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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
Demonstration-Based Audio-Visual Learning Media on the Topic of Temperature, Heat, and Its Displacement in Fifth Grade Ningratih, Sang Ayu Nyoman; Astawan, I Gede; Margunayasa, I Gede
Journal of Education Technology Vol. 5 No. 3 (2021): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34441

Abstract

The online learning process tends to make students' responses less active. Therefore it requires learning media that can play an active role in explaining the material, such as audiovisuals. The purpose of this study was to produce valid demonstration-based audio-visual learning media on the topic of temperature, heat, and its displacement in the fifth grade. The model used is the 4D model, which consists of defining, designing, developing, and disseminating. The subject of the trial was conducted on two material experts, two media experts, and two practitioners. The data collected are qualitative data and quantitative data. Data collection was carried out using a questionnaire method. Data were analyzed using the mean formula to determine the average media validity score. The average validity score of demonstration-based audiovisual learning media in terms of material experts is 3.92, with very good qualifications. In terms of media experts of 3.80 with very good qualifications. In terms of practitioners, it is 3.87 with very good qualifications. It shows that the demonstration-based audio-visual learning media on temperature, heat, and its displacement in fifth grade are deemed appropriate for use in the learning process.
Improving Gross Motor Skill By Traditional Games Bendriyanti, Rita Prima; Haryono, Mimpira
Journal of Education Technology Vol. 5 No. 2 (2021): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34449

Abstract

The child's gross motoric development has not yet been developed. The child has not been able to coordinate body movements to train flexibility, balance, and agility, has not been able to coordinate the movements of the eyes, feet, hands, head in imitation, has not been able to do physical games with rules. This study aimed to analyze the traditional game of jumping rope to increase gross motor capacity in early childhood. This type of research is classroom action research. This study uses the Jjpn Elliot model in each cycle, and there are four main activities: planning, action, observation, and reflection. The subjects of this study were 15 students. Data collection techniques used in this study are observation and documentation. The instrument used in this research is a questionnaire. The data analysis used in this research is descriptive qualitative-quantitative. The result of the research is that the percentage of the implementation of the action in the first cycle is 75% (developing as expected), and a significant increase is shown in the second cycle with a percentage of 86% (developing very well). It can be concluded that children's gross motor skills can be increased by using the traditional game of jumping rope. This research implies that teachers can use the traditional jumping rope game to improve gross motor skills in early childhood.
Management of Physical Education Facilities and Infrastructure Dewi, Citra; Windoro, Desrio; Pura, Dwi Naomi
Journal of Education Technology Vol. 5 No. 2 (2021): May
Publisher : Universitas Pendidikan Ganesha

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

Abstract

Lack of facilities and infrastructure for physical education causes students to have difficulty exercising. Attention to physical education facilities and infrastructure have not been maximally achieved. Most schools do not consider planning, providing or procuring, using, and maintaining physical education facilities and infrastructure. This study aims to analyze the management of physical education facilities and infrastructure. This research is descriptive research with a qualitative approach. Qualitative research aims to understand social phenomena from the participant's perspective. These participants 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 surveys. Based on the study results, it was found that interviews showed that: first, the planning of physical education learning facilities was carried out based on needs analysis and determining the priority scale of activities to be carried out, according to availability: funds and their importance. Second, the provision of learning facilities is carried out by prioritizing function (utility), which refers to the facility's usefulness—related to the real needs of the school. Third, the use of physical education learning facilities and academic activities in teaching and learning in the classroom is also used to support the implementation of various school activities. Fourth, the storage of learning facilities is coordinated by designated personnel—appointment of personnel on agreed terms.
Learning Multimedia Based on RPG Maker MV Material for Circumference and Area of Flat Shapes for Elementary School Students Dewi, Ni Luh Putu Jayanti; Sujana, I Wayan
Journal of Education Technology Vol. 5 No. 3 (2021): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34462

