Journal of Education Technology
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.
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The Staidear Board Game Model Application in Facilitating Vocational School Students Learning
Anak Agung Adi Wiryya Putra;
Herman Dwi Surjono
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.54025
Students need help with learning the basic material of graphic design. It has an impact on low student learning outcomes. This study aims to develop a game-based learning media that can be used to facilitate vocational students' learning in multimedia learning activities. This type of research is research and development using the ADDIE model. The sample in this study was 30 students. Data collection techniques using interviews and questionnaires. Data collection instrument using a questionnaire. Data analysis technique using descriptive analysis. The study's results, namely the material feasibility test, obtained a score of 3.88, while the media feasibility test obtained a score of 3.87. Implementation results 76.6 per cent of respondents are interested in learning multimedia using the Staidear board game, 93.3 per cent of respondents think the Staidear board game is easy to use. It was concluded that board game learning media is appropriate for use in the learning process of graphic design. The application of board game media is effective in learning graphic design. The unique appearance of board games can attract students' interest in learning. Implementing this board game implies an increase in the average student test scores.
Moodle E-learning to Improve Motivation and Learning Activities at Green Campus
Koderi;
Guntur Cahaya Kesuma
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.54125
Many students struggle to use e-learning for attendance, interactive lectures, assignment submission, and access to resources and tests. E-learning is said to benefit students in terms of activities and accomplishments. This survey aims to analyze and evaluate the Moodle E-learning role in enhancing motivation and learning activities at Green Campus. A mixed-method method with an explanatory sequential design is used in this investigation. This study included 221 participants. Questionnaires, interviews, and documentation are used to collect data. The statistical regression method was then used to assess the research data. The study's findings indicate that the variable e-learning platform Moodle has a substantial influence on student learning activities at Green Campus. This variable has a major impact on changes in student accomplishment motivation. According to this research, lecturers must make good and fascinating use of the Moodle e-learning platform to boost all activities and student achievement motivation in learning, not just listening activities. Furthermore, universities should be able to ask users to actively participate in developing the design and content of future e-learning developments.
The Multimodal-Based Learning Improves Students' Reading Ability in Perspective of Systemic Functional Linguistics
Ridwin Purba;
Herman Herman;
Endang Fatmawati;
Nanda Saputra;
Yusniati N. Sabata
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.54336
This study was encouraged by taking advantage of the low analytical literacy abilities of students in junior high schools. This research aims to analyze Multimodal-Based Learning in Improving Students' Reading Ability from a Systemic Functional Linguistic Perspective. This research was conducted using quantitative research, incredibly descriptive, and experimental research. Data is collected through comment sheets and ratings. The respondents in this study were 210 students and nine teachers in seven classes. The tools used to obtain learning statistics are (1) an assessment to measure the competence of junior high school students and (2) note sheets to obtain statistics on the results of looking at the learning system. The statistics have been processed using descriptive statistical judgments and inferential facts. Based on the research results, the analytical learning system in the classroom still does not meet the actual learning requirements. The second result is that the multimodality method has proven effective in analyzing the literacy talents of junior high school students from various backgrounds. Based on this, the multimodality learning method can be used to improve the analytical literacy talents of junior high school students in classes with various backgrounds.
Independence of Deaf Students Through Mesatue Method Using Cartoon Media In Hindu Religious Learning
Desak Putu Saridewi;
Yupin Aungsuroch;
I Gede Juanamasta
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.55150
Deaf children face problems with independence. The attitude of independence has a very positive impact on their daily lives. This study aims to analyze the cartoon media mesatue method in the Hindu religious confidence of students with disabilities. This type of research is development. The research method of developing media uses the 4D model, including the define, design, development, and dissemination stages according to the characteristics of students with hearing impairments. The data collection used is the observation method, with the instrument aspects of student independence, interviews, and in-depth documentation. The analysis in this study uses a qualitative descriptive method that focuses on how to increase the independence of deaf students in learning Hinduism. This research was conducted with an initial evaluation before using cartoon media and a final evaluation after watching Hindu religious education. The research for the deaf category showed that the introduction of Hindu religious values by the mesatue method with cartoon media reached 72% for the elementary level, the junior high school increased by 58%, and high school by 97% with a total of 16 students. Interactive image displays can accommodate deaf students. It was concluded that the mesatue method with cartoon media could increase student independence according to the indicators formulated in the learning objectives.
