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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
Utilization of Classcraft in Developing Positive Student Behavior Susila, I Komang Dedik
Journal of Education Technology Vol 4, No 4 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29611

Abstract

Affective assessment in distance learning has a great challenge. One of the media that can be used as well as motivated students is ClassCraft. Meanwhile, some limited persons can implement this media. This research aimed at analyzing the procedures of usingClassCraftin developingstudents' positive attitudes. The research subject was a lecturer and students of English Language Education, Faculty of Teacher Training, Dwijendra University. This research was a descriptive qualitative study that elaborates the implementation of ClassCraft to develop a positive attitude. The data were collected through observation and interview using observation and interview guide. The data were analyzed using qualitative data analysis by Milles and Huberman (1994). The finding showed that the implementation of ClassCraft was implemented in three stages; planning, implementing, and evaluating. It can be a guidance of implementing ClassCraft in developing students' positive behaviors.
The Effectiveness of Discovery-Based Virtual Laboratory Learning to Improve Student Science Process Skills Nirmala, W.; Darmawati, S.
Journal of Education Technology Vol 5, No 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.33368

Abstract

The inadequate condition of the laboratory, facilities, and infrastructure is the main obstacle to the lack of practicum activities. The purpose of this study was to examine the effectiveness of discovery-based virtual laboratory learning in improving science process skills of students. This type of research is a one-group-pretest-postest design research. Population and sample taken were students who took Basic Chemistry II course. The data collection method was carried out in a documentary manner and data analysis was in the form of calculating the percentage increase in science process skills and the criteria for the effectiveness of N-Gain. The results obtained were discovery-based virtual laboratory learning that succeeded in improving students' science process skills. Science process skills with high criteria increased by 91% and in the moderate category by 9%. Based on the N-Gain calculation, discovery-based virtual laboratory learning obtained an average percentage of effectiveness of 66% so it can be concluded that discovery-based virtual laboratory learning is quite effective in improving student science process skills. Through discovery-based virtual laboratory learning, student science process skills are more easily developed so that learning becomes more meaningful.
The Development Of E-Modules Project Based Learning for Students of Computer and Basic Networks at Vocational School Rahayu, Ismi; Sukardi, Sukardi
Journal of Education Technology Vol 4, No 4 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29230

Abstract

In the learning process, the teacher acts as the teacher center by using conventional methods so that it causes students to pay less attention to the teacher, and sometimes students experience boredom in learning. The purpose of this research is to develop project-based learning media for computer-based electronic modules and networks. This study uses the Research and Development (R&D) method with 4-D development procedures which include Define, Design, Develop, Desseminate. The data analysis technique uses descriptive analysis techniques to describe the value of the validity, practicality, and effectiveness of the project-based learning E-module. The results of this development research are: the validity of the E-module based on project-based learning is declared valid with the value category 0.83> 0.61, the E-module practicality is based on the responses of two teachers with an average score of 89.3 in the very practical category and 36 student response with an average score of 85.03 in the very practical category. The effectiveness of e-module project-based learning is stated to be effective in improving learning outcomes. Based on the research results, it can be concluded that E-module learning based on project-based learning is valid, practical, and effective to be used as a learning medium in basic computer and network subjects.
Development of Learning Module Cooperative Learning Type Student Facilitator And Explaining in Construction Cost Estimation Subject Rahmatullah, Ramadhani; Syahril, Syahril; Abdullah, Rijal
Journal of Education Technology Vol 5, No 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29954

