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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 25 Documents
Search results for , issue "Vol. 9 No. 2 (2025): May" : 25 Documents clear
Development of Math Counting Box to Improve Students’ Numeracy Skill in Phase A Tasya Putri Rahmadani; Diana Endah Handayani; Iin Purnamasari
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.97412

Abstract

Numeracy skills among early-grade students remain relatively low, particularly in mastering the concepts of addition and subtraction. This issue is exacerbated by the lack of interactive and developmentally appropriate learning media that can provide meaningful learning experiences. This study aims to develop and evaluate the effectiveness of the Math Counting Box as a learning medium to enhance students’ numeracy skills. The research employed a Research and Development (R&D) method using the ADDIE model, which includes five stages: analysis, design, development, implementation, and evaluation. The subjects of this study were lower-grade elementary school students. Data collection involved expert validation, numeracy tests through pretest and posttest, and student response questionnaires. The instruments used included validation sheets, numeracy test items, and a Likert-scale questionnaire. Data were analyzed using a paired sample t-test to determine the effect of the media on learning outcomes. The results showed that the Math Counting Box demonstrated a high level of validity, significantly improved numeracy scores (p < 0.001), and received very positive responses from students with an average rating of 89.72%. These findings indicate that the media is effective in enhancing basic numeracy skills and can serve as an innovative solution to support mathematical thinking development at an early educational stage.
Android-Based Learning Media for Balinese Script and Its Impact on Student Achievement and Learning Autonomy Diari, Komang Puteri Yadnya; Winantaka, Binar
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.98012

Abstract

The preservation of regional scripts faces significant challenges in modern education, as students often struggle with the complexity of script structures and the lack of innovative learning methods. This situation threatens the sustainability of local literacy among younger generations. This study aims to examine the effectiveness of Android-based learning media in enhancing students' academic achievement and learning autonomy. A quantitative approach with a quasi-experimental pretest-posttest design was employed, involving 330 fourth-grade students divided into experimental and control groups. Data were collected using script literacy tests and structured questionnaires, and analyzed with t-tests and N-gain scores. The results revealed a significant increase in posttest scores among students in the experimental group compared to the control group. Additionally, most students in the experimental group demonstrated higher learning autonomy, particularly in setting learning goals, selecting materials, and independently monitoring progress. These findings confirm that Android-based learning media not only improve cognitive learning outcomes but also foster student-centered learning. The study implies the importance of developing culturally integrated and adaptive digital learning tools in primary education.
The Effectiveness of Digital Comics in Improving Science Learning Outcomes and Scientific Attitudes of Fourth-Grade Elementary Students Tristaningrat, Adi Nugraha; Ariyana, I Komang Sesara
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.98249

Abstract

The lack of innovative and contextual media in science instruction at the elementary level contributes to low student learning outcomes and scientific attitudes. This study aimed to analyze the effectiveness of interactive digital comic media on learning outcomes and scientific attitudes in science learning among fourth-grade elementary students. A quasi-experimental design was employed with control and experimental groups. The sample consisted of 55 students divided into two groups: the experimental group used digital comic media, while the control group used conventional teaching materials. Instruments included a science achievement test and a scientific attitude questionnaire. Data were analyzed using an independent samples t-test. The results showed that the use of digital comics significantly improved student learning outcomes (t = 5.216; p < 0.05) and scientific attitudes (t = 4.881; p < 0.05). The study concludes that interactive digital comic media is effective in enhancing conceptual understanding and fostering scientific attitudes among students. Its implication is that teachers can adopt digital comics as an engaging and contextually relevant instructional alternative in elementary science education.
Contextual E-Comic Media to Enhance Elementary School Students’ Social Attitudes in Social Studies Learning Mahartini, Komang Trisna; Tristananda, Putu Wulandari
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.99926

