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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. 5 No. 1 (2021): February" : 20 Documents clear
The Development of Interactive Learning Media Based on PBL Learning Models on Theme 9 Sub-theme 3 for Fifth Grade Elementary ASchool Suwito, Wulan Endah Citra; Reffiane, Fine; Sary, Ryky Mandar
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29180

Abstract

The background that drives this research is that teachers are less than optimal in using instructional media in the learning process. Lack of use of learning media results in less active and passive student activities, so that students' understanding of the material is still lacking. This research aims to produce a product in the form of interactive learning media based on the PBL learning model that is valid and suitable for use in theme 9 sub-themes 3 for grade V SD. This type of research and development uses the ADDIE model. The data collection instrument in this study used a questionnaire. The method of data analysis in this research and development was carried out by using qualitative descriptive analysis techniques and quantitative descriptive analysis. Media experts and material experts validated that interactive learning media products developed were validated, showing the percentage of 84.89% and 82.67% were categorized as "very valid and very suitable for use". Meanwhile, the teacher responses from the three primary schools showed a percentage of 96%, 82%, 96% were categorized as "very valid and very suitable for use", and the responses of students from the three primary schools showed a percentage of 97.39%, 96.09%, 97.5 % in the category "very valid and very worthy of use". So it can be concluded that interactive learning media is very valid and very feasible to use.
The Effect of Blended Learning Based on The Problem-Based Learning Model Assisted by Puzzle Media on The Critical Thinking Skills of Fifth Grade Students on Ecosystem Themes Hasna, Hanifah Rizki; Fajriyah, Khusnul; Saputra, Henry Januar
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29770

Abstract

The low competence of natural Science caused by using a learning model that is less than optimal makes it difficult for students to understand the learning material. This study aims to analyze the effect of blended learning based on a problem-based learning model assisted by puzzle media on the critical thinking skills of fifth-grade students on the ecosystem theme of SDN 03 Pegundan. This type of research is an experimental study using a 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 V SDN 03 Pegundan, totaling 26 students using saturated sampling type. Data collection in this study was obtained through interviews, tests, and documentation. The data analysis technique in this research is quantitative statistical data analysis techniques. This study obtained t-test results obtained t count > t table,  8.829> 1.706 and the results of hypothesis testing which stated that there was an effect of learning motivation,  the regression test, the result was 62.1%. Based on the results of this analysis, it can be concluded that there is an effect of blended learning based on a problem-based learning model assisted by puzzle media on the critical thinking skills of fifth-grade students on the ecosystem theme of SDN 03 Pegundan.
The Effectiveness of Online Learning Based on The Complete Sentence Model on Student Learning Outcomes on Theme 2 Sub-Theme 1 in Second Grade Writing Skills Asri, Reni; Kiswoyo, Kiswoyo; Fajriyah, Khusnul
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29777

Abstract

Children's language skills are a problem that needs attention because many children are not yet able to write and use good and correct language. The purpose of this study was to analyze the effectiveness of online learning based on the complete sentence model on student learning outcomes in Theme 2 Playing in My Environment Sub-theme 1 Playing in the Home environment writing skills for class II. This type of research is experimental research with a research design that is pre-experimental designs. The study population was class II consisting of 28 students for the 2020-2021 school year. The sample taken was class II students consisting of 28 students using nonprobability sampling techniques. In this study, the data analysis technique used is quantitative statistical data analysis techniques. The results showed that the score of the t-test showed that the results of the calculation of the score data of students with t count = 1.717804 with a price of t table = 1.701113, then t count> t table. This research concludes that there is a significant increase, so online learning based on the complete sentence model is effectively used for student learning outcomes in theme 2 Playing in My Environment Sub-theme 1 Playing in the Home environment writing skills class II.
The Development of Local Wisdom-Based CAI Media for Mathematics Learning at Elementary School Riana, Desy Dwi; Putriani, Ida
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29876

