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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. 7 No. 3 (2023): August" : 20 Documents clear
Powtoon-Based Animation Video to Improve Students' Learning Outcomes on Regional Artworks Setiawan, Deni; Soniya, Erika
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.60599

Abstract

IT-based learning media used by teachers are less varied and make students less enthusiastic about participating in learning so students do not understand the SBdP learning material. This study aims to develop Powtoon media for class V SBdP learning materials for regional artworks of class V. This research uses the Research and Development (R&D) development method. The subjects of this study were the fifth grade teachers and the fifth-grade students, totaling 43 students. Data collection carried out includes interviews, documentation, field observations or observations, and questionnaires on the needs of teachers and students. The data analysis technique was carried out with a feasibility test and media effectiveness test. The results of the feasibility test carried out by material experts and media experts got 85% and 91% results in the appropriate category. The results of the t-test obtained are 17.80774 and the n-gain test before and after learning is 0.68 with moderate criteria, so it is effectively used as a learning medium. The conclusion of this study is that the Powtoon animation video is declared feasible, and effectively used so that it can improve student learning outcomes for batik material as a work of regional art.
Digital Teaching Module on Teaching Practice Material Based on Value Clarification Technique (VCT) Cyntiani Ratnaningsih, Made Nita; I Nyoman Laba Jayanta
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.61649

Abstract

In the learning process, it is necessary to have learning resources that meet the needs of students like teaching modules. However, there are only several teaching modules can meet the learning needs, and there is no variation at all. By this phenomenom, a digital teaching module was developed on VCT-based teaching practice material for elementary Civics learning courses. It also completed with examples of teaching practices for VCT in Civics learning. This research used the ADDIE model. The subjects in this study were six experts. The data collection methods used were both interview and questionnaire methods. The results showed that the digital module on VCT teaching practice material for elementary civics learning courses obtained a material expert validity index of 95.95%, from media experts of 96% with a very good qualifications, and design experts of 92.5% with very good qualifications. The average value of the teaching module practitioners obtained 98.65% with a very good qualifications, the average value of the individual test was 95% with a very qualifications, and the average value of the small group test was 97.7% with a very good qualifications. So, it is concluded that the development of digital teaching modules on teaching practice material based on the Value Clarification Technique (VCT) for elementary civics learning courses is declared valid and practical to be applied as a guide for elementary civics learning courses.
PERISA Audio Visual Media on Learning Social Diversity for Class V Elementary School Students Ketut Meli Astuti; I Made Suarjana; Gusti Ayu Putu Sukma Trisna
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.62035

Abstract

The lack of innovative learning media development in the subjects of Pancasila and Civic Education (PPKn) has an impact on poor understanding of cultural concepts among students. This study aimed at developing effective local culture-oriented learning media for grade V elementary school students. This research used ADDIE learning media development model (Analysis, Design, Development, Implementation, Evaluation). The subjects of the study consisted of 33 grade V elementary school students. The method applied in this study involved the use of questionnaires, rating scale sheets, and tests as research instruments. The research design used a pre-experimental approach. The results showed that the learning media developed, namely Media Adventure Negeri Indonesia (PERISA), is an audio-visual media in the form of videos that visualize the diversity of local cultures in Indonesia. PERISA media has a very high level of content validity with a score of 0.92. The response of teachers and students to PERISA media was also great, with a teacher response scored of 3.81 (declared very good) and a student response scored of 3.00 (declared good). The study also found significant differences on students' understanding of cultural concepts before and after using PERISA's audio-visual media. The implication of this study is that PERISA media is likely to increase the effectiveness of PPKn learning and provide convenience for students in understanding local cultural concepts. This media can be used as a supporting tool that has a positive impact on the learning process.
The The Effectiveness of Virtual Reality in Mathematics for SPLDV Material Komang Elik Mahayani; Ketut Agustini; I Gde Wawan Sudatha
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.62458

