomes in thematic learning. This research is a classroom action research that is designed in two cycles. Each cycle has four stages, namely, planning, action, observation/evaluation, and reflection. One cycle is carried out for three meetings, namely two meetings to implement learning and one meeting to implement learning outcomes tests. During the research, the learning outcome data were measured using multiple-choice tests, and the learning process was measured using the observation method. Data in the form of scores were analyzed using descriptive statistics, and observational data were analyzed qualitatively. The results showed that the classical mean score in cycle I was 81.91% (high category), and there was an increase in cycle II with a classical mean score of 91.13% (very high category). Thus, the online PBL model assisted by innovative media can improve student learning outcomes.
E-learning Assissted by Finger Printing on Students’ Critical Thinking and Creativity Rati, Ni Wayan; Rediani, Ni Nyoman
Journal of Education Technology Vol 4, No 4 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.30214

Abstract

The impact of covid-19 requires all types of learning activities to be carried out online. The long online learning process results in boredom among students so that the online learning process is not optimal. The research objective was to analyze the effect of e-learning assisted by finger painting on critical thinking skills and student creativity. This type of research is quasi-experimental research, the design of this study used a posttest only control group design. The study population was 180 students in semester III who received basic science concepts courses. The data collection methods used were test and non-test. This study uses two analytical techniques,  descriptive analysis, and inferential analysis. Inferential analysis is used to test the research hypothesis. Before analyzing inferential data, the data is tested for normality and homogeneity. In this study, the inferential analysis was assisted by using SPSS 17.00. The results of this research can be said that with the effect of e-learning assisted by finger painting on the critical thinking and creativity abilities of PGSD students, this can be seen from the Manova test results that the resulting significant score is less than 0.05,  0.00. So it can be said that e-learning assisted by finger painting impacts critical thinking and creativity, critical thinking, and PGSD students' creativity.
The Contribution of Family Environment and Learning Motivation Toward Students 'Learning Outcomes in Online Learning Rahmadian, Rahmadian; Maksum, Hasan
Journal of Education Technology Vol 4, No 4 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29700

Abstract

This study aims to measure the contribution of the family environment and learning motivation on students' learning outcomes in class XI ICT subjects. This type of research is quantitative through a correlational approach. The population of this research was all students of class XI which consisted of 4 classes with a total of 101 students. Sampling in this study was carried out by proportional random sampling with the Slovin formula of 81 respondents. The data collection instrument used a questionnaire using a Likert scale, data analysis techniques including simple regression and multiple regression. The results showed that (1) the family environment contributed to learning outcomes by 34.2%; (2) Motivation to learn contributes to learning outcomes by 33.6% and (3) Family environment and learning motivation together contribute to learning outcomes by 44.3%. Thus, the family environment and learning motivation contribute together to student learning outcomes in ICT subjects.
The Contribution of Google Classroom Application and Motivation to The Learning Outcomes of Web Programming Guswara, Ade Mukhfir; Purwanto, Wawan
Journal of Education Technology Vol 4, No 4 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29896

Abstract

Online learning is one of the most effective lessons that can be used during the Covid 19 pandemic. Online learning can be done with google classroom. The application of this method is still experiencing pros and cons. For this reason, the research objective was formulated to examine how much the contribution of the Google Classroom application and learning motivation of web programming learning outcomes. This research is descriptive correlational. The population in the study were 64 students. The sampling technique used simple random sampling, obtained 39 students as sample. Data collection using questionnaires and documentation. Questionnaire to collect data on Google Classroom application and learning motivation. Documentation to retrieve learning outcome data. The prerequisite analysis test was tested for normality, linearity, and multicollinearity. The data analysis method used simple regression and multiple regression. The study results are: (1) There is a positive and significant contribution of the Google Classroom application to learning outcomes (29.60%). (2) There is a positive and significant contribution of learning motivation to learning outcomes (20.30%). (3) A positive and significant contribution to the implementation of Google Classroom and learning motivation to learning outcomes was 49.90%.
Utilization of Classcraft in Developing Positive Student Behavior Susila, I Komang Dedik
Journal of Education Technology Vol 4, No 4 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29611

Abstract

Affective assessment in distance learning has a great challenge. One of the media that can be used as well as motivated students is ClassCraft. Meanwhile, some limited persons can implement this media. This research aimed at analyzing the procedures of usingClassCraftin developingstudents' positive attitudes. The research subject was a lecturer and students of English Language Education, Faculty of Teacher Training, Dwijendra University. This research was a descriptive qualitative study that elaborates the implementation of ClassCraft to develop a positive attitude. The data were collected through observation and interview using observation and interview guide. The data were analyzed using qualitative data analysis by Milles and Huberman (1994). The finding showed that the implementation of ClassCraft was implemented in three stages; planning, implementing, and evaluating. It can be a guidance of implementing ClassCraft in developing students' positive behaviors.
The Development Of E-Modules Project Based Learning for Students of Computer and Basic Networks at Vocational School Rahayu, Ismi; Sukardi, Sukardi
Journal of Education Technology Vol 4, No 4 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29230

Abstract

In the learning process, the teacher acts as the teacher center by using conventional methods so that it causes students to pay less attention to the teacher, and sometimes students experience boredom in learning. The purpose of this research is to develop project-based learning media for computer-based electronic modules and networks. This study uses the Research and Development (R&D) method with 4-D development procedures which include Define, Design, Develop, Desseminate. The data analysis technique uses descriptive analysis techniques to describe the value of the validity, practicality, and effectiveness of the project-based learning E-module. The results of this development research are: the validity of the E-module based on project-based learning is declared valid with the value category 0.83> 0.61, the E-module practicality is based on the responses of two teachers with an average score of 89.3 in the very practical category and 36 student response with an average score of 85.03 in the very practical category. The effectiveness of e-module project-based learning is stated to be effective in improving learning outcomes. Based on the research results, it can be concluded that E-module learning based on project-based learning is valid, practical, and effective to be used as a learning medium in basic computer and network subjects.

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