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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. 2 (2024): May" : 20 Documents clear
Moodle-Based Virtual Class to Improve Students' Metacognition and Independence in Online Learning Pratama, Muh. Putra; Sampelolo, Rigel; Karuru, Perdy
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.74670

Abstract

Metacognition and learning independence are important aspects in education that affect students' ability to manage and control their learning process. This study aims to analyze the use of Moodle-based virtual learning platform in improving students' metacognition and learning independence. This research designs and develops vitual learning that can be accessed by all junior high school students openly and free of charge which is packaged with an interactive display using Moodle learning is more interesting, interactive and fun so that students' digital literacy and learning independence increase. The stages refer to the ADDIE development model. The research stages were conducted by following the ADDIE development model (Analysis, Design, Develop, Implement, and Evaluate). The data collection approach involved various techniques such as questionnaires, FGDs, observation, documentation, interviews, and tests. Based on the results of the practicality test of using moodle, it can be concluded that the user's response after using moodle and filling out the assessment questionnaire with the results of user answers is in the comfortable category. So, user responses strongly agree to use moodle in learning. The results of the feasibility and practicality test of moodle that has been developed can be a reference to be continued to a broader stage and in terms of development can be a reference to be developed again both in terms of content/material and appearance. So, the user response is strongly agree to the application of online learning as an interactive media in learning.
Green Technology Usage Behaviour in Vocational Education: The Mediating Roles of Perceived Long-Term Benefits Parinsi, Mario Tulenan; Ratumbuisang, Yosua Fitsgerald; Ratumbuisang, Keith Francis; Farid Mutohhari
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.75039

Abstract

The importance of green technology to be applied by vocational education (VE) has not yet been realized in optimal behavior. The strong assumption is that they do not find it instantly beneficial, even though the operational competencies and cultural drivers still need to be understood. This research aims to measure the significance of the influence of green technology competence (GTC), socio-cultural norms (SCN), and perceived long-term benefits (PB) on green technology use behavior (UB). In addition, the mediating role of PB is also tested in bridging the indirect influence of GTC and SCN on UB. The expost-facto study was conducted in VEs with Adiwiyata status with a total involvement of 647 participants who joined as teachers and students. Data collection used a closed questionnaire with four Likert scales that had been tested for validity and reliability. Structural Equation Modeling was used to analyze the data through path analysis and bootstrap methods. This study proved the importance of PB as a determinant of UB in VE teachers and students. It also provides essential insights into how GTC and SCN play an essential role in developing PB and determining UB. These results have important implications for VEs in improving their competencies and socio-cultural foundations to promote the sustainable use of green technologies. VE can synergize with various stakeholders and socio-cultural communities to support the strengthening of social capital and technical and financial assistance. In addition, the adaptive power of VE to analyze the need for green technology integration must also be pursued.
3D Animation Video Learning Media Contains Character Education to Improve Social Skills Rahayu, Ni Nyoman Sri; Astawan, I Gede; Ambara , Didith Pramunditya
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.75063

Abstract

The problem currently occurring is that there are still many children who need better social skills. Based on this, this research aims to develop 3D animated video learning media containing character education. This research is a type of development research. The model used in developing media is the ADDIE model. The subjects of this research were 2 learning media experts and 2 learning content experts. The test subjects in this research were 3 teachers. The product effectiveness test involved 50 Kindergarten B children. Observation, interviews, and questionnaires are used to collect research data. The instrument used to collect data was a questionnaire sheet. The techniques used in analyzing data are qualitative descriptive analysis, quantitative, and inferential statistics. The research results show that the average assessment result given by learning media experts is 3.75, so it is valid with suitable information. The average assessment result of learning content experts is 3.75, so it is valid. The practicality test results were 95.3% (very practical). The results of the t-test are that there are differences in observation results before and after playing the video. It was concluded that 3D animated video media containing character education can improve social skills for young children. The implication of this research is that the 3D animated video media containing character education used can be used in children's learning activities at school.
Snakes and Ladders Media to Improve Social Studies Learning Outcomes of Fifth Grade Elementary School Students Rizkiana, Feri; Sari, Elok Fariha
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.75419