Abstract

The lack of learning media and teacher creativity in implementing mathematics learning results in a lack of students' understanding and enthusiasm in learning mathematics. This research aims to analyze the design, feasibility, effectiveness and response of teachers and students in implementing virtual reality learning based on case-based learning in class VIII mathematics subjects. The research uses the Dick and Carey development model. The research subjects consisted of two content experts, one instructional design expert, one learning media expert, three individual test students, nine small group test students, and thirty-two field test students. The data collection methods used were interviews, questionnaires, tests and documentation. The data analysis techniques used are quantitative descriptive analysis, inferential statistical analysis (t-test), and N-Gain test. The content expert test results showed very high validity based on Gregory's validity. The expert test found, the score percentage is considered very good. Based on the t-test calculation, the significance value (Sig. 2-tailed) of 0.000 is smaller than 0.05 (p > 0.05), rejecting the null hypothesis (H0) and accepting the alternative hypothesis (Ha). So, it can be concluded that there is a significant difference in learning outcomes before and after using virtual reality based on case-based learning. The N-Gain calculation produces a score of 0.741, which indicates a high category so it can be concluded that the use of virtual reality learning based on case-based learning is effective in improving student learning outcomes in class VIII mathematics subjects.
Addressing the Challenge of Mathematical Misconceptions: Development of Interactive Multimedia Based on Cognitive Conflict Strategy Winarso, Widodo; Toheri; Tamsik Udin
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.63037

Abstract

Mathematical misconceptions hinder students' learning and understanding of mathematical concepts. This study aims to analyze the issue of mathematical misconceptions by developing interactive multimedia based on the cognitive conflict strategy. The research design used was research and development with Design-Based Research (DBR), combining qualitative and quantitative data collection techniques. There were fourteen participants in this study including students, teachers, and expert validators, and the research procedure involved the implementation of interactive multimedia interventions. Data collection techniques had pretest and posttest assessments after the intervention, observations, and interviews. The research data were analyzed using the Paired Sample t-Test. The study's findings indicated that the interactive multimedia intervention based on the cognitive conflict strategy effectively reduced students' mathematical misconceptions. The results also demonstrated improved conceptual understanding and increased engagement in the learning process. This research contributes to the field of mathematics education by presenting innovative and practical solutions to address students' misconceptions. The research implications suggest that interactive multimedia based on the cognitive conflict strategy can be used as a pedagogical approach to promote conceptual understanding and reduce mathematical misconceptions.
Trapezoid Multimedia with Visual Thinking Approach to Enhance Achievement of 7th Grade Students Suarsana, I Made; Nurjanah
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.63158

Abstract

The main factual error made by students in solving trapezium problems is the misunderstanding of concepts and principles. Trapezium concepts and principles presented with visual representations may reduce complexity and abstractness compared with relying solely on verbal representations. This study aimed at developing a multimedia trapezium with a visual thinking approach for 7th grade students. This research was development research with 4D design (define, design, develop disseminate). In this first year, research is focused on determining media feasibility based on expert validation, practicality trials, and effectiveness. The subjects involved were material experts, media experts and ten students. Data were collected using validation sheets, questionnaires as well as tests, and analyzed using descriptive statistics. The results of the data analysis showed that the level of feasibility in terms of material experts and media experts were 92% and 88% respectively with the Very Valid category. The practicality and effectiveness test results were 83.7% and 78% in the practical and effective category. Because the media met the valid, practical, and effective criteria, it can be said that the media is suitable to be applied in trapezoidal learning in 7th grade. The implication of implementing visual thinking approach in developing multimedia will be able to enhance students’ achievement.
Interactive Mobile Learning-Based Gamification to Improve the Collaboration Skills of 11th Grade Students in High School Sujarwo, Fakhrudin; Sariyatun; Rejekiningsih, Triana
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.63210

Abstract

Instilling multiculturalism and a community attitude of cooperation in maintaining national integration can be done through the Sociology learning process. However, the Sociology learning process that occurred have not been carried out optimally. Thus, collaboration skills as an essential skill in building a 21st-century knowledge society need to be achieved. It can be seen interaction between students who still prioritize personal interests rather than group interests to attain common goals. This happened in the Sociology subject in class XI high school. Based on these problems, this research aimed at optimizing the Sociology learning process through the development and elaboration of gamification-based mobile learning media to improve collaboration skills. This research was a development research (R&D). The gamification-based mobile learning media was tested using a static group comparison design approach in the experimental class and comparison class. The test results were that the practical course scored 82.66, and the comparison class scored 67.40. It indicated that, there were an average difference where the experimental type was 15.26 points superior or 22.63% premium to the comparison class. The t-test results showed that gamification-based mobile learning media products improved collaboration skills. It was concluded that the mobile learning media developed is suitable for use and effective in enhancing the collaboration skills of class XI high school students.
Audio-Visual Learning Media Based on Digital Literacy on the Topic of the Water Cycle Kadek Siska Wulandari; Desak Putu Parmiti; I Made Citra Wibawa
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.64228

