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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 20 Documents
Search results for , issue "Vol. 4 No. 4 (2020): November" : 20 Documents clear
The Development of Teaching Video Media Based on Tri Kaya Parisudha in Educational Psychology Courses Okta Priantini, Dewa Ayu Made Manu
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29608

Abstract

This research aimed to implement learning in educational psychology courses that tend to be boring and have low learning outcomes. This research was a research and development (research and development). The research trial subjects were students from the PGSD Study Program. The data collected in this study were data from subject content expert tests, design expert tests, instructional media expert tests, and student trials. The data collection instrument was an evaluation sheet (questionnaire) for both expert testing and student testing. Data analysis used qualitative descriptive analysis and quantitative descriptive analysis. The results of the assessment of media products were carried out based on six aspects, namely: content aspects of the field of study / with the percentage of the achievement level of 88.05% with the title feasible; In terms of the learning design aspect, the percentage of achievement level was 84.65%, the predicate was feasible; in terms of the learning media aspect with the achievement level percentage of 87.00%, the predicate was feasible; In terms of the individual trial aspect, the percentage level of achievement of 91.55% predicates was very feasible; small group trial, with the percentage level of achievement of 93.40% predicate very feasible; and viewed from the aspect of field trials with the percentage level of achievement of 92.46% predicate very feasible. Thus, this instructional video media product had a good validity level and was suitable for the Educational Psychology course's learning process.
Utilization of Classcraft in Developing Positive Student Behavior Susila, I Komang Dedik
Journal of Education Technology Vol. 4 No. 4 (2020): November
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 Digitization of Web-based Music Theory Modules Ramafisela, Lingga
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29645

Abstract

In the digital era, modules in the form of books are deemed ineffective and inefficient due to the demand for online and independent lectures. This turned out to be facing obstacles due to limitations in learning media. Digital modules are needed to support teaching and learning activities in music theory courses so that the material presented can be well integrated. Digitalization is the process of changing from printed media to electronic media. Therefore it is necessary to digitize the web-based music theory module which aims to facilitate the teaching and learning process. The digitization of web-based music theory modules can be an important component that supports the implementation of the online lecture program that is currently being proclaimed by the government and supports the environmentally friendly (paperless) movement. The next target to be achieved is the development of a web-based music theory module in the ISI Yogyakarta Music Education study program. The qualitative method used in this research is based on data obtained in the field, namely in the music theory class of the ISI Yogyakarta Music Education study program. The technique of collecting data is utilizing literature study, observation, and interviews. The data analysis process was carried out by reducing data, presenting data, and drawing conclusions. The existence of a web-based music theory module is expected to be useful. una for convenience, progress and effectiveness of teaching and learning activities. The results of this study indicate that the module meets certain criteria, such as independent, independent, independent, adaptive, and user-friendly instructional. Based on the research results, it can be concluded that the digitization of the web-based music theory module is one proof of digital transformation due to technological advances.
Station Rotation Type Blended Learning Model Against Critical Thinking Ability of Fourth Grade Students Dwicky Putra Nugraha, Dewa Made
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29690

Abstract

This study is conducted based on the problem of the low critical thinking skills of grade 4th students of SDK . It is presumed because the learning model applied is less relevant to the students' need. The model that expected can solve the problem is the blended learning station rotation model. This study investigates critical thinking difference between students with blended learning rotation models and students with conventional learning toward fourth-grade students of SDK KaryaSingaraja. The instrument of data collection is a critical thinking skill test in the form of an essay. The data is analyzed descriptively. The hypothesis is tested by using t-test polled variance. The study results show that the experiment group's mean score is 81,28 and higher than the control group, 65,5. Meanwhile, it gains score tvalue (5,21) >ttable(2,00) with 5% significant(0,05). The result shows a significant difference between students with blended learning rotation models and students with conventional learning. It can be concluded that the blended learning rotation model positively affects the critical thinking of the fourth-grade students of SDK . Appropriate learning model selection affects students' critical thinking.
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): November
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.
Contribution of Learning Style, Learning Creativity and Exploratory Interest to Students' Simulation and Digital Communication Learning Outcomes during the Covid-19 Pandemic Ida, Febrianti Maya; Maksum, Hasan
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29701

Abstract

Many problems occur when online learning is carried out, this problem is for most students prefer face-to-face learning. Online learning is not fun because the methods used in learning are monotonous and online learning causes students to experience stress. This study aims to reveal the contribution of learning styles, creativity, and exploratory interest to the learning outcomes of simulation and digital communication during the COVID-19 pandemic. This type of research is quantitative with correlational research methods. The population of this study was students of class X. The sampling technique was proportional random sampling, with a total sample of 80 students. The data analysis technique used is quantitative data analysis techniques. Based on the research results, it was found that the data were normal, linear, and did not occur multicollinearity. The test results at a significance level of α 0.05 (95% confidence level) obtained a rx1y value of 0.380 with an r table of 0.220 because rcount> rtable, the first hypothesis was accepted. Then the rx2y value is 0.695 with rtable 0.220, because rcount> rtable, the second hypothesis is accepted. Then the rx3y value is 0.770 with r table 0.220, because rcount> rtable, the third hypothesis is accepted. Furthermore, the value of rx1x2x3y is 0.772 with rtable 0.220, because rcount> rtable, the fourth hypothesis is accepted. And supported by the value of Fcount = 37.262 and Ftable = 2.723 to obtain Fcount> Ftable. (37,262> 2,723). So, it can be concluded that there is a contribution of learning style, creativity, and exploratory interest to the learning outcomes of simulation and digital communication during the 19 covid pandemics
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): November
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%.
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): November
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.
Development of Comic Mathematics Teaching Materials on Flat-Building Material to Increase Reading Interest in Class IV Elementary School Students Yuniarti, Anggita; Radia, Elvira Hoesein
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.30034

Abstract

The problem of the student’s low reading interest is the variety of learning media in delivering material. The lack of reading interest that students have about books provided by schools is less attractive. Research aims to develop the raw materials of comics in flat waking materials to increase interest in reading elementary school students. Research and development carried out are four steps, namely: definition, design, development, and propagation. The analysis process collects qualitative and quantitative data from materials experts, design experts, the specific educators in math subjects, and class iv student participants using the likert scale. Based on the validity of expert media and material experts obtained from a first validity test with an 83.3% rating categorized perfectly worthy of use, a second validity test with an average of 90% is categorized perfectly worthy of use and an 80% is categorized asa learning medium. The development of comics for mathematical materials in flat waking materials to increase interest in reading the fourth graders is worth using and can serve asa guide in learning.
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): November
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.

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