Abstract

Less than optimal use of teaching and learning resources in the form of learning media can affect learning activities in schools, especially in social studies subjects. The purpose of this research is to produce snakes and ladders media on social studies subject material how the shape of my Indonesia grade V elementary school. This study uses the type of Research and Development research with Borg and Gall research and development model. There are two collection methods, namely test techniques using pretest and post-test, and non-test techniques carried out by observation, interviews, document data, and questionnaires or questionnaires. The data collection instrument in this research is a questionnaire instrument in the form of a rating scale that has been tested by media experts, material experts, practitioners, and students. There are two data analysis techniques in this study, namely quantitative descriptive analysis and qualitative descriptive analysis. This study through the data analysis process using the SPSS 26 application which includes several tests, namely, normality test, homogeneity test, t-test, and N-Gain test. The results of the study are snakes and ladders media on social studies learning material how the shape of my Indonesia is valid and obtained very good qualifications, as well as pretest and post-test learning outcomes on media trials, show significant differences and an average increase in student learning outcomes.
The Digital Learning Guidebook as a New Breakthrough in Improving Students' Reading and Writing Skills Yosoa, Valentina Dewi; Widiana, I Wayan; Jayanta, I Nyoman Laba
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.75489

Abstract

The close relationship between reading and writing literacy allows students to obtain information, increase knowledge, and express ideas in writing. However, the reality in the field shows that literacy literacy in reading and writing is still lacking, mainly due to the lack of specific learning guides, limited use of literacy materials, and students' low interest in reading. Therefore, there needs to be a literacy guide that is clearer and more appropriate to student needs. This development research uses a 4-D model with the aim of developing a digital-based learning guidebook to improve the reading and writing skills of second grade elementary school students. The subjects involved in this research were three experts, namely content experts, language experts and design experts. The method used in data collection is a questionnaire. Meanwhile, data analysis was carried out using qualitative descriptive analysis techniques and quantitative descriptive analysis. The research results show that the book developed meets the criteria for feasibility, practicality and effectiveness. Innovative digital-based learning guidebooks have been proven to be used as a potential solution to reading and writing literacy challenges. Therefore, this research has implications for increasing reading and writing literacy learning that is fun for students and can prevent boredom during learning.
Students' Environmental Knowledge Learning in the Era of Industrial Society 4.0 Reviewed from Digital Literacy Capability Rahmatulloh; Napis
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.75815

Abstract

The challenge of learning environmental knowledge in the era of industrial society 4.0 amidst the implementation of hybrid learning is low digital literacy capability. The implementation of hybrid learning requires students to have digital literacy capability, where students must be able to understand the real context presented in digital form. This research aims to analyze the effect of digital literacy on environmental knowledge. The research uses a quantitative approach, survey method, with regression analysis techniques. A sample of 50 students taking environmental knowledge courses were selected randomly. The data collection technique uses test instruments to measure environmental knowledge, while non-test instruments are used to measure digital literacy capability. The research results show that digital literacy has a positive influence on environmental knowledge. The higher a student's digital literacy, the higher their environmental knowledge. The findings state that digital literacy capability contribute 40% to environmental knowledge. Environmental knowledge learning can be improved by strengthening students' digital literacy so they can follow the flow of implementing hybrid learning. The results of this research have implications for strengthening students' digital literacy capability, and digitizing environmental knowledge learning.
Teaching Materials Containing Papuan Cultural Wisdom to Develop Children's Story Writing Skills in Class V Elementary Schools Kasse, Fransiskus; Sudiyanto; Yulisetiani, Septi
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.75870

Abstract

Developing teaching materials containing Papuan cultural wisdom is an important step in improving writing skills and overcoming the challenge of low literacy levels of students in Papua. This research aims to develop teaching materials containing Papuan cultural wisdom to improve students' writing skills. This R&D research focuses on developing teaching materials using the 4D model, namely Define, Design, Development and Dissemination.  The subjects in this research were fifth grade elementary school students with a sample of 70 students in the control class and experimental class. Data collection was carried out by observation, interviews, questionnaires and documentation. Data analysis was carried out using interactive analysis techniques, validation and product testing. Apart from that, the data was also analyzed using qualitative descriptive analysis and quantitative analysis. The results of the study showed an increase in the average pretest score in the control class to 67.3, while the experimental class reached 69.5. After the treatment was carried out and ended with the post-test, there was an increase in the average score in the control class to 75.73, and the experimental class 90.28. The higher average increase in post-test scores in the experimental class indicates the potential for increasing students' understanding by using Papuan cultural wisdom teaching materials. Innovation in teaching materials with Papuan cultural wisdom theoretically has implications for complementing and strengthening previous theories regarding teaching materials and story writing skills. Practically, the results of this research can contribute to Papuan cultural wisdom and effectively improve elementary school students' short story writing skills.
The Task-Technology Fit, Technology Induced Engagement, and Technology Induced Motivation on Higher Education Students Learning Performance during COVID-19 Damayanti, Retno Wulan; Pangestu, Arissa Dwi; Setiawati, Ayu; Permatasari, Hani Aninda Intan; Syaifudin, Muhammad Raihan; Entifar, Nisa Aqilla Ellenahaya
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.76262

