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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.
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Articles 20 Documents
Search results for , issue "Vol. 7 No. 3 (2023): August" : 20 Documents clear
Using Multimedia Interactive Learning Informatics Materials in Junior High Schools on Increasing Students’ Cognitive Abilities Puput Tri Anggara; Herman Dwi Surjono
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.v7i3.64887

Abstract

The informatics learning process so far has yet to be completely effective. causing students' abilities and learning outcomes to be low. This research aims to develop interactive learning multimedia products in junior high schools to improve students' cognitive abilities. This type of research is development research. The model used to create products is Alessi and Trollip, which consists of 1) planning, 2) design, and 3) development. Product testing consists of alpha and beta tests, used to determine the level of product feasibility, and effectiveness tests, used to determine the level of product effectiveness on students' cognitive learning outcomes. The product alpha test, product beta test and effectiveness test involved 30 students. To collect data using interviews, observations, questionnaires and tests. The data that has been collected is then analyzed using qualitative descriptive methods. The research results, namely the results of product testing in the alpha test, rated this multimedia in the very feasible category with an average score of 3.75 by media experts and 3.50 by material experts. The beta test results also placed this multimedia in the very doable category with an average score of 3.68 and a Gain score of 0.725, included in the High criteria. It was concluded that interactive learning multimedia is suitable for use in learning. The use of interactive multimedia learning information materials can significantly increase students' learning motivation and cognitive learning achievements.
Contextual-Based Learning Videos for Sixth-Grade Elementary School Indonesian Language Content Yana, Ni Luh Ely; Sudarma, I Komang
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.v7i3.64968

Abstract

Students still need to learn independently; this is due to the unavailability of interactive learning media. This research aimed at creating contextual-based learning videos for grade VI elementary school Indonesian language content. This type of research was developed using the ADDIE model. The research subjects included content, design and learning media experts, and individual and small group tests. Data collection methods in this development research used questionnaire methods and test methods. Data analysis methods and techniques were quantitative descriptive analysis techniques and t-test inferential statistics. Based on the evaluation results from content experts, the percentage was 96.66% of design expert, 92.85% of media expert, 92% of individual trial, and 99.33%  of Small Group Trials. The effectiveness of developing contextual-based learning videos obtained an average posttest result of 90.54, which was in a very good qualification, more significant than the average pretest result of 46.90, which was in the poor stuff. Based on the t-test results, it was obtained that the tcount was equal to 26.448, and the t table was similar to 2.018 for db equals 42 from a significance level of 5%. The results showed that there were significant results between before and after the use of contextual-based learning videos. The research concluded that learning videos effectively improves student learning outcomes in Indonesian language content for class VI elementary school.
Numeracy E-Module with Edugame As A Support For Mathematics Learning for Sixth-Grade Elementary School Students Meira Sagita; Petra Kristi Mulyani
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.v7i3.65920

Abstract

The Covid-19 pandemic has caused learning loss, one of which is in mathematics learning. Students enjoy technology products because of online learning, but schools must encourage teachers to make their own. This research aimed at developing a numeracy E-module with edugame. This type of research was developed using the ADDIE method to produce e-modules that can support less than optimal learning due to learning loss during the COVID-19 pandemic. The methods used to collect data were questionnaires and tests. Data collection instruments were in the form of questionnaires and test questions. Data analysis techniques used descriptive qualitative, quantitative, and inferential statistical analysis. The research results showed that this e-module was very suitable for use as a support for mathematics learning in sixth-grade elementary school because it received a validation score from media experts of 90.7% and material experts of 86.7% and a user response of 100%. Apart from that, based on the t-test, it showed differences in learning outcomes after students used the numeracy module with edugame. The n-gain test result was 80.3%. It can be concluded that this e-module influences and improves student learning outcome and it is suitable for learning.
Infisdial as Learning Media for Strengthening "Anti Bullying" Attitudes Rahma, Zuyyina; Winarno; Al Rasyid, Machmud
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.v7i3.66252

