cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota denpasar,
Bali
INDONESIA
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. 6 No. 2 (2022): May" : 20 Documents clear
Multimedia as a Learning Tool in Training Reading Skills of Elementary Schools Students Siregar, Epi Supriyani; Kurniati, Rizki; Rahayu, Sri
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.44601

Abstract

Reading comprehension is a dual activity that requires various cognitive and linguistic processes to complete. This is the result of two skill sets namely: decoding and linguistic comprehension. It covers the differences in reading comprehension and provides a useful basis for classifying reading difficulties. This study aims to develop multimedia as a learning tool in training the reading skills of elementary school students. The subjects of this study involved 30 grade 5 students at the elementary school level. This research uses a research and development (R&D) approach, through a Gall & Borg development study. Data collection techniques were carried out through interviews and observations for non-test databases and formative and summative evaluations for testing the effectiveness of the developed media which were included in the test category. The data analysis technique used in this study uses several stages which include; transcription, verification, and coding data from all test and non-test data that have been collected. The learning model is integrated with various learning tools (multimedia) including student and teacher books, as well as lesson plans (RPP). Based on the data obtained, it is known that multimedia integrated with the inquiry learning model is effective in improving student learning outcomes than without using multimedia. The findings of this study provide a fundamental reference for thinking about reading comprehension and its growth by emphasizing the importance of decoding in reading.
Digitalization Android-based Interactive Learning Media in Geography for High School Students Lasfika, Yudith Tia; Widyastono, Herry; Yamtinah, Sri
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.44674

Abstract

The lack of innovative learning media for geography material is something that needs to be updated immediately. In line with that, the high usage smartphones with the Android operating system has the potential to be used as a basis for making an innovation of learning media. Learning geography plays a role in providing knowledge, skills and attitudes about caring for the environment, which is currently seen that very few students have an attitude of caring for the environment, through the form of integration between learning materials and Android technology, it can be a breakthrough for learning activities. Therefore, this study aims to develop an Android-based interactive digital learning media innovation for geography learning in high school. This research approach is research and development (RnD) which adopts the ADDIE model, focusing on the development and assessment of android-based interactive media products. This research will involve one media expert, one material expert and three teachers. The data collection technique used a non-test technique with the instrument, namely a validation questionnaire or feasibility test for media experts, material experts and teachers. The results of the questionnaire will be analyzed descriptively and with using percentages. The results showed that android-based interactive media obtained an average percentage score of 96% of media experts and three teachers who were included in the 'decent without revision' category, while the results of material experts and three teachers obtained an average score of 85.8% which was included in the category 'feasible without revision', with android-based interactive media developed in this study obtained the decision that it was feasible to be tested and used for students in the learning process.
E-modules with Android Appy Pie Based on Socio-Scientific Issues to Improve Students' Critical Thinking Skills Sulistiani, Sulistiani; Kartimi, Kartimi; Sahrir, Dede Cahyati
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.44817

Abstract

Learning is limited and not maximized in the use of technology in every school. In addition, learning that is still focused on the teacher as a learning resource, causes students to be less critical in understanding the existing problems, so that technology is needed, with the application of socio-scientific issue-based E-modules. The purpose of this study is to determine the effect of implementing E-modules based on socio-scientific issues in improving students' critical thinking skills. The method used in this research is quantitative research with a quasi-experimental approach. The research design used a pretest-posttest control group design, with class X MIPA 1 as the experimental class and class X MIPA 4 as the control class. The results showed that there was an increase in students' critical thinking skills in the experimental class which was higher than the control class with the average difference between the pretest and posttest results in the control class. This increase can be seen from the statistical paired samples as significant output. The results of the student response questionnaire showed a good category. The conclusion in this study is that the application of E-modules using android appy pie based on socio-scientific issues has an effect on increasing students' critical thinking skills.
Dynamics of E-Learning During the Pandemic at Higher Education Institutions in Papua Suratni, Suratni; Muhammad, Rivaldhy N.; S, Lestari Wulandari; Qomarrullah, Rif'iy; Sawir, Muhammad
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.45247

