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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
E-Report: Holistic Assessment System in Elementary School Widiana, 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.v5i3.39017

Abstract

A good learning is supported by not only good planning and learning processes, but it is also supported by an assessment of students’ competencies achievement. This study aims to develop a learning outcome assessment system based on educational units (students’ reports) in elementary schools. This is development research using Development and Diffusion (R-D-D) model. The data in this study were collected through interviews, observations, questionnaires, documentation studies, FGDs, and product trials. The data were analyzed using a qualitative approach. The results showed that the percentage level of achievement of the unit-based learning outcomes assessment system was 97.3% so which fell into Very Good qualification with the achievement level scale of 5 in the conversion table. Based on this, it can be concluded that the Student Report (SR) system is appropriate to be used as an education unit-based learning outcome assessment system in elementary school. This research implies that teachers can use the developed E-report as a learning outcomes assessment system based on education units in elementary schools.
Role-Playing Game as Learning Media To Support Online Learning Satria, Vinza Hedi; Herumurti, Darlis
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.v5i4.39718

Abstract

Lack of learning media will affect the learning process in the classroom. Various learning media can motivate students in online learning activities. It causes learning media to be essential in the learning process. In the current era of online learning, students are prone to boredom and stress. Therefore this study aims to develop learning media with RPG (Role Playing Games). This research is exploratory because the field of play is vast, with validation using an E-GameFlow survey to assess the level of comfort of players when gaining knowledge. The research will be conducted on 15 junior high school students by distributing online questionnaires. The methods used to collect data are observation and questionnaires. The instrument used to collect data is a questionnaire. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of each question on each aspect of E-GameFlow will be analyzed to find conclusions about the games that have been made. The results of the data obtained show that the lowest value is 5.49 in the challenge aspect, which is caused by a static game map and lack of guidance regarding the game. The overall results of E-GameFlow show that the game can provide comfort to players while providing learning materials. This is evident from no aspect with a score below the average.
Online Learning in Digital Innovations Mariono, Andi; Bachri, Bachtiar Syaiful; Kristanto, Andi; Dewi, Utari; Sumarno, Alim; Kholidya, Citra Fitri; Pradana, Hirnanda Dimas
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.v5i4.40115

Abstract

Students and lecturers cannot do direct learning. It is an obstacle in the delivery of material by the lecturer. The purpose of this research is to develop learning in the Digital Learning Learning Media course. This research uses development research—the model development used by ADDIE (Analyze, Design, Development, Implementation, Evaluation). The research subjects are three experts, which include material experts, media experts, learning design experts. The subject of the product trial is students. The methods used to collect data are observation, questionnaires, and tests. The instruments used to collect data are questionnaires and test sheets. The technique used to analyze the data is descriptive qualitative, quantitative, and statistical analysis. The results of the material expert test are 90% with the "very good" category. 90% "very good" learning design expert test, 90% media expert test in the "very good" category, and 95% student trials in the "very good" category. Based on data analysis, learning media for learning media is proven to be effective in learning. This finding proves a difference between the control class tcount value which is smaller than the experimental class tcount (3,558 < 5,610). The development of online learning can be helpful for students in carrying out learning caused by the limitations of distance and time. This bold course has innovative values, including independent online practice tests using camera simulators equipped with audio and video to make learning more interactive.
Application of Social Competence (ASCAAL) to improve student learning creativity in the online learning system (SPADA) in the Covid-19 Pandemic Era Siahaan, Mungkap Mangapul; Purba, Rudiarman; Sianturi, Tambos August
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.v5i4.40377