Abstract

Bullying is increasingly common in Indonesia, especially in school environments. Teachers have a very important contribution to overcoming bullying behavior towards students, one of which is by providing interesting but still effective learning to transform knowledge and information as well as life values through learning at school. The learning process can be carried out using learning media. The aim of this research is to develop infographic-based learning media through social media that can strengthen students' anti-bullying attitudes. This development uses the ADDIE model. This study involving material experts and media experts, as well as Pancasila Education subject teachers and 30 Phase E students as research subjects. Data collection was carried out using questionnaires and interviews. At the validation stage, the material expert received the "Very good" category. The results of the Independent Sample T-test were interpreted to show that the calculated t value was greater than the t table so that it could be concluded that H0 was rejected and H1 was accepted with the test decision being that the experimental class mean was greater than the control class. This shows that treatment using informal media has a significant impact on strengthening the value of anti-bullying attitudes in students.
Gender Differences in Teachers' Digital Literacy Skills in Teaching STEAM Moses Adeleke Adeoye
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.v7i3.66847

Abstract

Teachers’ characteristics such as educational level, age, gender, educational experience and digiyal literacy for educational purposes can influence the adoption of an innovation in teaching. This study aimed at analyzing the impact of gender differences on teachers' digital literacy skills in the teaching of STEAM in secondary schools. This study was descriptive research which adopted a Survey type. Four research questions were raised. The population for this research comprised science teachers in Kaduna State secondary schools. A simple random sampling technique was used to select 150 senior science teachers across the three local governments. The questionnaire was designed to elicit information from the senior secondary school teachers on the impact of gender differences on teachers' digital literacy skills in teaching STEAM. Data collected was analyzed using descriptive statistics tools which include pie charts and bar chat. The findings of the study showed that the number of male secondary school teachers was higher than their female counterparts involved in the teaching of STEAM in senior secondary schools. A significant difference exists in the number of male teachers that possess laptop devices compared to their female counterpart. A higher percentage of male teachers possess more digital skills than their female counterpart, lack of school support, limited time and lack of internet access are the major factors affecting the use of digital skills in teaching STEAM. This study recommends that schools should provide the needed facilities required in teaching STEAM based on global best practices.
Application of Multiple Representation-Based VIFOCA Problem Solving Strategies in Physics Learning Napis; Yufiarti; R.A. Murti Kusuma Wirasti
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.v7i3.67055

Abstract

Students' difficulties in solving physics problems were identified from various factors, including students' poor understanding of how to apply the steps of a physics problem solving strategy. Therefore, it is necessary to innovate strategies which both simple and easy to use by students in the process of solving physics problems by conducting literature reviews. The study aimed at analyzing multiple representation-based vifoca problem solving strategies in physics learning. This research used mixed methods, literature study with meta-analysis using 22 research subjects from national journals, Sinta-accredited national journals, AIP Conference, and articles from Scopus-indexed international journals in the 2018-2022 range. The survey of 82 respondents including lecturers and students, were used to determine the responses to the application of physics problem solving strategies. The literature study shows the formulation of a physics problem solving strategy that is named VIFOCA, which consists of three work steps, namely: (1) visualization, (2) formulation, and (3) calculation. Positive responses based on survey results showed that the VIFOCA strategy can be used to solve physics problems, the work steps are systematic, easy to apply, and more practical. VIFOCA strategy follow-up studies can be carried out in a comprehensive manner that is empirically applied in physics learning to determine the effectiveness of the VIFOCA strategy in solving physics problems.
Gamification of 2D and 3D Animation Subjects to Improve Learning Outcomes Hari Sugiharto Setyaedhi
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.v7i3.67288

