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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
The Effect of Blended Learning Based on The Problem-Based Learning Model Assisted by Puzzle Media on The Critical Thinking Skills of Fifth Grade Students on Ecosystem Themes Hasna, Hanifah Rizki; Fajriyah, Khusnul; Saputra, Henry Januar
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29770

Abstract

The low competence of natural Science caused by using a learning model that is less than optimal makes it difficult for students to understand the learning material. This study aims to analyze the effect of blended learning based on a problem-based learning model assisted by puzzle media on the critical thinking skills of fifth-grade students on the ecosystem theme of SDN 03 Pegundan. This type of research is an experimental study using a pre-experimental design in the form of a one-group pretest-posttest design. The number of samples in this study was all students of class V SDN 03 Pegundan, totaling 26 students using saturated sampling type. Data collection in this study was obtained through interviews, tests, and documentation. The data analysis technique in this research is quantitative statistical data analysis techniques. This study obtained t-test results obtained t count > t table,  8.829> 1.706 and the results of hypothesis testing which stated that there was an effect of learning motivation,  the regression test, the result was 62.1%. Based on the results of this analysis, it can be concluded that there is an effect of blended learning based on a problem-based learning model assisted by puzzle media on the critical thinking skills of fifth-grade students on the ecosystem theme of SDN 03 Pegundan.
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): February
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.
The Development of Local Wisdom-Based CAI Media for Mathematics Learning at Elementary School Riana, Desy Dwi; Putriani, Ida
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29876

Abstract

The modernization in education demands a renewal of the learning process. There needs to be an effort to create interactive and fun IT-based learning. Then, the fourth grade students are proficient and excited to operate computers, but the teacher has not fully integrated computers into the mathematics learning process. So, it is necessary to have computer-based learning media with a real context of local local wisdom. The objectives of this study are (1) to produce valid and interesting IT-based learning media (2) to create contextual mathematics learning that is integrated with local wisdom. This is development research which carried out using the ADDIE (Analyze-Design-Develop-Implement-Evaluate) model. The subjects of this study were fourth grade students. The techniques used to collect data were observation, interviews, and questionnaires. Data were analyzed quantitatively and qualitatively. CAI media is made with adobeflash which contains material, practice questions, evaluation, and two interesting games. Based on the results of the media expert's assessment, CAI media was considered feasible with a percentage of 83.9%, while from the material expert's assessment, it was obtained 90.6% in the very feasible category. It can be concluded that the developed CAI media can be applied in the learning process. The implication of this research is that the existence of this learning media can help students understand the subject matter and realize IT-based learning.
The Contribution of Google Classroom Application and Motivation to The Learning Outcomes of Web Programming Guswara, Ade Mukhfir; Purwanto, Wawan
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29896

Abstract

Online learning is one of the most effective lessons that can be used during the Covid 19 pandemic. Online learning can be done with google classroom. The application of this method is still experiencing pros and cons. For this reason, the research objective was formulated to examine how much the contribution of the Google Classroom application and learning motivation of web programming learning outcomes. This research is descriptive correlational. The population in the study were 64 students. The sampling technique used simple random sampling, obtained 39 students as sample. Data collection using questionnaires and documentation. Questionnaire to collect data on Google Classroom application and learning motivation. Documentation to retrieve learning outcome data. The prerequisite analysis test was tested for normality, linearity, and multicollinearity. The data analysis method used simple regression and multiple regression. The study results are: (1) There is a positive and significant contribution of the Google Classroom application to learning outcomes (29.60%). (2) There is a positive and significant contribution of learning motivation to learning outcomes (20.30%). (3) A positive and significant contribution to the implementation of Google Classroom and learning motivation to learning outcomes was 49.90%.
Design and Implementation of Online Problem Based Learning (PBL) Assisted by Innovative Media to Improve Elementary School Student Learning Outcomes Agung Ratih Rosmilasari, Desak Made; Adoe, Dean Putra
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.29929

Abstract

During the Covid-19 pandemic, online learning implementation in elementary schools experienced problems in delivering material to students. The use of fully online learning methods causes learning difficulties, so that it has an impact on decreasing student learning outcomes. To overcome this problem, the purpose of this study is to apply the Problem Based Learning model assisted by innovative media in class II students to improve learning outcomes in thematic learning. This research is a classroom action research that is designed in two cycles. Each cycle has four stages, namely, planning, action, observation/evaluation, and reflection. One cycle is carried out for three meetings, namely two meetings to implement learning and one meeting to implement learning outcomes tests. During the research, the learning outcome data were measured using multiple-choice tests, and the learning process was measured using the observation method. Data in the form of scores were analyzed using descriptive statistics, and observational data were analyzed qualitatively. The results showed that the classical mean score in cycle I was 81.91% (high category), and there was an increase in cycle II with a classical mean score of 91.13% (very high category). Thus, the online PBL model assisted by innovative media can improve student learning outcomes.
The Effectiveness of the Learning Module Cooperative Learning Student Facilitator and Explaining Rahmatullah, Ramadhani; Syahril, Syahril; Abdullah, Rijal
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