Abstract

The background of this research is that students' understanding of the material for Estimating Construction Costs is not maximal, marked by the low learning outcomes of students in Construction Cost Estimation subjects, teacher-centered learning orientation, students have not been able to learn independently and only rely on explanations of material from the teacher, and materials. the teaching available has not been able to facilitate students to learn independently and thoroughly. The research objective was to develop and reveal the validity, practicality, and effectiveness of the Student Facilitator and Explaining Cooperative Learning module to increase student activity and learning outcomes through increasing critical thinking skills, creative thinking skills, communication skills, and collaboration skills. This research was conducted using the research and development (Research and Development / R&D) method using the Four-D (4D) development model. The Four-D (4D) development procedure is Define (restriction), Design (design), Develop (development), and Disseminate (deployment). The results obtained from this study were the validity of the module based on the Cooperative Type Student Facilitator and Explaining which was declared valid on the material aspects in the module with a total value of validity was 99.3% and the module format aspect was declared valid with a total value of 91.7. The Student Facilitator Cooperative Learning Module Type is stated to be practically based on the teacher's assessment with a practicality value of 88.62% in the very practical category and 88.98% in the very practical category. The module effectiveness value shows an increase in the pretest score of 55.00 to 84.58 in the post-test score with the gain score in the medium category. %. Based on the findings of this study, it is concluded that the module based on the Cooperative Type Student Facilitator and Explaining is valid, practical, and effective to be used as a learning medium in the Construction Cost Estimation subject.
E-Module for Learning Volley Ball Using Character Based on Adobe Flash Cs6 Prasetyo, Dian Estu; Handayani, Fitry
Journal of Education Technology Vol 4, No 3 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i3.28517

Abstract

The low character of students plus the absence of learning resources that support learning about basic volleyball technical skills in the Covid-19 pandemic situation makes it difficult for lecturers to teach. The purpose of this research and development was to produce a character-based volleyball e-module for students using Adobe CS 6 with valid, practical, and effective criteria. This research is a development research. This research used the ADDIE model which consists of 5 stages, namely, needs analysis (analysis), design (design), develop (develop), implement (implement), evaluate (evaluate). The research data was using quantitative data that the data were taken from the results of the evaluation by the validator and the practical data was taken from the responses of lecturers and students to the e-module. The research instruments were validation questionnaires, practicality questionnaires, student character effectiveness sheets, volleyball skills assessment effectiveness sheets. The results of the e-module research on character-based volleyball learning for students using Adobe Flash CS-6 have met the criteria of being valid, practical and effective. From these results, the e-module volleyball learning based on character education for students using adobe flash CS 6 is effective for learning, especially in volleyball lectures, namely the basic technique of volleyball.
Developing E-Book Contained Character Values in PPKn Lesson Content Grade V Elementary School Filivani, Putu Nita; Agung, Anak Agung Gede
Journal of Education Technology Vol 5, No 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.32047

Abstract

Teachers are not innovated in developing media, therefore students’ interaction in online learning was not optimal. This issue raised a new problem such as, lack of deepening character values for students. The media developed was an E-Book containing character values. Therefore, this research aims to describe the design process of E-Book product with character values and find out the results of E-Book validation according to the results of expert reviews, individual try-outs, and small group try-outs. The type of this research was a development research by applying ADDIE model (analyze, design, development, implementation, evaluation). Then, data collection method which used was questionnaire and quantitative descriptive analysis method. The results of data analysis were gained based on media validation assessed by content learning experts obtained a score of 91,67% with very good qualifications, instructional design expert obtained a score of 100% with very good qualifications, learning media expert obtained a score of 95,00% with very good qualifications. The results of individual user test on 3 students obtained a score of 95,83% with very good qualifications, and the user test through small group test on 12 student obtained a score of  97,50% with very good qualifications. Based on the results of the product test data analysis by experts (content learning expert, instructional design expert, learning media expert) and user subject test results (students), it can be concluded that E-Book media containing character values were suitable to be used in PPKn learning subject for 5th grade elementary school students. The implication of using E-Book as technology-based learning media supported by existing facilities and infrastructure in schools such as internet access (WiFi), computers / laptops, LCDs, projectors, as well as the readiness and skills of teachers and students in accessing E-Book media.
The Effectiveness of Online Learning Based on The Complete Sentence Model on Student Learning Outcomes on Theme 2 Sub-Theme 1 in Second Grade Writing Skills Asri, Reni; Kiswoyo, Kiswoyo; Fajriyah, Khusnul
Journal of Education Technology Vol 5, No 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29777

