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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
Analysis of Types of Technology Use as a Supporting Tool for Sociology Learning by High School Students Fathan Syuhada Kurniawan; Sariyatun; Herry Widyastono
Journal of Education Technology Vol. 6 No. 4 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i4.51619

Abstract

Today's findings must refer to the four attributes of 21st-century learning: specific reasoning and critical thinking, imagination, progress, joint effort, and correspondence. 21st-century learning requires discoveries that are open and versatile to today's changing mechanical events. Therefore, this research aims to analyze the types of technology used by teachers to support the sociology learning process. In this study, the method used is the descriptive qualitative method. Data collection techniques used were surveys and interviews referring to questionnaires and interview guidelines as research instruments. The research subjects consisted of 145 high school students. The data obtained will then be analyzed interactively with 4 stages. The research results show that 95% of students are identified as having a smartphone. It is also supported by regulations at school that allow the use of smartphones for learning activities. It is just that this opportunity has challenges where students still tend to use smartphones to play games (48% of student respond). Seeing these opportunities and challenges, smartphones are a type of technology that can be optimized for sociology learning activities independently and in groups. Thus students can divert the use of smartphones as a means of playing, becoming a tool to support learning facilitated by the teacher.
E-Modules Through Flipped Classroom and PBL Models on Environmental Pollution Material to Increase Problem-Solving Ability Dwi Novita, Ria; Tien Aminatun; Rihab Wit Daryono
Journal of Education Technology Vol. 6 No. 4 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i4.51656

Abstract

The lack of educator knowledge regarding technology, information, and the use of learning media can increase learning boredom which causes students to lack understanding of the material presented by the teacher. So there needs to be innovation in order to have a positive impact on students by using the media. This study aims to develop an android mobile-based e-module on environmental pollution material. This type of research is development. Research using research and development methods. The test subjects were 72 students. The sampling technique uses probability sampling with the simple random sampling method. The methods used to collect data are interviews, questionnaires, and tests. The instruments used to collect data were interview sheets, questionnaires, and test questions in testing the effectiveness of the e-module using a quasi-experimental non-equivalent pretest-posttest control group design. The results of the research stated that using Android-based e-modules was appropriate for learning environmental pollution material. It was concluded that the e-module based on android mobile could improve the problem-solving skills of Class X high school students in biology subjects. Android-based e-modules can help students learn.
Multimedia for Culinary Students: Food and Beverage Processing Subject Cok. Istri Raka Marsiti; I Wayan Santyasa; Sudatha, Gde Wawan; Sudarma, I Komang
Journal of Education Technology Vol. 6 No. 4 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i4.53518

Abstract

The use of learning media is less varied, monotonous, and still one-way. This study aims to develop multimedia on food and beverage processing elements and the sub-elements of hot and cold appetizers. This type of research is development. The model used for product development is the ADDIE model. The subjects of this study consisted of 2 learning content experts, 2 learning design experts, and 2 learning media experts. The product trial subjects totaled 40 students from class XII. The instrument used in this research is a questionnaire. The data analysis technique used in this study is descriptive qualitative, quantitative, and statistical inferential analysis techniques. The results of this study are that the process of developing learning multimedia in the elements of food and beverage processing, the sub-elements of hot and cold appetizers, obtains very good qualifications from experts and students so that they are suitable for use in learning. The use of multimedia learning can help students understand the material because it is equipped with concrete examples in the form of pictures and videos and can create student interaction in the learning process because students can operate and respond to questions given in this interactive learning multimedia, not just see and hear.
The Urgency of Prototype Curriculum Based E-Book for Mathematics Learning for Vocational School Students Budiarto, Lulus; Akhyar, Muhammad; Djono
Journal of Education Technology Vol. 6 No. 4 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i4.53286