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

Abstract

Low understanding of students impacts low student learning outcomes in subjects due to teacher-centered learning orientation. Students have not been able to learn independently and only rely on material explanations from the teacher. Available teaching materials have not been able to facilitate students to learn independently and thoroughly. This research aims to analyze the effectiveness of the cooperative learning module student facilitator and explain. The research used to research and development methods using the Four-D (4D) development model. The data collection methods used were questionnaires and tests. The method of analysis was carried out by descriptive and inferential analysis with the t-test. The results obtained from this study were the validity of the module based on cooperative type student facilitator, and explaining was declared valid on the material aspects in the module with a total validity score was 99.3%, and the module format aspect was declared valid with a total score of 91.7. The student facilitator type of cooperative learning module is practically based on the teacher's assessment with a practical score of 88.62% in the very practical category and 88.98% in the very practical category. The module effectiveness score increases 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 cooperative type student facilitator and explaining is valid, practical, and effective to be used as a learning medium in the subject of estimating construction costs
Development of Comic Mathematics Teaching Materials on Flat-Building Material to Increase Reading Interest in Class IV Elementary School Students Yuniarti, Anggita; Radia, Elvira Hoesein
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.30034

Abstract

The problem of the student’s low reading interest is the variety of learning media in delivering material. The lack of reading interest that students have about books provided by schools is less attractive. Research aims to develop the raw materials of comics in flat waking materials to increase interest in reading elementary school students. Research and development carried out are four steps, namely: definition, design, development, and propagation. The analysis process collects qualitative and quantitative data from materials experts, design experts, the specific educators in math subjects, and class iv student participants using the likert scale. Based on the validity of expert media and material experts obtained from a first validity test with an 83.3% rating categorized perfectly worthy of use, a second validity test with an average of 90% is categorized perfectly worthy of use and an 80% is categorized asa learning medium. The development of comics for mathematical materials in flat waking materials to increase interest in reading the fourth graders is worth using and can serve asa guide in learning.
E-learning Assissted by Finger Printing on Students’ Critical Thinking and Creativity Rati, Ni Wayan; Rediani, Ni Nyoman
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.30214

Abstract

The impact of covid-19 requires all types of learning activities to be carried out online. The long online learning process results in boredom among students so that the online learning process is not optimal. The research objective was to analyze the effect of e-learning assisted by finger painting on critical thinking skills and student creativity. This type of research is quasi-experimental research, the design of this study used a posttest only control group design. The study population was 180 students in semester III who received basic science concepts courses. The data collection methods used were test and non-test. This study uses two analytical techniques,  descriptive analysis, and inferential analysis. Inferential analysis is used to test the research hypothesis. Before analyzing inferential data, the data is tested for normality and homogeneity. In this study, the inferential analysis was assisted by using SPSS 17.00. The results of this research can be said that with the effect of e-learning assisted by finger painting on the critical thinking and creativity abilities of PGSD students, this can be seen from the Manova test results that the resulting significant score is less than 0.05,  0.00. So it can be said that e-learning assisted by finger painting impacts critical thinking and creativity, critical thinking, and PGSD students' creativity.
The Aspects of Child Development on Early Childhood Education Curriculum Dhiu, Konstantinus; Laksana, Dek Ngurah Laba
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.30764

Abstract

Selection of learning objectives that are not quite right can affect the success of the implementation of learning, so a learning device is needed with attention to the formulation of learning objectives. This study aims to analyze learning tools regarding the learning objectives of language aspects, social emotional aspects, artistic aspects, religious and moral aspects, and physical motor aspects in the 2013 Curriculum curriculum. This type of research is a development research with the Rowntree development model. The subjects of this research are learning tools regarding the learning objectives of language aspects, social emotional aspects, artistic aspects, religious and moral aspects, and motoric physical aspects. The data collection method used in this research is to use the interview method, the questionnaire method and the documentation method. The data analysis technique used in this research is qualitative descriptive analysis technique and quantitative descriptive statistical analysis. The results of this study obtained an assessment of the learning tools developed with an average score of 4.7 by content experts, an average score of 4.3 by learning design experts, and an average score of 4.6 by linguists. The conclusion of this research is. Learning tools regarding the learning objectives of language aspects, social emotional aspects, artistic aspects, religious and moral aspects, and physical motor aspects in the 2013 Curriculum are deemed appropriate for use in early childhood learning.
The Effect of The Use of Multimedia Flip Book with the Flipped Classroom Approach in Vocational School Oktarina, Rahmi; Ambiyar, Ambiyar; Giatman, M.; Fadhilah, Fadhilah; Muskhir, Mukhlidi; Effendi, Hansi
Journal of Education Technology Vol. 5 No. 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.31435

Abstract

The problem encountered in learning operating system teaching materials majoring in network computer engineering is the lack of creativity in students' thinking skills so that they experience obstacles in the practical process. This study used a quasi-experimental design with a pretest-posttest Control Group Design. Data collection techniques using tests. The pre-test was carried out at the beginning to see the students' initial abilities before being given treatment, the post-test was carried out to test the effectiveness or compliance of the application of the treatment. In this study, the data analysis technique used 3 statistical tests, (1) normality test, (2) homogeneity test and (3) hypothesis testing. Through the use of hypothesis testing to show the results of H0 is rejected and H1 is accepted with a significance level of 5% so that the value is (P <0.05). The conclusion is that the use of the Flip book Multimedia with the Flipped Classroom approach is able to improve the thinking skills of students majoring in network computer engineering in the operating system subject. So that later research can be applied to other subjects to help the learning process and increase the creativity of vocational high school students.

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