Abstract

Children's language skills are a problem that needs attention because many children are not yet able to write and use good and correct language. The purpose of this study was to analyze the effectiveness of online learning based on the complete sentence model on student learning outcomes in Theme 2 Playing in My Environment Sub-theme 1 Playing in the Home environment writing skills for class II. This type of research is experimental research with a research design that is pre-experimental designs. The study population was class II consisting of 28 students for the 2020-2021 school year. The sample taken was class II students consisting of 28 students using nonprobability sampling techniques. In this study, the data analysis technique used is quantitative statistical data analysis techniques. The results showed that the score of the t-test showed that the results of the calculation of the score data of students with t count = 1.717804 with a price of t table = 1.701113, then t count> t table. This research concludes that there is a significant increase, so online learning based on the complete sentence model is effectively used for student learning outcomes in theme 2 Playing in My Environment Sub-theme 1 Playing in the Home environment writing skills class II.
Automotive Engineering Drawing Learning: Effective Online Learning Using Autocad Application Mutohhari, Farid; Sudira, Putu; Nurtanto, Muhammad
Journal of Education Technology Vol 5, No 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.33197

Abstract

This study aims to analyze the effect of using autocad software to improve students' online learning outcomes of automotive engineering drawings. This quasi-experimental study used a pretest-posttest design and a control group. All class X students of the engineering and motorcycle business expertise program in two vocational schools became the population in this study. The sample used in this study amounted to 112 students who were divided into 4 classes in two vocational schools. The data collection technique was carried out using tests with multiple choice objective test instruments and drawing worksheets. The collected data were analyzed using descriptive statistics and inferential statistics with t test. The results of the t test obtained tcount = 9.703 with ttable at a significance level of 5% = 1.986. These results show the value of tcount> ttable, so that it accepts Ha and rejects H0. Thus it is concluded that the use of autocad software in online learning automotive engineering drawings has a significant effect on improving student online learning outcomes.
Management of Physical Education Facilities and Infrastructure Dewi, Citra; Windoro, Desrio; Pura, Dwi Naomi
Journal of Education Technology Vol 5, No 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34450

Abstract

The objective of this research is to find out management of physical education facilities and infrastructure. This research is descriptive qualitative approach. Qualitative research is aimed at understanding social phenomena from the perspective of the participants. These participants are people who are interviewed, observed, asked to provide data, opinions, thoughts, and perceptions. The research strategy is flexible, using various combinations of techniques to obtain valid data through the survey. Based on the results of the study, it was found that through   interview showed that: first, planning for physical education learning facilities was carried out based on a needs analysis and determining the priority scale of activities to be carried out, in accordance with the availability of funds and the level of importance. Second, the provision of learning facilities is carried out by prioritizing aspects of function (utility) which refer to the usefulness of these facilities. Related to the real needs of schools. Third, the use of physical education learning facilities in addition to academic activities in the form of teaching and learning in class, is also used to support the implementation of various school activities. Fourth, storage of learning facilities is coordinated by designated personnel. Appointment of personnel with agreed terms
Integration of a Constructivism Approach in E-learning Photography Subjects: Feasibility and Effectiveness in Learning Kristanto, Andi
Journal of Education Technology Vol 5, No 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.33380

Abstract

Lack of lecture time was a serious problem and must be addressed immediately in the study of photography courses because of the large amount of material; the number of cameras is not comparable to that of students. Moreover, conventional learning through the face of the muka by using PowerPoint makes students bored and less interested in learning. This research aimed to develop e-learning with a constructive approach to photography subjects triangle exposure material and know the feasibility and effectiveness. This research was a type of research R &D (Research and Development )using the Addie model, Analyze, Design, Development, Implementation, and Evaluation. This study involved three validators, namely learning design experts, material experts, media experts and student motorcycle taxis, and there were control classes and experiments with a  sample count of 80  students per class. The method of collecting data using questionnaire instruments and tests. Method analysis data using descriptive percentage and independent test t-test samples. The average assessment results of each expert's percentage were: (a) the assessment of learning design experts 96.66%  of the excellent category; (b) material experts 95%  excellent category; (c) media experts 95.58%  excellent category,  individual trials 84.05% excellent category, individual trials 88.37% excellent category. The effectiveness of constructivist e-learning with significant results in sig (2-tailed) column of 0.00 or significance of < 0.05. Based on the research results obtained, e-learning with a viable constructivist approach and effective implications used in lectures on photography courses.

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