Abstract

Social competence ensures teaching objectives in the SPADA system that knows no boundaries of space and timefor teachers and students. 54% of Indonesian teachers do not have sufficient competence to teach. It has an impact on the lackoflearning objectives that are not achieved optimally. This study aims to investigate the innovation of two groups of studentsin learning English Syntactic Structure. With purposive sampling technique, ASCAAL was measured from the results ofseveral methods in the form of a questionnaire, pretest and posttest given to 45 students. The group is the controlclass and the experimental class that study Syntactic Structure. The experimental class consisted of 25 students, andthe control class consisted of 20 students. One group teaches with SPADA, and the other teaches with social media facilitiessuch as Google Classroom and WhatsApp. The technique used to analyze the data is descriptive qualitative andquantitative analysis. The result of the research is that ASCAAL is proven to be positive in increasing students'creativity. ASCAAL also supports a positive learning management system. The features and menus on SPADA show adeveloping learning creativity system that increases student motivation and value.
Designing Interactive Audio-Visual Instructional Media Based On Value Clarification Technique (VCT) Widodo, Urip; Ngadat, Ngadat; Subandi, Agus
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.v5i4.40412

Abstract

The minimum quality of instructional media which is completed with appropriate teaching method on Buddhist religious education subject impacts towards students’ learning achievement.  This study aims to create and analyze the validity and feasibility of interactive audio-visual learning media based on VCT which focuses on material about Buddhist temples in Indonesia. The method used in this study is the research and development method by using ADDIE model. Data collection techniques were by giving questionnaires to media experts, material experts, teachers and students. Data analysis used was descriptive percentage and descriptive qualitative analysis. The results of the study indicate the instructional media is very feasible to use which can be seen from the questionnaire analysis with an average score of validation results by material experts is 82,5% which is included into very feasible, the results of media validation by media experts is 82,5% which is included into very feasible, the response of teachers towards instructional media compiled is 86,6% which is included into very feasible, and final result among 29 students response towards the media shows 25 students (86%) declare that the insructional media is very feasible meanwhile the rest 4 students (14%) argue that the media is feasible. In conclusion the learning media compiled are valid and very feasible to use in teaching Buddhist education about Buddhist temples in Indonesia.
Virtual Physics Laboratory with Real World Problem Based on Ngada Local Wisdom in Basic Physics Practicum Kua, Maria Yuliana; Suparmi, Ni Wayan; Laksana, Dek Ngurah Laba
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.v5i4.40533

Abstract

This research is based on the problem where practical activities in the Basic Physics Practicum course can no longer be carried out optimally due to changes in the learning model from face-to-face (offline) to online (online) during the COVID-19 pandemic. The purpose of this study was to develop a virtual physics laboratory as a medium in carrying out practical activities and to analyze the feasibility of the product through the validation results of experts and the results of product trials on prospective users. This type of research is Research & Development with ADDIE development model. The subjects of this study were 12 lecturers and 47 students of the STKIP Citra Bakti science education study program. Data collection techniques using validation sheets and questionnaires. The data collection instruments are in the form of validation assessment sheets and response questionnaires of prospective users. The data from this study were analyzed qualitatively descriptive to decide the feasibility of the product being developed. The results of the research showed that the average validation score of the material expert was 4.63, the media expert was 4.41, the learning design expert was 4.30, and the linguist was 4.51. The validation results of the four validators are in the very good category. Meanwhile, the results of product trials to lecturers and students as potential users are in the very good category with an average score of 4.53 and 4.57, respectively. Based on these data, this virtual physics laboratory product with real world problems based on Ngada local wisdom is recommended to be applied to the Basic Physics Practicum course and to help students in their independent practicum activities.
Chassis Maintenance and Vehicle Power Transfer Learning: The Effectiveness of STEM on Students' Critical Thinking Ability Heru, Nur; Wagiran, Wagiran; Daryono, Rihab Wit
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.v5i4.40534