Abstract

Covid-19 has had a significant impact on the teaching and learning process. This study aims to evaluate the teaching and learning process during the pandemic, the interesting and different thing is that this research is carried out in online learning in Papua. This study uses a qualitative descriptive method, the research subjects are students and lecturers in Papua, Indonesia. This research was conducted through three stages, namely: data collection; data reduction; and verification and confirmation of conclusions. The instruments used are interviews, photo documentation through the Whatsapp application. Data analysis in this study used the triangulation method (measurement of data validity). The results of this study are: First, e-learning during the pandemic is difficult to run well, this is influenced by facilities such as networks and communication devices; Second, the impact of e-learning is that the emotional closeness between lecturers and students is not well established, learning is monotonous and there are more tasks in the form of orders; Third, e-learning provides benefits, namely forcing the acceleration of mastery of digital-based learning technology in Papua, social media content is used more massively. The conclusion of this research is that there are various opinions of lecturers and students in e-learning during the pandemic, starting from the infrastructure, the quality of the interaction, and the benefits received. The impact of this research is the importance of further increasing the development of development facilities, especially to support the improvement of education in Papua, and special handling to advance Eastern Indonesia.
Challenges Faced by the Implementation of E-learning Educational Approach during the Covid-19 Pandemic Disease Habarurema, Gratien; Mukabagorora, Theonille; Mukiza, Janvier
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.45534

Abstract

The rapid growth of distance education within higher education has been encouraged particularly during school closure. This study was conducted within a consortium public university aiming to investigate the challenges faced upon the inclusion of e-learning approach during the Covid-19. This study is using a quantitative descriptive approach. One hundred and five (105) students registered in the undergraduate programs and thirty-seven (37) teaching staff of the public teaching colleges participated in this report, and the final number of participants was 142. Data were collected on a random basis and the results were analyzed using SPSS. Although this effort was made, a number of limitations was experienced, and showed by 62 (59%) of students that reported a financial crisis, 26.7% students and 8.1% facilitators with a limitation to connectivity, 37.1% students could not benefit e-tutorial practice whereas 13 (35.1 %) moderators could not be able to facilitate students remotely, the participants that could not effectively access the recommended e-learning platforms, 35 (33.3 %) students and 6 (16.2 %) facilitators. The overall observation showed that the e-learning-teaching strategy promoted the continuous schooling from home, but students from disadvantaged families and/or rural areas in particular experienced various limitations.
Advance Organizer Model-Based Teaching Materials for Islamic Cultural History Amin, Alfauzan; Alimni, Alimni
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.45587

Abstract

The obstacles that are often faced in learning Indonesian history are the lack of facilities and infrastructure, especially in terms of electronic media. This study aims to develop teaching materials based on the advance organizer model in the subject of Islamic cultural history. This research is a type of development research. The sample in this study used cluster sampling consisting of small group tests and large group tests. The sample in this study used a cluster sampling technique. Cluster sampling is a sampling technique through the formation of units. The sample in this study consisted of a small group test and a large group test. The small group test was conducted as many as 20 students of class V were selected from rank 1 to 10 from the top (4 boys, 6 girls) and the last 10 students ranked (5 boys, 5 girls) from class V. For large group trials with a total of 109 students (class A and class B). The instrument in this study is in the form of response and perception. The data analysis technique in this study used descriptive and infetetial (T-test). The results of the T test for the experimental class and control class using SPSS 20 having difference. This means that there is a significant difference between the average score of student learning outcomes at experimental class and control class where the two schools apply the advanced organizer learning model.
E-Module of Mathematics Economic Using Heutagogy Approach for Distance Learning: Is It Effective? Sholikhah, Ni'matush; Pamungkas, Heni Purwa; Surjanti, Jun; Sakti, Norida Canda
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.45619