Abstract

The modernization in education demands a renewal of the learning process. There needs to be an effort to create interactive and fun IT-based learning. Then, the fourth grade students are proficient and excited to operate computers, but the teacher has not fully integrated computers into the mathematics learning process. So, it is necessary to have computer-based learning media with a real context of local local wisdom. The objectives of this study are (1) to produce valid and interesting IT-based learning media (2) to create contextual mathematics learning that is integrated with local wisdom. This is development research which carried out using the ADDIE (Analyze-Design-Develop-Implement-Evaluate) model. The subjects of this study were fourth grade students. The techniques used to collect data were observation, interviews, and questionnaires. Data were analyzed quantitatively and qualitatively. CAI media is made with adobeflash which contains material, practice questions, evaluation, and two interesting games. Based on the results of the media expert's assessment, CAI media was considered feasible with a percentage of 83.9%, while from the material expert's assessment, it was obtained 90.6% in the very feasible category. It can be concluded that the developed CAI media can be applied in the learning process. The implication of this research is that the existence of this learning media can help students understand the subject matter and realize IT-based learning.
The Effectiveness of the Learning Module Cooperative Learning Student Facilitator and Explaining Rahmatullah, Ramadhani; Syahril, Syahril; Abdullah, Rijal
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29954

Abstract

Low understanding of students impacts low student learning outcomes in subjects due to teacher-centered learning orientation. Students have not been able to learn independently and only rely on material explanations from the teacher. Available teaching materials have not been able to facilitate students to learn independently and thoroughly. This research aims to analyze the effectiveness of the cooperative learning module student facilitator and explain. The research used to research and development methods using the Four-D (4D) development model. The data collection methods used were questionnaires and tests. The method of analysis was carried out by descriptive and inferential analysis with the t-test. The results obtained from this study were the validity of the module based on cooperative type student facilitator, and explaining was declared valid on the material aspects in the module with a total validity score was 99.3%, and the module format aspect was declared valid with a total score of 91.7. The student facilitator type of cooperative learning module is practically based on the teacher's assessment with a practical score of 88.62% in the very practical category and 88.98% in the very practical category. The module effectiveness score increases the pretest score of 55.00 to 84.58 in the post-test score with the gain score in the medium category. Based on the findings of this study, it is concluded that the module based on cooperative type student facilitator and explaining is valid, practical, and effective to be used as a learning medium in the subject of estimating construction costs
The Aspects of Child Development on Early Childhood Education Curriculum Dhiu, Konstantinus; Laksana, Dek Ngurah Laba
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.30764

Abstract

Selection of learning objectives that are not quite right can affect the success of the implementation of learning, so a learning device is needed with attention to the formulation of learning objectives. This study aims to analyze learning tools regarding the learning objectives of language aspects, social emotional aspects, artistic aspects, religious and moral aspects, and physical motor aspects in the 2013 Curriculum curriculum. This type of research is a development research with the Rowntree development model. The subjects of this research are learning tools regarding the learning objectives of language aspects, social emotional aspects, artistic aspects, religious and moral aspects, and motoric physical aspects. The data collection method used in this research is to use the interview method, the questionnaire method and the documentation method. The data analysis technique used in this research is qualitative descriptive analysis technique and quantitative descriptive statistical analysis. The results of this study obtained an assessment of the learning tools developed with an average score of 4.7 by content experts, an average score of 4.3 by learning design experts, and an average score of 4.6 by linguists. The conclusion of this research is. Learning tools regarding the learning objectives of language aspects, social emotional aspects, artistic aspects, religious and moral aspects, and physical motor aspects in the 2013 Curriculum are deemed appropriate for use in early childhood learning.
The Effect of The Use of Multimedia Flip Book with the Flipped Classroom Approach in Vocational School Oktarina, Rahmi; Ambiyar, Ambiyar; Giatman, M.; Fadhilah, Fadhilah; Muskhir, Mukhlidi; Effendi, Hansi
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.31435

Abstract

The problem encountered in learning operating system teaching materials majoring in network computer engineering is the lack of creativity in students' thinking skills so that they experience obstacles in the practical process. This study used a quasi-experimental design with a pretest-posttest Control Group Design. Data collection techniques using tests. The pre-test was carried out at the beginning to see the students' initial abilities before being given treatment, the post-test was carried out to test the effectiveness or compliance of the application of the treatment. In this study, the data analysis technique used 3 statistical tests, (1) normality test, (2) homogeneity test and (3) hypothesis testing. Through the use of hypothesis testing to show the results of H0 is rejected and H1 is accepted with a significance level of 5% so that the value is (P <0.05). The conclusion is that the use of the Flip book Multimedia with the Flipped Classroom approach is able to improve the thinking skills of students majoring in network computer engineering in the operating system subject. So that later research can be applied to other subjects to help the learning process and increase the creativity of vocational high school students.
Developing an Interactive Digital Handout for Momentum and Impulse Material Physics in High Schools Pahlawan, Ridho; ., Ismet; ., Syarifuddin
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.31719