Abstract

The low critical thinking ability of students in the chassis maintenance and power transfer learning so that the required competencies are not achieved. This study aims to analyze critical thinking skills in chassis maintenance and power transfer learning which is taught using the Science, Technology, Engineering, and Mathematical (STEM) learning model and the conventional learning model. This research is a quasi-experimental type of research. The population in this study were students of class XI TKR 1 and XI TKR 2 as many as 69 students. Data collection techniques used documentation technique and test technique. The data analysis technique used descriptive analysis to know the category of students’ critical thinking skills and inferential analysis, including normality, homogeneity, and hypothesis by using a t-test to know the comparison of students’ critical thinking skills in learning chassis maintenance and power transfer which is taught using the Science, Technology, Engineering, And Mathematical (STEM) learning model and conventional learning models. This study shows that descriptive analysis obtained a Mean of 83.49 that was classified into a very high category and very effective category. The t-test proves the data. The tvalue value is 8045, and the ttable is df 67 = 2,000, so it can be decided that H0 is rejected. Ha is accepted because tvalue > ttable, so it can be concluded that the Science, Technology, Engineering, and Mathematical (STEM) learning model is effectively used to improve critical thinking skills compared to using conventional learning models.
Design of Educational Learning Management Cloud Process with Blockchain 4.0 based E-Portfolio Purnama, Suryari; Aini, Qurotul; Rahardja, Untung; Santoso, Nuke Puji Lestari; Millah, Shofiyul
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.v5i4.40557

Abstract

The development of technology in education has produced many innovations to support the learning process. The large variety of learning media is the digital competence of education, which is very much needed in higher education .  However, from several universities, there are still many that do not have adequate digital competence. This study uses a survey method that will be calculated quantitatively through a Likert Scale calculation. The design of this cooperative education management system uses E-Portfolio Integration stored in cloud computing based on Blockchain technology. The Blockchain process will be helpful as a literary platform for researchers who will start research on Blockchain technology for digital education so that the results of digital competence cannot be taken over by third parties and are transparent, and this is the solution to the problems in this research. Based on the study results, it can be seen that the Student-Centered iLearning Blockchain (SCi-B) with E-Portfolio is supported by Blockchain technology that can meet the needs of universities and improve cooperative education on digital competence.
Smart Contract Innovation and Blockchain-Based Tokenization in Higher Education Gunawan, I Ketut; Lutfiani, Ninda; Aini, Qurotul; Suryaman, Fitria Marwati; Sunarya, Abas
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.v5i4.40665

Abstract

Blockchain which includes smart contract and tokenization features is the latest technology in the world, especially Indonesia. Smart contracts and tokenization make it very easy for users and can maintain valid data security, but there are still many universities that have not implemented the system so they have to involve many parties and costs. The problem taken in this study is the payment process for transactions such as credit and data processing that is vulnerable to illegal data leakage. This study aims to develop a smart contract system and blockchain tokenization in universities in the payment transaction process. The method used in this research is literature review analysis and testing method. The implementation of smart contracts and tokenization can replace third parties as security guards of transaction data with all Blockchain users paying attention and ensuring the integrity of the entire process and activity. This of course can avoid problems that arise from the presence of third parties in the transaction process. So it can be concluded that the implementation of smart contracts and Blockchain tokenization in payment transactions is the right solution to be applied in the payment transaction process at universities.
The Effect of Internet Use on Improving Student Learning Outcomes Prasetyo, Mohammad Mulyadi; Nurhidayah, Nurhidayah
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.v5i4.40748

Abstract

Students have difficulty in learning, so that it has an impact on low learning outcomes. The low student learning outcomes can be caused by the quality of learning, one of which is the lack of learning reference sources. The purpose of this study was analyze improvement of students' Biology learning outcomes before and after the application of internet use. This type of research is a quasi-experimental design through the Nonequivalent Control Group Design. The subjects in this study were students of class IX, which in this study used two classes, namely the control class and the experimental class. Learning in the control class is the usual lecture method, while in the experimental class it is done by applying the method of using the internet. The acquisition of learning outcomes data using the learning outcomes test (pretest-posttest). The hypothesis test using covariance analysis aims to determine whether there is an effect of the independent variable on the dependent variable. The results of the data obtained indicate that the effect of using the internet can improve student learning outcomes. The results of inferential statistical analysis obtained the value of Sig.count 0.000 with = 0.05. The results of the analysis indicate that the value of Sig.count is greater than (0.000 > 0.05) so Ho is rejected and H1 is accepted. So it can be concluded that in the learning process by utilizing the internet as a complement to conventional learning can improve student learning outcomes. Thus the internet as a learning resource can improve learning outcomes.

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