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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. 8 No. 1 (2024): February" : 20 Documents clear
The Delone and McLean Information System Success Model: Investigating User Satisfaction in Learning Management System Widyaningrum, Tutut; Sholihah, Qomariyatus; Haryono, Bambang Santoso
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.71080

Abstract

E-learning system is designed with the consideration of the learners' needs in order to provide quality learning opportunities and positive learning experiences. This study aim to analyze user satisfaction and achieving overall system success. A survey on student satisfaction regarding the facilities and infrastructure in the learning activities indicates that approximately 18.3% are dissatisfied with the existing facilities.The objective of this study is to analyze the use and satisfaction of users of the Learning Management System (SIPEJAR) as an e-learning platform. The Research method was conducted with an explanatory quantitative approach and adopts the D&M IS Success Model as a theoretical framework. A total of 84 students were selected as respondents using the proportionate stratified random sampling method with Taro Yamane's formula at a significance level of 10% from the population of 542 undergraduate psychology students. The data was collected through questionnaires and analysis with SEM-PLS. The research results show that service quality has a positive and significant effect on usage, p-value of 0.029 but not for the system quality and information quality. System quality, information quality, and service quality have a significant effect on user satisfaction, p-values respectively, of 0.004, 0.038, and 0.003. Apart from that, system usage also has a significant influence on user satisfaction, p-value of 0.000. By identifying the usage and factors that influence user satisfaction, e-learning providers can focus their attention on improving specific aspects of the user experience and enhancing the overall learning process.
The Impact of Multimedia Elements on Tablets and Digital Stories in Learning Process Management Nurjaya; Maulana, Yono; Maulida, Indira Shofia; Bakri; Antonia Junianty Laratmase
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.71326

Abstract

Technology is an effective teaching method among educators because it is easier and faster to implement. Switching to traditional methods is very appropriate to apply in the current era of digital technology. The inclusion of multimedia elements into Digital storytelling (PD) has provided innovation in the learning process with the support of mobile technology interaction features. However, using interaction features and multimedia elements such as text and images to create storytelling is still difficult for students and teachers. Meanwhile, elements for evaluating storytelling with technology are still lacking. Research is urgent because of differences in expectations, theory, and reality. The research aims to analyze the reliability of multimedia elements on tablets and digital story evaluation and to determine the correlation of multimedia elements on tablets and digital story evaluation. The research method is a quantitative survey approach. The subjects were students, pupils, teachers, and lecturers totaling 41 people. Data collection techniques with instruments were developed from multimedia indicators, digital stories, and tablets. Instruments were assessed based on a Likert scale from 1-7 points. Analysis techniques were using SPSS Version 25.0 with validation tests, mean, standard deviation, and minimum and correlation values. Research findings show that multimedia, digital stories, and tablet use have high reliability and correlation as well as a positive and significant relationship between all variables in the evaluation. Respondents also assessed multimedia elements in digital stories and tablets. The findings confirm that multimedia elements are at level 5 and can be used in an effective learning process.
Multiple Intelligences-based Interactive Multimedia to Improve Students’ Multiple Intelligences in Kindergarten Astiti, Putu Juli; Parwati, Ni Nyoman; Tegeh, I Made; Sudarma, I Komang
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.73411

Abstract

The main problem in this research is that students' multiple intelligences have not been developed according to their respective talents and interests. This research aims to develop multiple intelligence-oriented multimedia, to increase the multiple intelligences of students in kindergarten. The research method used is development using the ADDIE model. The instruments used were questionnaires and observation sheets. Questionnaires are used to measure the validity and practicality of multimedia by experts and users. Observation sheets are used to measure the effectiveness of multimedia in increasing the multiple intelligences of students in kindergarten. The questionnaire was analyzed quantitatively and descriptively, and the observation sheet was analyzed using quantitative and qualitative descriptive analysis methods. The research results showed that the validity of the design aspect was 93.53%, the learning media aspect was 90.00%, and the learning content aspect was 95.00%. The practicality of interactive multimedia through individual testing obtained a percentage level of 96.67%, and small groups obtained a percentage level of 96.67%. The effectiveness test shows that interactive multimedia is able to develop students' intelligence specifically in five aspects, namely logical-mathematical, musical, kinaesthetic, visual-spatial, and verbal linguistics.
E-Sistus: Electronic Information System for Students with Special Needs in Supporting Inclusive School Management Antari, Agung Dewi Megah; Agung, Anak Agung Gede; Sulindawati, Ni Luh Gede Erni
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.73695

