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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 828 Documents
Think Talk Write Assisted Monopoly Media in Students' Simple Essay Writing Skills Iftitah, Nurlaili; Widiana, I Wayan; Simamora, Alexander Hamonangan
Journal of Education Technology Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i2.25144

Abstract

Lack of student interest in writing essays, this happens because teachers in learning do not use innovative learning models, and learning media that interest students. Therefore, this study aims to analyze the use of Think Talk Write (TTW) learning models assisted by monopolistic media on simple essay writing skills of third-grade elementary school students. This type of research is quasi-experimental (quasi-experimental) with a non-equivalent post-test only control group design. The study population was all grade III in elementary school. The research sample was taken using a random sampling technique, with a total of 59 people. Data collection instruments used in this study were simple essay writing skills instruments, then analyzed using descriptive statistics and inferential statistics (t-test). Based on the results of the t-test analysis, the t-count was 11.457. While the table with db = 57 and a significance level of 5% is 2.002. This shows that t-count is greater than t-table (t-count> t-table) with the conclusion that the Think Talk Write (TTW) learning model assisted by monopoly media has a positive effect on writing skills in simple essays. The existence of this research helps teachers to enrich references to models and instructional media that can be used.
Efektivitas Model OPPEMEI untuk Meningkatkan Kemampuan Berpikir Kreatif Mahasiswa Tri Agustiana, I Gusti Ayu; Agustini, Rudiana; Ibrahim, Musimin; Tika, I Nyoman
Journal of Education Technology Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i2.25343

Abstract

The purpose of this research was to improve the students’ creativity and learning outcomes in basic natural science concept course in PGSD Department by using OPPEMEI, it was a new learning model consisted with the steps of learning, such as the orientation, exploration, research, elaboration, exhibition, and implementation. This research used a qualitative descriptive analysis. The subjects of this research were 4 classes (classes F, G, B, and A). Data collection method used creative thinking skills tests with indicators of creative thinking ability which was consisted of fluency, flexibility, elaboration, and originality. Creative thinking skill ability improvement was analyzed by using N-gain. The results showed that there was an improvement in average score of N-gains from the creative thinking skills in the amount of 0.27, 0.153 and 0.101, an improvement occurred in class F. The highest indicator of creative thinking skills was fluency of N-gain in the amount of 0.67. It was categorized into very high criteria. This research showed that the OPPEMEI learning model improved the creative thinking skill ability which would affect the students’ learning outcomes. OPEMEI model would be one of the solutions in the learning process especially in the use of learning models.
English Learning with Powtoon Animation Video N.M.S, Megawati; I.G.A.L.P, Utami
Journal of Education Technology Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i2.25096

Abstract

The use of technology media for teaching young learners was really needed. In daily teaching, teacher rarely use the technology based on media. This happened because it was quite difficult to find the media which was appropriate with the syllabus. Therefore, the aim of this research was to develop PowToon Animation Video on fifth grade students of SD N 3 Banjar Jawa. This research used Design and Development as the method with ADDIE model as the research procedures. This research answered the research questions related to the development of the product. Some steps were conducted to develop the product. In developing the product, it needed analysis, designed the blueprint, asked for expert judgments before the product was developed, evaluated and revised the product. The result of this research was categorized as the best media based on the expert judgment rubrics. So it could be said that PowToon media was effective applied in elementary school, this would directly able to enrich the existing media technology in learning English.
Development Of Augmented Reality Application As A Mathematics Learning Media In Elementary School Geometry Materials Dinayusadewi, Ni Putu; Agustika, Gusti Ngurah Sastra
Journal of Education Technology Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i2.25372

Abstract

The problem of this research is the lack of interactive learning media on elementary school geometry which makes it difficult for students to understand the explanation that conveyed by the teacher. This research aims to design geometrical mathematics learning media especially cubes and blocks based on Augmented Reality technology for fifth-grade elementary school students and to know the level of product worthiness from the subject and validator. The development process of this research consists of five steps like Analysis, Design, Development, Implementation, and Evaluation. The data collection method used was a closed questionnaire. The results of the research questionnaire were analyzed using a Likert scale analysis,  so the following results are obtained: The results trial of the material expert validator showed a percentage of 92.50% which is included in the excellent category with very decent information. Media design expert validator with a percentage of 93.00% which is included in the excellent category with very decent information. Product response of three elementary school teachers with a percentage score of 89.33% included in the very good category. Product responses of fifteen elementary school students with a percentage score of 83.73% with a very good category. It was concluded that the application of elementary geometrical mathematics learning media based on Augmented Reality technology can be used in elementary schools as a medium for learning mathematics.
Animal and Human Digestive System Material of the Fifth Grade Elementary School in the form of Pop-Up Book Media Noviyanti, Dewa Ayu Putu Mega; Margunayasa, I Gede
Journal of Education Technology Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i2.24969