Abstract

Indonesia was one of the countries affected by the COVID-19 pandemic. This condition encourages the implementation of various policies, including online learning for students to prevent the spread of the virus. Unfortunately, students have difficulties with this learning system. Therefore, this research aims to analyze the condition factors that support learning performance for university students in Indonesia, namely Task-Technology Fit (TTF), Technology-Induced Engagement (TIE), and Technology-Induced Motivation (TIM). Demographic factors, such as location and gender, were also considered in the analysis. Learning success is assessed from the student's Grade Point Average (GPA) during one semester of online lectures. Data collection was carried out using an online questionnaire strategy, which succeeded in reaching 40 valid respondents. The fuzzyset Qualitative Comparative Analysis (fsQCA) method was used to analyse the configuration model for student online learning success. This research succeeded in formulating six combinations of factor conditions that were sufficient to achieve online learning success. Successful online learning includes whether it was related to gender or not, as well as the location of the student's home, and a combination of other factors. Three combinations of conditions that must exist in every successful configuration of student online learning in Indonesia are, urban study location, students having a high TIE, and also a high TIM. The results of this study contribute to lecturers and higher education management regarding the conditions that need to be prepared to support the success of students' online learning.
Smart Apps Creator Media to Increase Self-Awareness Career Advanced Study for Twelve-Grade Students of State High School Setyaningsih, Endah; Asrowi; Sudiyanto
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.76533

Abstract

Self-awareness is considered as the ability to recognize oneself. Lack of self-awareness causes a lack of personal information such as strengths and weaknesses, making it difficult to make career decisions. This research aims to develop ESDILA as a Smart Apps Creator (SAC) media to increase career self-awareness for further studies for class XII students at Karangpandan State High School. This type of research is research and development (R&D), using the 3-phase Alessi and Trollip Instructional System Design model procedure. 202 class XII students taken by random sampling participated in the research. The data in this research are alpha test, beta test, and product effectiveness. The data analysis used during development was Aiken's V coefficient for alpha test analysis, descriptive percentages for beta test analysis, as well as independent t-test, paired t-test, and Cohen's d for product effectiveness analysis. The research results show: 1) Expert evaluation in the alpha test shows that ESDILA is accepted; 2) The usability test in the beta test shows that ESDILA meets the usability criteria in the good category; 3) Compared to conventional counseling, ESDILA has been proven to be effective in increasing career self-awareness for further study for class XII students at Karangpandan State High School. So it is concluded that ESDILA is accepted, meets good usability criteria, and can increase students' career self-awareness so that students are able to recognize themselves and are ready to make career decisions for further study.
Gamification Intervention on Student Academic Performance in Private Secondary School Adeoye, Moses Adeleke
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.79540

Abstract

Gamification interventions incorporate game elements into educational activities to enhance student engagement and motivation. The study aims to analyze in-depth effects of gamification on student academic performance in a particular private secondary school in Nigeria. The research design adopted for this study is a case study design. The populations of the study were all junior secondary school students. Likert-scale rating open-ended questions are used to gather quantitative data. The research collects quantitative data on the perceptions of students, teachers and administrators regarding the gamification intervention's effectiveness, feasibility and sustainability. The data were analyzed using descriptive statistics and inferential statistics, such as correlation analysis and t-tests. The study reveals that students generally support the integration of gamification in their learning environments. They believe it makes learning more enjoyable, helps them understand difficult concepts better, and enhances their learning experience. A significant proportion of students strongly agree or strongly agree that gamification has improved their academic performance, increased their confidence in understanding subjects, and improved their overall learning outcomes.

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