Abstract

Understanding physics lessons is generally caused by the lack of innovative teaching materials that facilitate learning. This study aims to develop interactive digital material on momentum and impulse physics in high schools. This research is development research using the Allesi and Trollip development model. This research and development procedure goes through 3 stages, namely planning, design, and development. The techniques used to collect data were observation, interviews, and tests. The instrument used in collecting data was a questionnaire. The subjects of this study were tenth-grade senior high school students. The techniques used to analyze the data are qualitative and quantitative analysis. The study results were the average learning outcome before being given an interactive digital handout display of the momentum and impulses of physics material was 48.93. Then the educators taught using interactive digital physics handouts using the articulate storyline application to increase the average score of students’ cognitive learning outcomes to 81.27. The increase in the average score of students was measured using the N-gain score, and the result was 0.70 in the moderate category. It can be concluded that e-learning tools have been tested effectively to improve student learning outcomes. This research implies that the developed e-learning tools can be used to help students in learning.
Developing E-Book Contained Character Values in PPKn Lesson Content Grade V Elementary School Filivani, Putu Nita; Agung, Anak Agung Gede
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.32047

Abstract

Teachers are not innovated in developing media, therefore students’ interaction in online learning was not optimal. This issue raised a new problem such as, lack of deepening character values for students. The media developed was an E-Book containing character values. Therefore, this research aims to describe the design process of E-Book product with character values and find out the results of E-Book validation according to the results of expert reviews, individual try-outs, and small group try-outs. The type of this research was a development research by applying ADDIE model (analyze, design, development, implementation, evaluation). Then, data collection method which used was questionnaire and quantitative descriptive analysis method. The results of data analysis were gained based on media validation assessed by content learning experts obtained a score of 91,67% with very good qualifications, instructional design expert obtained a score of 100% with very good qualifications, learning media expert obtained a score of 95,00% with very good qualifications. The results of individual user test on 3 students obtained a score of 95,83% with very good qualifications, and the user test through small group test on 12 student obtained a score of  97,50% with very good qualifications. Based on the results of the product test data analysis by experts (content learning expert, instructional design expert, learning media expert) and user subject test results (students), it can be concluded that E-Book media containing character values were suitable to be used in PPKn learning subject for 5th grade elementary school students. The implication of using E-Book as technology-based learning media supported by existing facilities and infrastructure in schools such as internet access (WiFi), computers / laptops, LCDs, projectors, as well as the readiness and skills of teachers and students in accessing E-Book media.
Development of Interactive Learning Multimedia Indonesia’s Cultural Diversity Material in Social Sciences Learning for Grade IV Elementary School Students Sari, Ni Kadek Dwi Puspita; Wiyasa, I Komang Ngurah
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.32053

Abstract

Implementation of distance learning in elementary school during the Covid-19 pandemic, through pre-research observations it was found that many use monotonous learning media causing students get bored in practice distance learning. Elementary school students make social sciences as their least preferred content and the low knowledge of elementary school students about the diversity of national cultures becomes a serious problem and must be addressed immediately. This research aims to developed learning media in the form of interactive learning multimedia material on Indonesia cultural diversity in social sciences learning for fourth grade elementary school students. This research is a type of R&D (Research and Development) using the ADDIE development model. This research was involved 3 validators namely material, instructional design, and media experts as well as reviewers 1 teacher and 12 grade fourth elementary school students. Data collection methods and data analysis using questionnaire and descriptive analysis methods. In trials by material experts, the score percentage of 90%, by learning design experts with a score percentage of 92,5%, media experts obtained results with a score percentage of 95%, so from the experts obtained category A very good qualification (very feasible). The results of the review from 1 grade IV elementary school teacher with a score percentage of 91.7%, review of 3 students in individual trials with a score percentage of 91.1%, the results of user reviews 12 students in the small group trial with a score percentage of 93.9%, were in the category A very good qualification (very feasible). Based on the result that obtained, the interactive learning multimedia content material Indonesia’s cultural diversity is very feasible and can be used in social sciences learning for fourth grade students of Elementary School.

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