Abstract

The limited relevant learning resources and the lack of development on natural science content on the topic of the animals and human digestive system were the reasons for this research. This research aimed at developing Pop-Up book media on the topic of animal and human digestive system in which the validity had been tested. This research was developmental research by using some steps, such as analyze, design, development, implementation, and evaluation models. However, the implementation steps and the evaluation steps were not conducted due to time limitations. The data collection method used in this research was a questionnaire method. The subject of this research was a learning media in the form of a Pop-Up book on the topic of animal and human digestive system on the fifth-grade elementary school students and the object of this research was the validity on learning media for Pop-Up book media. The instrument used in this developmental research was the rating scale. From the results of the assessment by four experts, an average score of 4.79 was obtained into very good qualification. Based on the results of the assessment, it could be concluded that the Pop-Up book media on the topic of animal and human digestive system was valid with a very good qualification. The existence of a Pop-Up book media was useful to assist the teachers’ tasks in implementing learning specifically in developing natural science materials on the topic of animal and human digestive system.
Learning English in Third Grade through Powtoon G.A.P., Suprianti; N. W. S., Mahayanti; P.A.A.G, Suarjaya
Journal of Education Technology Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i2.24087

Abstract

Nowadays, the English teachers in elementary school still use conventional media in teaching English. Based on the phenomena, the researcher developed a media with the aimed to develop Powtoon animation based-video for teaching third-grade students of elementary school. The data of this research were collected through interview, syllabus analysis, students’ questionnaire, and document recording. ADDIE model by Romiszowski was developed as the procedure of this research. The result of this research was PowToon animation based-video can be used to teach English for third-grade students of elementary school. From the students’ questionnaire, it found that the animation video could attract the students’ attention and it also motivated the students during the teaching and learning process. The media was categorized as good media by conducting expert judgment rubric. So, PowToon animation-based video could be used as an alternative media in learning English.
Motivation for Learning English Early Childhood Through Storytelling Method Using e-Big Book media Diantari, Ni Made Eva; Tirtayani, Luh Ayu
Journal of Education Technology Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i2.25155

Abstract

English learning motivation is a condition that arises in a person to carry out learning activities, especially English, to increase vocabulary and achieve learning goals, but the learning process was still focused on the teacher and used lecturing method. Therefore, this research aimed to analyze the use of storytelling methods based on e-big book media. This research was a quasi-experimental research with nonequivalent control group design. The population of this research was group B which was consisted of 546 children. The samples were taken by a cluster random sampling technique. The sample consisted of 25 students in the experimental group and 22 students in the control group. Data collection was done by using a non-test with an observation method. The data were analyzed by using t-test. The results of data analysis were t-count = 10,73 at the 5 % significance level and dk = 45, t-table = 2,003 t-count = 10,73> t-table = 2,003. So, the use of storytelling methods based on e-big book media would have an impact on English learning motivation. This research helps teachers to add references to learning media that can be used.
PENGEMBANGAN MULTIMEDIA INTERAKTIF MODEL HYBRID BERNUANSA KARAKTER BALI “CUPAK-GERANTANG” PADA PEMBELAJARAN TEKNIK ANIMASI 2 DIMENSI Duwika, Kadek; Paramasila, Kadek Wikan
Journal of Education Technology Vol 3, No 4 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v3i4.22501