Abstract

Heutagogy approach is the development of andragogy learning which focuses on students’ self-determined learning. This approach can be used as an alternative for distance learning. To support the learning process, an e-module based on heutagogy is needed. Therefore, the purpose of this study was to create and analyze the effectiveness of E-Module in Mathematics Economic based on the Heutagogy Approach in distance learning. Research design used 4-D model consists of define, design, develop, and desseminate stages. Examining the E-module effectiveness was using experiment research with one group pre-test-post-test design which involved 66 students of Economics Education as participants. Data collection are carried out with questionnaire and analyzed with several test, namely: Kolmogorov-Smirnov Normality Test, Wilcoxon signed-rank test.The results of this study revealed that: 1) E-module of mathematics economic using Heutagogy Approach feasible as learning media, 2) there is an effect of using E-module of Mathematics Economic using Heutagogy Approach for Distance Learning. E-module can increases students learning outcomes and helps them to study independently during distance learning. For future research, it is suggested to analyze another variabels, such as: students’ critical thinking skills and students’ logical- mathematical thinking ability.
Interactive Multimedia Innovation on Short Distance Running Materials in Junior High School Setyawan, Herwindo; Sunardi, Sunardi; Ardianto, Deny Tri
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.45627

Abstract

Innovation in the field of education must be in accordance with the developments and demands. The first step in improving the quality of education is through innovation in the learning process, by integrating the use of ICT-based learning media into the learning system. Therefore, this study aims to explore the need for the development of ICT-based learning media for short-distance running materials in junior high schools. This study applies a descriptive qualitative. The research sample consisted of 83 class VIII students and 2 subject teachers. Data collection techniques used field studies, interviews, and needs analysis questionnaires, while the instruments used observation sheets, questionnaire, and a list of questions. The research results will be analyzed interactively through data collection, data reduction, data presentation, and drawing conclusions. The results of the study indicate that during the implementation of learning, teachers tend not to use learning media. Print modules still dominate their use in learning (43.4%). Innovations related to interactive multimedia appear when participants feel attracted to a learning media that is complex and flexible in its operation. The results of the questionnaire showed that 80.7% of students were interested in the presence of interactive multimedia in physical learning and sports, and of course this was the first step to implementing an innovative learning activity. So the results of this study indicate that an innovation is needed through the development of digital learning media, as a means to improve the quality of the process and learning outcomes.
Implementing Kahoot! for Japanese Language Learning in Indonesian High School Adnyani, Kadek Eva Krishna; Adnyana, I Wayan; Murniasih, Ni Nyoman; Suwastini, Ni Komang Arie
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.46102

Abstract

Kahoot! is an individual and collaborative gamified learning platform that encourages curiosity, promotes lifelong learning, and makes learning enjoyable. Given the numerous advantages of using Kahoot! in language acquisition, several academic institutions have included gamification to enhance their learning experience. However, there are always issues and hurdles encountered throughout technology deployment. The present study aimed to analyze how the teacher implements Kahoot! in Japanese learning, the Indonesian high school teachers and students' perceptions of using Kahoot! and the constraints they encountered in using Kahoot! The study was designed as qualitative research, enrolling one Japanese language teacher and 34 students in a state senior high school. Semi-structured interviews, non-participatory observation, and a mixed questionnaire were used to collect data. Despite specific problems in the teacher's implementation of Kahoot!, the research indicated that both the teacher and the students had an "excellent" impression of the platform, with a poor internet connection being recognized as the biggest stumbling block to their utilizing Kahoot! efficiently. While Kahoot! may be a realistic alternative for inspiring high school students to learn Japanese, it requires a solid internet connection to guarantee that the learning process runs well.
Increasing the Learning Interest of Fourth Grade Elementary School Students with Mission Book Game Reshmayanti, Putu Ika; Suarjana, I Made; Widiana, I Wayan
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.46884