Abstract

Providing data for students with special needs is still manual, to make it easier to access the data, a digital information system needs to be developed so that its functions can be implemented more quickly. In line with these needs, this research aims to develop an e-information system for students with special needs to support inclusive school management. This research develops E-Systus development in accordance with the ADDIE development model. This research uses 4 (four) techniques in data collection, namely observation, interviews, questionnaires, and tests. This research uses qualitative descriptive analysis techniques, quantitative descriptive analysis and inferential statistical analysis. The results of this research found that the product feasibility level based on content experts obtained a percentage of 90% in the very good category. The product feasibility level based on instructional design experts obtained a percentage of 91.6% in the very good category. The level of product suitability based on media experts obtained an average value of 97.5% in the very good category. The product feasibility level based on individual trials obtained a percentage result of 94.16% which is in very good qualifications. The product feasibility level based on small group trials obtained a percentage result of 93.33% which is in very good qualifications. The Electronic Information System for Students with Special Needs (E-Sistus) has been proven to be significantly effective in supporting inclusive school management.
The Future of Archives Learning with Technology: Exploring the Potential of Virtual Labs Ernawati, Yeni Purneni Susi; Asrowi; Sukmawati, Fatma
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.73815

Abstract

The use of interactive media in vocational schools is extremely important for improving learning effectiveness. In today's digital era, interactive media can inspire students, improve understanding, and provide them with technology-driven skills that are relevant for the future. Therefore, the aim of this study is to analyze the potential and opportunities for creating an interactive multimedia platform called Virtual Lab (V-Lab) for archival learning in vocational schools. This research used a mixed method approach, with a sample size of 2 teachers and 103 students. The data collected includes both qualitative and quantitative data. Qualitative data was gathered through observation and interviews, using observation sheets and interview guidelines as tools. Quantitative data was collected through non-test techniques, specifically questionnaires, followed by data analysis using questionnaires as tools. The research data analyzed descriptively through interactive analysis, which involves data collection, data reduction, data presentation, and drawing conclusions. The findings of this research showed that teachers mainly used ICT-based media, such as presentation slides, YouTube, and the internet during the learning process. Additionally, a large majority of students expressed their agreement towards the development of Virtual Lab-based interactive multimedia, as it enhanced their practical learning experiences. This initiative and desire must be realized in order to promote innovative and dynamic learning implementation. The outcomes of this research could serve as a basis for the development of learning innovations, particularly in terms of interactive learning media that incorporate digital elements, which could be accessed through smartphones and support learning activities in vocational schools.
English Reading E-Module Based on Gamification and Contextual Teaching and Learning to Promote Reading Comprehension Skills Utami, Isnaini Apri; Sunardi; Drajati, Nur Arifah
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.74569

Abstract

Reading is one of the most taught skills in English lessons, but it is also the most complex skill to improve. The reading activities carried out by students only use textbooks and student worksheets, so they are less exciting and impact students' poor reading skills. This research aims to develop an electronic English reading module based on gamification and contextual learning that is appropriate to the needs of second language learners. This type of research is development research. This research is the second stage of Design-Based Research (DBR), which is the design and construction stage. The research subjects consisted of 2 learning materials experts, two ELT experts, and 2 English teachers. The test subjects were 35 tenth-grade students. This research uses quantitative descriptive analysis techniques and inferential statistics. Based on the results of data analysis, namely the assessment from learning material experts, 93% and 94% were obtained. The assessment from e-module content experts was 97% and 87%. The assessments given by the teacher were 81% and 90%. Usability testing from the student's perspective obtained 80%. From these results, an electronic English reading module based on gamification and contextual learning is suitable for use in the classroom. The implication of this research is that the gamification-based English reading electronic module that was developed can be used in learning.
Innovation in Vocational Learning: Project Based Learning E-Module on the Textile Dyeing Course Pratiwi, Mala Maulidina; Waskito; Nelmira, Weni; Ambiyar
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.74954