Abstract

It is known that the implementation of learning during the Covid-19 pandemic causes students to become bored quickly and online learning multimedia is not yet available. To overcome this, development research is carried out to produce designs and learn multimedia that are suitable for use after going through the material expert test, learning media experts test, learning design experts test, individual trials, and small group trials. This research develops circumference and area of flat shapes for fourth-grade elementary school students based on RPG Maker MV by using the Hannafin and Peck model. The types of data used are qualitative and quantitative, with data collection methods and instruments namely questionnaires. Data analysis methods and techniques used are descriptive qualitative and descriptive quantitative analysis. The results of this development research are: 1) The design of learning multimedia based on RPG Maker MV is made for elementary students using the Hannafin and Peck model, 2) Feasibility of learning multimedia based on RPG Maker MV for circumference and area of flat shapes in elementary school students which include: (a) Material expert test get a percentage of 90% with very good qualifications (very feasible), (b) Learning media expert test get a percentage of 96.7% with very good qualifications (very feasible), (c) Learning design expert test get a percentage of 95% with very good qualifications (very feasible), (d) The individual trials get a percentage of 96.7% with very good qualifications (very feasible), (e) The small group trial get a percentage of 95.6% with very good qualifications (very feasible). So it can be concluded that the resulting learning multimedia is very feasible to be used in the learning process.
Development of Flipped Classroom Learning Combined with Google Classroom and Video Conference to Improve Students’ Learning Independent and Mathematics Learning Outcomes Suryawan, I Putu Pasek; Pratiwi, Kadek Ayu Mutiara; Suharta, I Gusti Putu
Journal of Education Technology Vol. 5 No. 3 (2021): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i3.34466

Abstract

The problem of this research arises from learning independent is a crucial part needed in learning which then gives certain influence toward learning outcome; hence a right strategy is needed to gain it. This study was developmental study toward flipped classroom learning aiming at: analyzing the validity, practicality and the effectiveness of flipped classroom learning combined with google classroom and video conference. This study was based on ADDIE model. In accordance to the subject of this study, there were three experts in developing learning administrations and two experts in developing learning media in validating stage and 32 students from Junior High School in implementing stage. The results of this research in terms of quantitative findings revealed that the validity of learning administration was worth to be implemented with validity average of lesson plan was around 88,10%, teaching materials was around 90,00%, evaluation instrument was 90,48% and learning media was 90,00 % and those result was categorized into very worth-implementing. The practicality of flipped classroom seen from the questionnaire result showed that students’ respond gained 3,22 which could be categorized into high category, and teachers’ respond was at 3,70 which can be categorized into very high category. In term of learning independent, an improvement was also found, where before learning an average of 2.49 with the low category, and after learning 2.90 with the high category. The result of gain-analysis showed that the gained score reached 0,44 which could be categorized into medium. This result could be categorized into quite effective in improving the students’ math learning outcome. Based  on the result gained during the data analysis, it could be concluded that flipped classroom combined  with google classroom and video conference was effective in improving students’ learning independent and mathematics learning outcomes.
Contribution Factors in Affecting Teacher Performance: Principal Managerial Skills and Work Motivation Roemintoyo, Roemintoyo; Tauhid, Hasan; Miyono, Noor; Budiarto, Mochamad Kamil
Journal of Education Technology Vol. 5 No. 2 (2021): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34687

Abstract

The low performance of teachers is a problem currently faced by educational institutions. In the midst of increasingly complex demands for mastery of competencies, the role of teachers as learning facilitators is important in facilitating students to achieve the competencies needed in the global era like today. Through research that aims to determine the influence of factors that contribute to teacher performance, namely the managerial skills of principals and work motivation, it is hoped that they will be able to become the basis for making policy innovations that can increase teacher productivity and performance. This research is a quantitative research. The research sample consisted of 128 teachers. The questionnaire is the data collection instrument used in research activities. The collected data is then analyzed using a regression formula in accordance with the variables to be tested. The results of this study indicate that there is an effect of principal managerial skills on teacher performance by 77.1%, other factors are motivation, the effect of work motivation on teacher performance is 74.6%, and for the two variables principal managerial skills and work motivation are variable. jointly affect teacher performance by 87.7%. From the findings in this study, it can be concluded that fluctuations in teacher performance fluctuations are strongly influenced by the managerial dynamics of school principals and teacher work motivation. Apart from several other factors that also contribute to improving teacher performance
Development of E-Comic Learning Media on the Topic of the Human Digestive System Udayani, Ni Komang Restu Tri Krisnanti; Wibawa, I Made Citra; Rati, Ni Wayan
Journal of Education Technology Vol. 5 No. 3 (2021): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i3.34732