Abstract

Minimnya media pembelajaran yang dapat meningkatkan minat belajar siswa membuat proses pembelajaran yang bermakna kurang optimal. Penelitian ini bertujuan untuk mengembangkan media mission book game yang dinyatakan layak digunakan dalam pembelajaran dan efektif dalam meningkatkan minat belajar siswa kelas IV. Penelitian pengembangan ini menggunakan metode pengembangan ADDIE. Subjek penelitian dalam penelitian pengembangan media pembelajaran ini adalah 2 orang ahli materi, 2 orang ahli media, 2 orang praktisi, dan 15 orang siswa. Metode pengumpulan data dalam penelitian ini adalah angket untuk memperoleh data dari pakar, praktisi dan tanggapan siswa tentang akseptabilitas media pembelajaran mission book game. Kuesioner digunakan untuk mengukur minat siswa dalam menggunakan mission book game ini. Hasil penelitian menunjukkan bahwa media mission book game telah dinyatakan valid, praktis, dan efektif untuk meningkatkan minat belajar siswa. Hal ini terlihat dari hasil analisis uji validitas media dengan ahli isi, rata-rata skor keseluruhan sebesar 4,2 dengan kriteria sangat valid, ahli media secara keseluruhan sebesar 4,6 dengan kriteria sangat valid, respon praktisi secara keseluruhan sebesar 4,6 dengan kriteria sangat valid, dan tanggapan siswa (tes individu dan tes kelompok kecil) secara keseluruhan adalah 4,4 dan 4,2 dengan kriteria sangat valid. Berdasarkan hasil uji keefektifan, siswa yang belajar dengan bantuan permainan buku misi memiliki minat belajar yang lebih tinggi dibandingkan siswa yang belajar tanpa bantuan media mission book game.

Page 2 of 2 | Total Record : 20


Filter by Year

2022 2022


Filter By Issues
All Issue Vol. 9 No. 2 (2025): May Vol. 9 No. 1 (2025): February Vol. 8 No. 4 (2024): November Vol. 8 No. 3 (2024): August Vol. 8 No. 2 (2024): May Vol. 8 No. 1 (2024): February Vol. 7 No. 4 (2023): November Vol. 7 No. 3 (2023): August Vol. 7 No. 2 (2023): May Vol. 7 No. 1 (2023): February Vol. 6 No. 4 (2022): November Vol. 6 No. 3 (2022): August Vol. 6 No. 2 (2022): May Vol 6, No 1 (2022): February Vol. 6 No. 1 (2022): February Vol. 5 No. 4 (2021): November Vol 5, No 3 (2021): August Vol 5, No 3 (2021): Augustus Vol. 5 No. 3 (2021): August Vol. 5 No. 2 (2021): May Vol 5, No 2 (2021) Vol 5, No 2 (2021): May Vol 5, No 1 (2021) Vol. 5 No. 1 (2021): February Vol 4, No 4 (2020) Vol. 4 No. 4 (2020): November Vol. 4 No. 3 (2020): August Vol 4, No 3 (2020) Vol 4, No 2 (2020) Vol. 4 No. 2 (2020): May Vol 4, No 1 (2020) Vol 4, No 1 (2020): February Vol. 4 No. 1 (2020): February Vol. 3 No. 4 (2019): November Vol 3, No 4 (2019) Vol. 3 No. 3 (2019): August Vol 3, No 3 (2019) Vol 3, No 2 (2019) Vol. 3 No. 2 (2019): May Vol 3, No 1 (2019) Vol. 3 No. 1 (2019): February Vol 2, No 4 (2018) Vol. 2 No. 4 (2018): November Vol. 2 No. 3 (2018): August Vol 2, No 3 (2018) Vol 2, No 2 (2018) Vol. 2 No. 2 (2018): May Vol 2, No 1 (2018) Vol. 2 No. 1 (2018): February Vol 1, No 4 (2017) Vol. 1 No. 4 (2017): November Vol 1, No 4 (2017) Vol. 1 No. 3 (2017): August Vol 1, No 3 (2017) Vol 1, No 3 (2017) Vol. 1 No. 2 (2017): May Vol 1, No 2 (2017) Vol 1, No 1 (2017) Vol. 1 No. 1 (2017): February Vol 1, No 1 (2017) More Issue