Abstract

The use of digital learning media is currently very necessary. It is related to literacy, literacy skills, and the ability to use technology effectively. This research aims to develop Digital Literacy-Based Audio Visual Learning Media on the Topic of the Water Cycle. This type of research is developed using the ADDIE model. The research subjects were one learning material expert, one learning media expert and one practitioner. The test subjects were 25 fifth-grade elementary school students. Methods of data collection using interviews, questionnaires and tests. The data collection instrument uses a rating scale. The techniques used to analyze the data are descriptive qualitative analysis, quantitative and inferential statistics. The research results are the assessment of the learning design expert, getting a score of 97.5% (very good). The assessment of the learning material expert is 93.3% (very good). The assessment of learning media experts is 97.6% (very good). The results of the teacher's assessment were 95.2% (very good). The assessment results of student responses were 89.5% (very good). The t-test results showed a significant influence between Digital Literacy-Based Audio Visual Learning Media on the learning outcomes of fifth-grade elementary school students. It was concluded that Digital Literacy-Based Audio Visual Learning Media could improve student learning outcomes.
Science Learning E-Module for Fourth Grade Elementary School Students Oni Rianti; Simamora, Alexander Hamonangan
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.64276

Abstract

The background to this research development is the lack of use or provision of teaching materials or learning resources to support the science learning process and to improve student learning outcomes. Lack of increased student learning outcomes due to the lack of learning resources used. Therefore this study aims to development of e-modules with a natural science contextual approach in order to improve learning outcomes. This type of research uses the ADDIE model development (analyze, design, development, implementation, evaluation). Data collection methods used are questionnaires, pre-test and post-test. Data analysis techniques using descriptive qualitative analysis, quantitative and inferential statistics. The results showed that the developed e-module is valid with the validity results obtained from the review of learning content experts by 97% with very good predicate, 90.90% learning media expert with very good predicate, 91.66% learning design expert with very good predicate good, individual trials 95.51% with very good predicate, small group trials 96.15% with very good predicates and field tests 95.74% with very good predicates. Then the results of the effectiveness of developing e-modules with a contextual approach to science subjects showed that there were differences in student learning outcomes after and before using the learning e-module.
Digital Game-Based Learning as a Strategy to Expand Vocational Students’ Vocabulary: A Mixed Methods Approach Abidah, Lailatul; Asih, Ria Arista; Estu Widodo
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.64778

Abstract

The Digital Game-Based Learning (DGBL) strategy is widely recommended for digital-native learners to enrich their vocabulary. The purposes of this study was to evaluate the effectiveness of DGBL in expanding students’ vocabulary knowledge. A mixed methods approach was implemented. The quasi-experimental design involved an experimental group (taught with DGBL, N = 29) and a control group (trained with conventional vocabulary learning, N = 28). Each group was assigned a test before and following the intervention, consisting of 30 similar questions. IBM SPSS Statistics 26.0 has been employed to gauge the data collected, and utilized a paired sample t-test in conjunction with an independent sample t-test. The inspection exposed that, using DGBL affects students’ vocabulary learning development. The experimental group’s average score rose from 44.83 to 63.45. However, there was no discernible distinction between the two groups’ mean post-test results. The researchers analyzed three factors causing the insignificant results of the independent sample t-test: time constraints, poor internet connection, and both groups obtaining intentional vocabulary learning. Eight questions in the interview session were asked to the experimental group to explore their views about the DGBL and confirmed the unclear information that resulted in quantitative data. Interviewees agreed that DGBL can enrich vocabulary, increase learning motivation, and reduce boredom.

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