Learning Videos Based on Contextual Approaches to the Content of Pancasila and Citizenship Education
Theresa Afriani Cantum Pel;
I Made Tegeh;
I Komang Sudarma
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.56770
The lack of media use in the learning process impacts the low learning outcomes of students' Civics. This research aims to create contextual-based learning videos to improve student Internship learning outcomes. This research belongs to the type of development research that was developed by applying the ADDIE development model. The subjects in this study were educational technology experts, subject content experts, instructional design experts, learning media experts, and 12 grade VI elementary school students. Data collection in the study was carried out using the questionnaire/questionnaire and test method, with research instruments in questionnaires/questionnaire sheets and students' Civics ability tests. The data obtained in the study were then analyzed using quantitative descriptive analysis techniques and t-test inferential statistics. The research analysis results showed that in the educational technology expert test. The developed media obtained a score of 95% with very good qualifications. The subject content expert test obtained a score of 90% with very good qualifications. The learning design expert test obtained a score of 90% with very good qualifications. The learning media expert test obtained a score of 92.5% with very good qualifications. Furthermore, the t-count analysis results show significant differences in student learning outcomes before and after using learning videos. Based on the results of this analysis, learning video media based on a contextual approach is valid and appropriate for use in learning because it can improve students' Civics learning outcomes.
ICT TPACK-Oriented of Floor Gymnastics Learning Media for Elementary School Students
Made Agus Wijaya Made;
I Gede Suwiwa;
Wahyu Indra Bayu;
Erwin O Estrella
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.57076
Physical education teachers during the Covid-19 pandemic generally used textbooks and video tutorials to visualize basic gymnastic movements. It makes it difficult for students to learn. This study aims to develop information, communication and technology/ICT Technological Pedagogical and Content Knowledge/TPACK-oriented gymnastics basic skills learning media for high-grade elementary school students. This type of research is development. This development research uses the ADDIE model design, which focuses on the analysis and design stages discussion. Data collection methods are observation, interviews, and questionnaires. The data collection instrument is a questionnaire. Data analysis in this study was carried out using descriptive quantitative and qualitative analysis. The results showed that first, 342 people (82%) of elementary school students needed ICT TPACK-oriented gymnastics basic skills learning media. Based on data analysis and discussion, this study concludes that elementary school students need learning media for basic ICT TPACK-oriented gymnastics skills. The motion assignments are designed on a combination of basic movement materials using a jumping table, balance movements on the floor and kayaks that are varied by the curriculum, guaranteeing the adequacy of learning motion. Some characters are internalized, and the safety and security of students are guaranteed.
Interactive Learning Multimedia Based on Problem-Based Learning Models in Fifth-Grade Science Content
Arisa Putri Saubari;
I Gde Wawan Sudatha
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.57354
The lack of creative and interactive learning media impacts students' low learning outcomes. This study aims to develop interactive learning multimedia based on problem-based learning models in science content class V. This research belongs to the type of development research with the ADDIE model. The subjects of this study were one subject matter expert, one instructional design expert, one instructional media expert, three students for the individual test, and nine students for the small group test. The data collection method is the questionnaire/questionnaire method and the test method. The instrument used to collect data is a questionnaire. The data analysis techniques are quantitative descriptive and inferential statistical analyses (t-test). The results of the media product validity test showed that the subject matter expert test obtained a presentation of 98.6% (very good). Learning design expert is 92% (very good). Learning media expert is 95% (very good). Individual trials obtained a percentage of 91.3% (very good), and small group trials 90% (very good). In addition, problem-based learning-based interactive multimedia learning on science content shows an effect of problem-based learning-based interactive multimedia on student learning outcomes. It was concluded that multimedia could significantly increase the learning outcomes of fifth-grade elementary school students.