Abstract

The low level of social attitudes among elementary school students—such as empathy, responsibility, and cooperation—remains a problem in Social Studies (IPS) learning across many schools. This study aims to develop contextual e-comic media in Social Studies to improve students' social attitudes. This research employed a Research and Development (R&D) approach using the ADDIE model, integrated with field testing stages from Borg & Gall. The research subjects included nine experts (in content, language, and graphic design), 12 fifth-grade students for small-scale trials, and 108 students for large-scale trials, including both experimental and control groups. Data were collected using validity questionnaires, practicality questionnaires, and social attitude questionnaires (pretest-posttest), supported by observation and user feedback. Data analysis was conducted using both qualitative and quantitative methods, including Aiken’s V, Ideal Theoretical Reference Assessment (PAIT), descriptive statistics, and ANOVA. The results showed that the contextual e-comic media had very high validity levels with Aiken’s V scores of 0.93 (content), 0.95 (language), and 0.90 (design). The small-scale practicality test yielded average scores of 4.87 (teachers) and 4.61 (students), while the large-scale test produced average scores of 4.76 (teachers) and 4.21 (students), all within the "highly practical" category. These findings indicate that the contextual e-comic media is highly feasible for use in Social Studies learning to effectively and enjoyably foster students’ social attitudes.
STEAM Web Based Blended Learning Approach in Biodiesel to Improve Problem-Solving Ability, Conceptual Understanding, and Students’ Environmental Literacy Syahmani; Yogo Dwi Prasetyo; Nika Sopranti; Milana Sari; Suyidno; Arif Sholahuddin
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.68235

Abstract

The low problem-solving ability of chemistry students in solving contextual problems is related to their low conceptual understanding and environmental literacy. Based on these problems, this study aims to improve problem-solving abilities and conceptual understanding through the development of a biodiesel e-module with a valid, practical, and effective STEAM Web Based Blended Learning (STEAM WBBL) approach. This study uses the ADDIE model for research and development. This study was conducted on 40 Chemistry Education students of the Faculty of Teacher Training and Education. Data collection techniques used questionnaires and test instruments for problem-solving abilities, conceptual understanding, and environmental literacy. The effectiveness analysis technique used a written test in the form of problem-solving ability and conceptual understanding test instruments. Based on the validity test, the developed biodiesel e-module was declared valid, very practical, and effective in improving students' problem-solving abilities, conceptual understanding, and environmental literacy with N-gain values of 0.75, 0.73, and 0.68, respectively. The biodiesel e-module application with the STEAM WBBL approach is suitable for use as a teaching material.
E-Dictionary of Basic Barong Dance Based on Direct Instruction in SBdP Subjects for Deaf Students I Putu Widiyana Putra; Anak Agung Gede Agung; Ni Luh Putu Agetania
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.90752

Abstract

This research is based on the problem that there is no learning media that can help deaf students in improving their skills so that their learning outcomes at school are still not optimal. The purpose of this research is to produce digital learning media, namely E-Dictionary of basic Barong dance based on direct instruction which has been adapted to the characteristics of deaf children. The type of research conducted is development research with the ADDIE model with the subjects involved, namely design experts, learning content experts, instructional design experts, learning media experts, and 6 deaf students in third grade. The data in this study were collected by non-test methods in the form of distributing questionnaires and performance assessments. Data analysis techniques used are descriptive qualitative, descriptive quantitative, and inferential statistics. The results of this study obtained a design expert assessment of 95.45%, learning content experts of 95%, instructional design experts of 95%, learning media experts of 95%, individual trials of 93.75%, small group trials of 95.48% which were qualified as very good. Based on the dependent sample t test, tcount = 17.855 was obtained. These results show tcount = 17.855 > ttable = 2.571. So it can be concluded that E-Dictionary of basic Barong dance based on direct instruction is effectively applied to SBdP subjects of deaf students in third grade. The implication of this research is to motivate teachers to use the E-Dictionary of basic Barong dance based on direct instruction in SBdP learning for deaf students.
Augmented Reality Media About the Solar System to Improve Learning Outcomes of Fourth Grade Elementary School Students A.A. Komang Melia Sukmawati; I Gde Wawan Sudatha; I Kadek Edi Yudiana
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.91122

Abstract

The limitations of interactive and contextual learning media are one of the factors that hinder students' understanding of the solar system concept, while also contributing to low learning outcomes. This study aims to develop and test Augmented Reality (AR)-based learning media that are valid, practical, and effective in improving students' learning outcomes on solar system material in IPAS content. The type of research used is development research (Research and Development) with the ADDIE model. The research subjects consist of 24 sixth-grade elementary school students. Data collection techniques included expert validation using a rating scale questionnaire, practicality testing by teachers and students through questionnaires, and objective tests in the form of pre-tests and post-tests to measure learning outcomes. The data obtained were analysed quantitatively through validity tests, practicality tests, and statistical tests using the Paired Sample T-Test to determine the significance of the improvement in learning outcomes. The results showed that the developed AR media had high validity and practicality and was effective in improving students' understanding and learning outcomes. The conclusion of this study indicates that AR-based media can be an innovative solution to improve the quality of learning on solar system material. The implications of this study point to the wider use of AR technology in thematic learning in elementary schools.
Learning Media Through Balinese Songs (BaLe LaLi) to Improve Learning Outcomes in Civic Education for Fourth Grade Students Dewi, Ni Putu Eka Vicky Aprilia; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.91578