Abstract

2D and 3D animation is considered by most teachers as a skills-only subject, requiring no theory. It makes students less interested in learning, causing a decrease in learning outcomes. This research aims to develop gamification in 2D and 3D animation subjects to improve student learning outcomes. This research is research into developing the Lee Owens Model to assess the feasibility and effectiveness of gamification. To test feasibility, expert validation was used, while to test effectiveness, the t-test was obtained from the average value of pre-test and post-test trials. This research involved a sample of 60 people. Data collection uses pre-test and post-test, observation, interviews, and questionnaires. The feasibility of developing gamification was declared valid, with the results of material validation being feasible (77%). Second, the results of the validation of learning media are very good (89%). Third, the learning design validation results are very feasible (88%). Fourth, the results of individual trials are feasible (78%), e) the results of small group trials are very feasible (98%), and field trials are very feasible (89%). The t-test results showed a significant (absolute) difference between the mean post-test learning outcomes for the experimental and control classes. It is concluded that gamification has feasibility and effectiveness in improving student learning outcomes.
The Use of Technology-Based Formative Assessment in Improving Mathematics Achievement of Elementary School Students Rasmini, Ni Wayan; Antara, Putu Aditya; Wulandari, I Gusti Ayu Agung Manik
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.v7i3.67770

Abstract

Mathematics achievement can be considered low among elementary school students. Formative assessments allow educators to understand where students are in their learning process. This research will analyze the use of technology-based formative assessments that can help overcome several problems in elementary schools, especially in improving student mathematics achievement. This type of research is quantitative research that uses a quasi-experimental design. The research sample will consist of elementary school students divided into two groups: an experimental group that receives a technology-based formative assessment. In contrast, the other group will be a control group that receives a traditional formative assessment. The data collection instrument consists of a pretest and post-test mathematics test. Data analysis will use statistical software such as SPSS with the t-test. This research concludes that using technology-based formative assessment significantly positively influences elementary school students' mathematics achievement. The implications of this research can help design better learning strategies for mathematics subjects in the future.
Audio-Visual Based Picture Story Media for Elementary School Students Resky Satriya, Restu; Eni Fariyatul Fahyuni
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.v7i3.69409

Abstract

Religious education is important in shaping students' religious understanding and practice. In this regard, the research aims to develop audio and visual-based Islamic picture story learning media to increase understanding of prayer for elementary school students. This type of research is development research using the ADDIE model. The product validity test subjects were 1 learning material expert, 1 learning media expert, and 1 learning expert. The subjects for the product trial (product practicality test) were 19 grade III elementary school students. The methods used to collect data are observation, questionnaires and tests. The instruments used to collect data were questionnaire sheets and test question sheets. Data analysis techniques use qualitative descriptive analysis, quantitative descriptive analysis and inferential statistics. The research results, namely the results of assessments from learning material experts, learning media experts, and learning experts, received a score of 98%, resulting in very good qualifications. The assessment results the students gave received a score of 93.55%, resulting in very good qualifications. The t-test results showed a significant difference in increasing understanding of prayer between the experimental class group and the control class group. It was concluded that Islamic picture story learning media based on audio and visuals effectively increased elementary school students' understanding of prayer.The implication of this research is that the media developed can be used in learning.
Digital Cognitive Behavior Modification Module to Reduce Cyberbullying Behavior Yusri, Nada Fristy; Yeni Karneli; Netrawati
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.v7i3.70031

Abstract

Cyberbullying among teenagers is increasingly common and is disturbing the world of education. Cyberbullying has a severe negative impact on the psychological, emotional and social fields, which leads to fear, anxiety and suicide. This research aims to produce a product in the form of a digital cognitive behaviour modification module to reduce cyberbullying behaviour, which has been tested as valid and can be used by guidance and counselling teachers and counsellors. This research uses a type of research and development using the ADDIE procedural model. The module material was obtained from an analysis of students' cyberbullying behaviour needs; then, a module feasibility test was carried out by 2 material experts and 2 media experts. Usability test by 3 guidance and counselling teachers. The methods used to collect data are observation, interviews and questionnaires. The instrument used to collect data was a questionnaire. The techniques used to analyze the data are descriptive analysis and non-parametric analysis. The results of this research are that the digital cognitive behaviour modification module to reduce cyberbullying behaviour is in the very appropriate category from experts and has received results. The practicality test results of the digital module are in a very good class. It was concluded that the digital module prepared was suitable for implementation or use by guidance and counselling teachers and counsellors. The implication of this research is that the digital module developed helps counselors and guidance and counseling teachers in providing services to their clients.

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