Augmented Reality Media Design for Electro-Pneumatic Practical Learning for Vocational High School Students (VHS)
Moch Sukardjo;
Uswatun Khasanah;
Stephanus Turibius Rahmat;
Khaerudin
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.57615
Many students still need to be skilled and able to practice electro-pneumatic expertise. This research aims to design augmented reality media for electro-pneumatic subjects. This study uses the development research method by adopting the ADDIE model with 5 stages. The media produced in this study will be analyzed for its practicality. The sample in this study was 16 students of class X. The instrument used for experts was using a questionnaire with 4 options. The instrument given to students to find out practicality is in the form of a questionnaire with 2 yes and no options. Data collection techniques using documentation, interviews, questionnaires, and literature review. Data analysis used quantitative descriptive data analysis techniques. The study's results, namely the assessment of instructional design experts from two experts, obtained a score of 4.43. the assessment of two material experts obtained a score of 4.5, and the assessment of two media experts obtained a score of 4.22. It was concluded that augmented reality media designed for electro-pneumatic subjects is feasible. The results of the questionnaire filled out by students scored above 80. From the results of the practicality test, it can be concluded that augmented reality media is quite practical. The implications of applying augmented reality media in practical electro-pneumatic learning in schools will be able to improve students' practical skills.
Social Learning E-Module for Optimizing Critical Thinking Skills
Karyadi Hidayat;
Sapriya;
Said Hamid Hasan;
Erlina Wiyanarti
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.59798
Digitalization of learning is appropriate as a form of adjustment in facing the challenges of the 21st century. The problem faced is that teaching materials that are on the characteristics of students need to be developed properly, especially digital teaching materials, which also support improving critical thinking skills as one of the 21st-century skills. This study aims to develop digital teaching materials (e-modules) in social science learning to optimize students' critical thinking skills. The research design refers to Rowntree's development research which includes planning, development and evaluation. The e-module effectiveness test was carried out using a one-group pretest-posttest design. The research subjects were 104 class VIII students. Data was collected through interviews, observation, questionnaires and essay tests. Data analysis used the paired samples test, with the prerequisite test data being normally distributed and homogeneous. The tests' results stated that the research data were normally distributed and homogeneous. The results of the paired samples test stated that the social science learning e-module had a positive and significant contribution. It was concluded that social science learning e-modules were effectively used to optimize students' critical thinking skills.
Unpacking Stages of Mobile-Assisted Language Learning Adoption: A Narrative Inquiry
Mahardika, Anak Agung Ngurah Yudha Martin;
Rahmajanti, Sri;
Suwastini, Ni Komang Arie
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.60644
Technological advancements necessitate adaptation in the field of education, particularly for language teachers. This need cannot simply be accommodated in the classroom. In the process of adopting technology, teachers experience various processes that must be got through. This current study was aimed at filling the gap in the issues related to the complexity of MALL adoption in higher education. To fill the need for descriptive richness and picture the entire adoption process, a qualitative approach was used; specifically, Narrative Inquiry (NI). There was a total of three people who participated in the research. Data was gathered through the use of a narrative frame, an empty box, and a structured interview guide. The study's findings highlight the simultaneous and ongoing nature of the adoption process. Three distinct phases of adoption were identified by this research: acceptance (before use), usage (during use), and confirmation (after use), with three distinct evaluation procedures for each phase. Another important finding is that intention is not necessarily a drive to usage. There is review process that bridges the intention and usage. The process of intention and review are simultaneous. Nevertheless, whereas intention is likely immediate, the review takes longer period of decision making. The review process could be the answer to the debate in TAM studies related to the reasons of inconsistency of the intention to use to the usage.