Abstract

Penerapan teknologi multimedia sudah merambah ke segala bidang, khususnya dalam bidang pendidikan. Banyak hal yang memotivasi untuk dikembangkanya sebuah pembelajaran berbasis multimedia yaitu untuk menjawab permasalahan-permasalahan yang ada. Contohnya di SMK Negeri 3 Singaraja. Berdasarkan dari hasil wawancara terhadap guru mata pelajaran teknik animasi 2 dimensi di kelas XI Multimedia yaitu ibu Linda Ariastini. Beliau menyebutkan bahwa media yang digunakan hanya berpatokan pada media video yang didownload di situs youtube, sehingga tidak sesuai dengan SK/KD pembelajaran teknik animasi 2 dimensi. Selain itu alokasi waktu pembelajaran yang kurang menyebabkan pratikum yang dibuat peserta didik terhadap materi tidak sepenuhnya berhasil diselesaikan di sekolah. Belum adanya inovasi pembelajaran menyebabkan siswa menjadi jenuh dan berdampak pada semangat belajar peserta didik menjadi berkurang hal itu juga berdampak ke kriteria ketuntasan minimal siswa. Dari permasalahan tersebut perlu dikembangkan sebuah multimedia interaktif. Multimedia interaktif yang dikembangkan menyesuaikan dengan karakteristik peserta didik yang suka dengan nuansa Bali. Selain itu peserta didik juga suka dengan karakter tokoh pewayangan bali seperti Cupak- Gerantang, sehingga multimedia interaktif yang dikemas menyesuaikan dengan kebutuhan peserta didik di SMK Negeri 3 Singaraja.Tujuan yang ingin dicapai dalam penelitian ini adalah untuk membuat rancangan multimedia interaktif model hybrid bernuansa karakter Bali ?Cupak-Gerantang? pada pembelajaran Teknik Animasi 2 Dimensi di SMK Negeri 3 Singaraja, mengimplementasikan rancangan multimedia interaktif ke dalam sebuah produk ajar dan menguji validitas oleh ahli media, ahli isi, dan ahli desain pembelajaran hingga menyebar angket untuk mengetahui respon siswa terhadap pengembangan multimedia interaktif yang dikembangkan. Model pengembangan yang digunakan pada penelitian ini adalah Dick & Carrey, karena tahapan-tahapan yang disajikan sesuai dengan skema penelitian yang nantinya akan dilaksanakan di sekolah. Target khusus yang ingin dicapai pada penelitian ini yaitu artikel ilmiah yang dimuat di journal nasional dan menjadi bahan ajar yang bisa di terapkan di SMK Negeri 3 Singaraja.
Topics of Animal and Human Respiratory System of the Fifth Grade Elementary Schools Developed Through Pop-Up Book Media Putra, Komang Triana Tantra; Parmiti, Desak Putu
Journal of Education Technology Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i2.24970

Abstract

The implementation of this research was based on the problems encountered because the material in students’ books was still less extensive in the limitation of examples and explanations on the students’ books in one subject matter on the topic of animal and human respiratory system. This research aimed to develop Pop-Up book media on the topic of animal and human respiratory system. In addition, the results of the interviews showed that the use of media in learning was deficient. This research was carried out by using ADDIE model which was consisted of five phases, namely: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. However, in this research the implementation and evaluation phases were not carried out due to time limitations, costs, and resources. The subject of this research was the Pop-Up book media. The object of this research was the validity of the Pop-Up book media. The data collection method was a questionnaire. The rating scale instrument was used in the form of validation assessment sheets to measure the validity of Pop-Up book. Data validity was analysed by using the mean formula to find out the average score of media validity. This research produced a Pop-Up book on the topic of animal and human respiratory systems with an average score of 4.56 which was categorized into very good category. It meant that Pop-Up book media was suitable to be used. It was a solution to the problem and could be used by teachers in delivering some materials.
Mobile Assisted Language Learning in Intensive English Course for Freshmen Year Students Mandala Putra, Made Agus; Santosa, Made Hery
Journal of Education Technology Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i2.25097

Abstract

Learning on twenty first century has influenced the use of technology especially as contextual learning media in the classroom. Moreover, digital generation students have already known the role of technology and have adapted it successfully. Therefore, it was very important to introduce attractive and active learning by using authentic activities and one of these activities was called Mobile Assisted Language Learning (MALL). This learning brought the world’s information only to the students’ smart phone. In contrast to traditional learning in the classroom, the students did not fully gain knowledge in the classroom. In fact, the implementation of MALL could give students’ freedom to learn in terms of time and place. The result of this research showed that students had obstacles in learning especially in terms of activities and the used of teaching media. Students needed authentic learning media that could improve their four skills.

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