Abstract

Learning during a pandemic make teachers have to change learning that is usually carried out face-to-face into online learning that is still fun for students. Learning media during online learning will help teachers deliver learning material more creatively to become more enjoyable, and students easily understand the learning material. This study aims to develop e-comic learning media on the topic of the human digestive system. This research is a type of development research using the ADDIE model. However, this study's implementation and evaluation stages cannot be carried out due to the COVID-19 pandemic, limited time, resources, and costs. Thus, in this study, only the analysis, design, and development stages were carried out. The subjects in this study were two media experts, two material experts, and two practitioners. The data collected in this study used a questionnaire method by analyzing the e-comic learning media. The data from the validation results from the experts were then analyzed using the mean formula to find out the average validity score of e-comic learning media on the topic of the human digestive system. The analysis results show that the average validation score of e-comic learning media on the topic of the human digestive system is 4.65 with very good qualifications, and material validation is 4.57 with very good qualifications. So, e-comic learning media on the topic of the human digestive system are declared valid and have very good qualifications.
Opportunities for Using Smartphones in the Digital Era to Facilitate Students in Learning Sociology in High Schools Qodr, Taufiq Subhanul; Efendi, Agus; Musadad, Akhmad Arif
Journal of Education Technology Vol. 5 No. 2 (2021): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34806

Abstract

The development of information technology that encourages smartphones in various lives thus opens up opportunities for the use of smartphones in teaching and learning activities. However, teachers have not been able to maximize the use of smartphones to support students' ability to understand learning materials. This certainly does not provide a good learning experience for students, so it is necessary to improve the learning system. This study was conducted to identify opportunities for using smartphones to make it easier for students to learn, especially in understanding sociology learning materials in high school. This type of research is descriptive qualitative research. The research subjects were social studies students of class X SMA with a total of 149 students. Data collection methods in this study were surveys and interviews using questionnaires and interview guidelines as research instruments. Data analysis was carried out in four stages: data collection, data reduction, data presentation, and conclusion. This study indicates that there is an excellent opportunity for the use of smartphones in the digital era in the learning process, especially in sociology in high school. The opportunity is the implementation of game-based mobile learning or Mobile Game-Based Learning (MGBL). It can be seen that the use of smartphones by students is most dominantly used to play games, with a percentage of 32.90%. Thus, Mobile Game-Based Learning (MGBL) as a learning medium is an opportunity to use smartphones to make it easier for students to learn sociology because it encourages students to be more active, creative, and innovative in the learning process. This study concludes that Mobile Game-Based Learning (MGBL) is an excellent opportunity for the use of smartphones in the digital era to make it easier for students to learn sociology in high school.
The Impact of Computer-based Test and Students’ Ability in Computer Self - Efficacy on Mathematics Learning Outcomes H., Nurhikmah; Febriati, Farida; Ervianti, Ervianti; Sujarwo, Sujarwo
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.34942

Abstract

The current era of digitalization has big impact on education, the use of technology and information is not only for learning but as an evaluation tool. This development raises problems that require the completion of high-level thinking, therefore students need to prepare the ability to think and be able to develop skills. This study aims to measure the self-efficacy of computer skills on student learning outcomes and interactions in mathematics subjects. This research method used quantitative approach in Quasi Experiment Design. Total sample were 64 students. CBT was used in evaluating mathematics subjects and using a questionnaire to determine the level of self-efficacy of computer abilities towards students learning outcomes. Analysis of research data was carried out using ANOVA, to test the hypothesis using two-way ANOVA (two-way ANOVA) using the SPSS version 25.0 for windows software program. The results showed that there was CBT of mathematics subjects towards student learning outcomes with a mean score of 85 in and a mean score of 80 with a criterion of 3.03, having impact and the criteria value 2.78. The interaction between computer-based tests with self-efficacy computer capabilities had the most correlation with a positive relationship. It can be stated that there is an impact of computer-based tests and self-efficacy of computer ability and has an interaction between CBT and self-efficacy on learning outcomes.
The Use of Spices as a Media to Stimulate Children’s Critical Thinking Ability while Study From Home Period Munastiwi, Erni
Journal of Education Technology Vol. 5 No. 2 (2021): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34984

Abstract

Critical thinking is an essential aspect of the 21st century. There was an outbreak of pandemic covid-19; some educators had difficulty stimulating critical thinking in early childhood. But for some teachers used spice ingredients at home to promote the critical thinking of children. Therefore, this research aimed to provide critical thinking learning solutions during the covid 19 pandemics. This study used a qualitative descriptive method to describe the use of spices in stimulating essential thinking. The data collection technique using interviews, observations and documentation by involving children aged 5-6 years (n= 15). Data collection, data reduction, data display, and conclusion drawing were analyzed by testing data validity using triangulation techniques.  This study showed that using spice media in making turmeric herbs acid, making batik from natural dyes, and making dolls through a scientific approach can stimulate critical thinking ability in children in the study from home. So, can be concluded that using spice media stimulate critical thinking ability in children in the study from home.

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