Abstract

The low learning outcomes of students in the topic of rights and obligations in Civic Education indicate the need for innovative instructional media that can enhance student engagement and comprehension. The absence of culturally based, engaging media also poses a challenge in optimizing meaningful learning experiences. This study aims to develop, validate, and evaluate the effectiveness of an interactive learning media called BaLe LaLi (Belajar Lewat Lagu Bali), which integrates a traditional Balinese song into culture-based learning. This research employs a Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The research subjects involved three experts (content, instructional design, and media), as well as 32 fourth-grade students divided into individual testing (3 students), small group testing (9 students), and field testing (20 students). Data were collected through observation, interviews, validation questionnaires, and learning achievement tests (pre-test and post-test), and analyzed using the paired sample t-test. The findings reveal that BaLe LaLi media is highly valid with an average score of 93.5%, and effectively improves student learning outcomes, with the mean score increasing from 68.5 in the pre-test to 86.59 in the post-test (t = 4.899; p < 0.05). Besides enhancing academic performance, this media is relevant for character building and preserving local culture through learning. The implications of this study suggest the potential for developing similar media integrating local culture to improve learning motivation and support character education in various educational themes.
Development of Problem-Solving-Based Flipbook Learning Media to Improve Science Learning Outcomes of Fifth Grade Elementary School Students Tirtawati, I Gusti Ayu; I Made Citra Wibawa; Putu Ari Dharmayanti
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.91622

Abstract

The low learning outcomes of students and the lack of utilization of innovative instructional media remain crucial issues in the learning process for fifth-grade elementary school students. The absence of interactive and contextual media has led to suboptimal learning processes and students' achievement falling short of expected targets. This study aims to analyze, develop, validate, evaluate the practicality, and examine the effectiveness of a problem-solving-based flipbook learning media to improve students’ IPAS (Science, Social, and Environment) learning outcomes. This research employed a Research and Development (R&D) method consisting of planning, development, and product trial stages. The subjects involved 32 fifth-grade students. Data were collected through validation questionnaires, student response questionnaires, and learning achievement tests comprising pre-tests and post-tests. Data were analyzed qualitatively to assess the feasibility of the media and quantitatively using a paired sample t-test to examine its effectiveness. The results indicated that the developed flipbook media achieved very valid qualifications in terms of content and media validity, was highly practical, and significantly improved students’ learning outcomes in IPAS. These findings recommend the use of problem-solving-based flipbook media as an innovative alternative to optimize student-centered learning processes.
Interactive Crossword Learning Media Based on Problem Based Learning Magnet Material in IPAS Class V Elementary School Putu Sashi Suryani Artawan Putri; Didith Pramunditya Ambara
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.91744

Abstract

The lack of engaging and interactive learning media has been identified as a challenge in teaching magnetic materials in the IPAS subject for fifth-grade students. Conventional methods often fail to capture students' interest and enhance their understanding. This study aims to develop and evaluate an interactive crossword learning media based on Problem-Based Learning (PBL) to address this issue. This research employs the Research and Development (R&D) method using the ADDIE model (Analyze, Design, Develop, Implement, Evaluate). The study involved fifth-grade students from SD No. 2 Sedang, as well as expert validators in media, instructional design, and subject content. The developed learning media underwent expert validation, individual trials, small group trials, and a field trial to assess its feasibility and effectiveness. Data were collected through validation questionnaires, observations, and pre-test and post-test instruments, analyzed using quantitative and qualitative approaches. The results indicate that the developed media is highly feasible and significantly improves student learning outcomes. The interactive and problem-solving elements enhance engagement, motivation, and comprehension. Students showed a higher level of participation and interest, making the learning process more effective and enjoyable. This study highlights the importance of integrating interactive media into learning to foster critical thinking and student engagement. The findings suggest that this approach can be applied to other subjects to improve instructional quality. Further research is recommended to refine and expand the application of interactive learning media in different educational contexts.

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