Abstract

The current problem is the lack of innovative learning resources that can be used for independent learning. This has an impact on low student learning outcomes. The aim of this research is to develop an E-module based on Project Based Learning. This type of research is development research.The model used to develop products is 4-D (definition, design, development and distribution). The research subjects were 2 material expert validators, 3 media expert validators, and 2 language expert validators. The product trial subjects were 16 students who were taken into two classes as a control class and an experimental class. The methods used to collect data are observation, interviews, questionnaires and tests. The instruments used to collect data were questionnaire sheets and test questions. This research data analysis technique uses descriptive qualitative, quantitative and inferential statistical analysis. The research results areThe average material validation assessment was 0.86 with the Valid category. The average result of the E-module validation assessment in terms of media is 0.85 with the Valid category. The language validation assessment was 0.86 in the valid category. Practicality by lecturers was 91.67% in the very practical category and students were 82.5% in the very practical category. This e-Module was declared effective in improving student learning outcomes based on classical completeness of 94.73%, and a score of 0.71 in the high category. It was concluded that E-modules are suitable for use in learning and can improve student learning outcomes.
Live Worksheets Media to Improve Exploration of Dance Movements of Grade II Elementary School Students Husnawati, Riska Nidaul; Nurharini, Atip
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.75124

Abstract

One important aspect of dance education is the exploration of dance movement, which not only builds motor skills but also provides a platform for developing students' identity and emotional expression. This research aims to develop E-LKPD based on Live worksheets to increase students' exploration of dance movements. The subjects of this research were material experts, media experts, class II teachers, and 25 class II students. This type of research is Research and Development (RnD) using the ADDIE model. The data collection methods for this research are observation, interviews, questionnaires, documentation, and tests. The data analysis technique is qualitative and quantitative descriptive analysis. Quantitative data can be in the form of an increase in the average learning outcomes of dance movement exploration which can be calculated using the N-Gain Test. The research results were that the validation test by teaching materials experts was 95% with very feasible criteria, and the validation test by media experts received a score of 97% with very feasible criteria. The N-gain test results show a value of 0.7, meaning it has high criteria. Live worksheets-based E-LKPD teaching materials are feasible and effective for increasing movement exploration for second-grade elementary school students. E-LKPD teaching materials are flexible and efficient to use.
The Urgency of Android-Based Interactive Multimedia Development to Improve High School Students Collaboration Skills Pramusita, Mutiara Kusuma Ananda; Sariyatun; Suryono, Hassan
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.75278

Abstract

Humans as social creatures are defined as humans who cannot live alone so they work together to build a harmonious social life with collaboration skills. Through the application of education, collaboration skills are one of the skills of the 21st century. In applying sociology learning, students have difficulty understanding sociology material and developing their collaboration skills. Even though collaboration skills are needed for social life. Based on the problems above, this research aims to develop Android-based interactive multimedia to optimize mobile learning on social interaction material. This research is a type of development research (R&D) using the ADDIE model which involves media experts, content experts, and experts on skills measurement instruments in learning. The data collection technique uses a quantitative descriptive approach with percentage analysis. The results of data analysis show that 2 media experts gave an average score of 3.71 with a percentage of 93% percent. Then 4 learning content experts gave an average score of 3.9 with a percentage of 97.50%, and finally, 4 learning instrument experts gave an average score of 4 with a percentage of 100%. It was concluded that interactive multimedia was declared very suitable for use in teaching sociology for class X SMA/MA. The Android-based interactive multimedia being developed is expected to contribute to the urgent need for learning media innovation that is adapted to the learning needs of the 21st Century.
Digital Student Worksheets to Improving Students' Learning Independence Juliana , Netty; Ampera, Dina; Farihah; Baharuddin; Sinukaban, Veronika Yulisna
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.75433

Abstract

The independent campus learning curriculum currently being developed focuses on student-centered learning so that lecturers are not the only source of learning. This research was motivated by the lack of student learning independence and low learning outcomes in craft arts learning. The aim of the research is to produce Digital Student Worksheets that are feasible and effective in increasing student learning independence in Arts and Crafts courses in the Fashion Design Education study program. This development research uses the Thiagarajan 4-D development model. This model consists of 4 stages, including the needs analysis stage, product design stage, validation and evaluation stage. The results of validation by material experts obtained an average result of 4.12 in the feasible category. the validation results from media experts obtained an average score of 4.27 in the adequate category. The results of trials carried out by lecturers and students obtained an average score of 4.55 in the very good category. At this stage, an evaluation of all activities that have been carried out is carried out, especially the input provided by experts and users. The results of the posttest carried out obtained an increase of 28% in improving learning outcomes. Digital LKM is suitable for use in learning and motivates students to increase student independence. Digital LKM can help students learn independently. The implication of this research is that digital LKM can be used by teachers because it can present problems in more detail so that students can construct their knowledge independently.

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