Abstract

The development and learning paradigm is always followed by adjustments to the implementation of learning activities. Currently, a solution is being offered to improve the quality of learning through the implementation of kurikulum prototype. This study aims to see the potential and opportunities for product development of teaching materials based on E-Books for learning mathematics. This research belongs to the mixed methods approach. The research subjects consisted of teachers, and 42 students. While the data collected in the form of qualitative and quantitative data. Qualitative data were collected with technical observations, and interviews with the instruments, namely observations and interviews. Quantitative data were collected using a non-test technique, namely a questionnaire and followed by a questionnaire as an instrument. The research data will be analyzed descriptively with interactive analysis through data collection, data reduction, data presentation, and drawing conclusions. The results showed that during the implementation of learning, teachers had basically used ICT-based media which were limited to the type of presentation slides and the internet, student responses stated that they needed ICT-based teaching materials for learning mathematics (92.9%), total 90.5% of students also agrees with the development of ICT-based teaching materials in e-book format for learning mathematics, this is certainly an initiative and desire that must be realized in order to implement innovative learning. Thus, the results of this study can be used as a basis for developing an innovation through ICT-based teaching materials in e-book format to improve the learning process in vocational high schools.
Digital Literacy and Student Creativity Through E-Resources on the Quality of Learning in College Endang Herawan; Yopi Nisa Febianti; Alifa Lesta Safitri
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i1.43622

Abstract

Student skills and the quality of learning in tertiary institutions are determined by the activities and creativity of lecturers in motivating student learning. In improving students' skills in the field of learning technology, students need to improve their skills. The purpose of this study is to improve students' ability regarding digital literacy and student creativity in utilizing e-resources to improve the quality of student learning. In this study using descriptive research method through quantitative approach. The determination of samples using purposive sampling, sampling is calculated using lameshow formula so as to get 96 research samples. Then the data collection using questionnaires that are shared through social media, as well as data supported by interview results. The data analysis in this study used associative data analysis, which is a multiple linear regression using the help of SPSS for windows v.25. Furthermore, the results of the data analysis are interpreted into sentences as explanatory. The results of the analysis in this study showed there is an influence between digital literacy and student creativity in utilizing e-resources to improve the quality of learning in universities indicating a moderate correlation. The correlation is shown by the existence of independent learning activities conducted by students in finding learning materials used in teaching and learning activities in universities.
Students' Perceptions of Practicum Learning Media Used During the Covid-19 Pandemic Sutirman; Riana Isti Muslikhah
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i1.50375

Abstract

The problem behind this research is that there are practical lectures in tertiary institutions which cannot be carried out in person due to the Covid-19 pandemic. As a result, practical learning is carried out online. This study aims to analyze student perceptions of practical learning media carried out online during the Covid-19 pandemic and the obstacles faced by students in participating in online practical learning during the Covid-19 pandemic. This study uses a descriptive method with a quantitative approach. Research data was collected using a survey via an online questionnaire using the Google form. The research respondents consisted of 314 students. Research data were analyzed using descriptive analysis techniques. The research findings show that students have a good perception of the use of practical learning media conducted online during the Covid-19 pandemic. The media most often used and liked by students is Zoom. The main obstacle felt by students during online learning is an unstable internet network, so students cannot take part in practical learning to the fullest. The novelty in this study is to find out students' perceptions of using online practicum media that have not been carried out by previous researchers. The implication of this research is that online learning media can be used as an alternative to practicum learning media during the Covid-19 pandemic.
The Innovation of Digital-Based Instructional Design and Virtual Reality on Geography Subject for 10th Grade High School Wahyu Pratama Putra; Munawir Yusuf; Agus Effendi
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i1.51702

Abstract

After the COVID-19 pandemic passed, the Indonesian government issued regulations encouraging the recovery of the education sector, such as guidelines for implementing the curriculum in the context of learning recovery. However, this is the problem, and teachers need help adjusting and developing learning plans due to the changes in the curriculum used. Based on these problems, this study aims to develop a digital-based learning design that simultaneously develops and utilizes virtual reality learning media on solar system material. This development research (R&D) type uses the ASSURE model involving media experts, material experts, and instructional design experts as research subjects. The data collection technique used was the provision of a closed questionnaire instrument. Data analysis technique using a percentage quantitative descriptive analysis approach. The results of the data analysis showed that three media experts gave an average score of 3.42, 3 material experts gave an average score of 3.61, and 3 instructional design experts gave a score of 3.31. It was concluded that the learning design and virtual reality media were declared valid and feasible. Learning designs and virtual reality media can be used for Class X SMA in Geography learning.
Mock Up Based on Android Through Multimedia Development Live Cycle : Science Meaningfull Learning Farida Nur Kumala; Jurina Ibrahim; Hefsi Anggi Ambarwati; Siti Mafulah; Sri Rahayu
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i1.51890

Abstract

Covid 19 has led to loss learning and decreased student motivation in learning so that learning is needed that can increase motivation and meaningfulness in learning. The purpose of this study was to develop an Android-based mock up using the Multimedia Development Live Cycle (MDLC) steps to develop meaningful science learning in elementary schools. This research is a development research using the MDLC stages followed by trials on material, language, media and user experts. The subjects of this study were experts, teachers and 5th grade students. Technical analysis used descriptive quantitative techniques. Data collection methods consist of questionnaires, interviews and tests. Instruments in the form of expert validation sheets, tests, interviews and teacher and student response questionnaires. The results of the study show that the media that has been developed has a material expert feasibility of 68% (appropriate), media expert 91% (very feasible), and language expert 94% (decent). The teacher's practicality assessment obtained a percentage of 87% (very practical) and students obtained a proportion of 77% with very practical criteria. Android-based mock up is feasible to use. This is also based on the results of an increase in the average pretest score of 63.3 and posttest of 77.7. Posttest scores also show scores above the Minimum Completeness Criteria (KKM). Android-based Mock Up can improve student learning outcomes and make science learning more meaningful for students.
The Implementation of Telegram as A Pedagogical Tool to Enhance Student Motivation and Interaction Kershnee Sevnarayan
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i1.52488

Abstract

Despite efforts to understand how social media platforms encourage student interaction, researchers have noted that there needs to be more research that focuses on using Telegram messenger as a means to encourage student motivation and interaction in academic writing. This study aimed to understand how Telegram groups, created for first-year students at ODeL universities, increase student motivation and interaction in the Academic Writing module. This type of research is qualitative. This study uses a qualitative interpretative approach. Data collection techniques using interviews and observation. The subjects of this study were 4 lecturers and 9 students. The data analysis technique used is descriptive qualitative analysis. The study results found that lecturers considered Telegram a useful pedagogical tool to increase student motivation and interaction. Further findings reveal that Telegram motivates students to interact in groups and with modules. It is suggested that stakeholders reconsider their pedagogy and encourage using Telegram to assist students' learning of academic writing.
E-Learning in Practical Coures of Physical Education and Sports During Pandemic Rif'iy Qomarrullah; Milcha H. Tammubua; Rivaldhy N. Muhammad; Suratni; Lestari Wulandari S; Tri Setyo Guntoro; Jonni Siahaan
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i1.52720

Abstract

Physical education and sports can be a means of learning in encouraging students' physical and mental knowledge, appreciation, and reasoning. The main goal to be achieved in this research is to examine and describe the effectiveness of e-learning in physical education and sports education courses. This research is in the form of a quantitative survey with 33 samples using a total sampling technique. Data collection techniques using observation, questionnaires, field notes, and documentation. Data analysis used a quantitative descriptive method with a percentage scale. The results of this study indicate that there are two essential elements that lecture activities using online media have been implemented effectively. In the opinion of students as students, the implementation has been carried out according to the provisions. However, there are still some obstacles and obstacles, especially the internet network. Therefore, things still a barrier, such as signals and devices used during lectures, can be worked around with the group study method and determining an excellent point to get an internet network.

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