Journal of Education Technology
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.
Articles
828 Documents
Academic Supervision Model Based on Edmodo Application
Maria Marta Wulan Sukma Dewi;
Yari Dwikurnaningsih;
Marinu Waruwu
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.52794
The Covid 19 pandemic has had an impact on the implementation of academic supervision. This study aims to develop an online-based academic supervision model. The type of research conducted is research and development (Research and Development). The research subjects were 4 (four) school principals and 17 (seventeen) elementary school teachers. Data collection techniques used were interviews, documentation studies, and questionnaires. Qualitative data were analyzed using the Miles and Huberman model. Quantitative data obtained through a questionnaire. Quantitative data were analyzed by validation tests and limited trials using quantitative descriptive techniques with mean and percentage. The results showed that the MARIA academic supervision model (M - Mapping, A - Arranging the solution, R - Running the observation, I - Identifying the data, A – Acting the follow up) based on the Edmodo application has an impact on improving the performance of school principals and techers in elemantary schools, with the result of limited product trials on school principals at the 88% level and techers at the 86% level with a very valid and feasible category to use. The implications of this research were facilitating the implementation of information technology-based supervision, improving the performance of school principals, increasing teacher competence in carrying out learning, and reducing teacher stress when supervised.
The English E-module Based on Mind Mapping to Enhance Student Achievement: A Study on Seventh Grade
Rosalin Tanaiyo;
Karmila Machmud;
Rahman Taufiqrianto Dako
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.52884
The learning model applied today still uses conventional methods. Whereas today's students are those born and lived in the era of technological development, meaning they are the Gen-Z generation. Therefore, this study aims to develop a mind mapping-based English e-module that suits students' needs to improve their understanding of English lessons. The research method refers to Research and Development using 4D model development. Participants in this study were class VII students. Data collection techniques were carried out using observation, questionnaires, and interviews. Data analysis techniques using qualitative and quantitative descriptive analysis. The results showed that the English e-module product received a score of 4.00 from the material expert and a score of 3.60 from the media expert, which means that this product is feasible to use. This English e-module has also been tested on students and is proven to increase their understanding of learning English through their average score of 89. Thus, this English e-module provides benefits in an English-based learning model. Technology for Generation Z because of its effectiveness and practicality.
Factors That Influence the Succes of Application of Technology in Learning: Teacher Work Motivation and Organizational Support
Johny Taroreh;
Sjeddie Watung;
Cecilia Lelly Kewo;
Febriyani Maureen Lidya Rattu
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.53812
The problem with teachers in general is that they have not fully mastered the use of technology in learning. To evaluate the effect of teacher work motivation and organizational support on the application of technology is the goal to be achieved in this study. This study used a quantitative method, namely explanatory research. Samples were taken using simple random sampling technique of 115 respondents. Data collection was carried out through questionnaires and interviews. Test method with validity and reliability tests. Validity test to correlate questions with the total score of each variable. The data that has been collected is then analyzed using descriptive statistical analysis methods. The results of the study show that partially the teacher's work motivation has a positive and significant effect on the successful application of technology by 9.2%. Then the support of school organizations partially has a positive and significant effect on the successful application of technology by 36.7%. Simultaneously work motivation and organizational support affect the success of applying technology in learning by 59%. Compared to teacher motivation, school support in the form of infrastructure services, availability of computers, internet networks makes a greater contribution to improving the quality of learning.
The Staidear Board Game Model Application in Facilitating Vocational School Students Learning
Anak Agung Adi Wiryya Putra;
Herman Dwi Surjono
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.54025
Students need help with learning the basic material of graphic design. It has an impact on low student learning outcomes. This study aims to develop a game-based learning media that can be used to facilitate vocational students' learning in multimedia learning activities. This type of research is research and development using the ADDIE model. The sample in this study was 30 students. Data collection techniques using interviews and questionnaires. Data collection instrument using a questionnaire. Data analysis technique using descriptive analysis. The study's results, namely the material feasibility test, obtained a score of 3.88, while the media feasibility test obtained a score of 3.87. Implementation results 76.6 per cent of respondents are interested in learning multimedia using the Staidear board game, 93.3 per cent of respondents think the Staidear board game is easy to use. It was concluded that board game learning media is appropriate for use in the learning process of graphic design. The application of board game media is effective in learning graphic design. The unique appearance of board games can attract students' interest in learning. Implementing this board game implies an increase in the average student test scores.
Moodle E-learning to Improve Motivation and Learning Activities at Green Campus
Koderi;
Guntur Cahaya Kesuma
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.54125
Many students struggle to use e-learning for attendance, interactive lectures, assignment submission, and access to resources and tests. E-learning is said to benefit students in terms of activities and accomplishments. This survey aims to analyze and evaluate the Moodle E-learning role in enhancing motivation and learning activities at Green Campus. A mixed-method method with an explanatory sequential design is used in this investigation. This study included 221 participants. Questionnaires, interviews, and documentation are used to collect data. The statistical regression method was then used to assess the research data. The study's findings indicate that the variable e-learning platform Moodle has a substantial influence on student learning activities at Green Campus. This variable has a major impact on changes in student accomplishment motivation. According to this research, lecturers must make good and fascinating use of the Moodle e-learning platform to boost all activities and student achievement motivation in learning, not just listening activities. Furthermore, universities should be able to ask users to actively participate in developing the design and content of future e-learning developments.
The Multimodal-Based Learning Improves Students' Reading Ability in Perspective of Systemic Functional Linguistics
Ridwin Purba;
Herman Herman;
Endang Fatmawati;
Nanda Saputra;
Yusniati N. Sabata
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.54336
This study was encouraged by taking advantage of the low analytical literacy abilities of students in junior high schools. This research aims to analyze Multimodal-Based Learning in Improving Students' Reading Ability from a Systemic Functional Linguistic Perspective. This research was conducted using quantitative research, incredibly descriptive, and experimental research. Data is collected through comment sheets and ratings. The respondents in this study were 210 students and nine teachers in seven classes. The tools used to obtain learning statistics are (1) an assessment to measure the competence of junior high school students and (2) note sheets to obtain statistics on the results of looking at the learning system. The statistics have been processed using descriptive statistical judgments and inferential facts. Based on the research results, the analytical learning system in the classroom still does not meet the actual learning requirements. The second result is that the multimodality method has proven effective in analyzing the literacy talents of junior high school students from various backgrounds. Based on this, the multimodality learning method can be used to improve the analytical literacy talents of junior high school students in classes with various backgrounds.
Independence of Deaf Students Through Mesatue Method Using Cartoon Media In Hindu Religious Learning
Desak Putu Saridewi;
Yupin Aungsuroch;
I Gede Juanamasta
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.55150
Deaf children face problems with independence. The attitude of independence has a very positive impact on their daily lives. This study aims to analyze the cartoon media mesatue method in the Hindu religious confidence of students with disabilities. This type of research is development. The research method of developing media uses the 4D model, including the define, design, development, and dissemination stages according to the characteristics of students with hearing impairments. The data collection used is the observation method, with the instrument aspects of student independence, interviews, and in-depth documentation. The analysis in this study uses a qualitative descriptive method that focuses on how to increase the independence of deaf students in learning Hinduism. This research was conducted with an initial evaluation before using cartoon media and a final evaluation after watching Hindu religious education. The research for the deaf category showed that the introduction of Hindu religious values by the mesatue method with cartoon media reached 72% for the elementary level, the junior high school increased by 58%, and high school by 97% with a total of 16 students. Interactive image displays can accommodate deaf students. It was concluded that the mesatue method with cartoon media could increase student independence according to the indicators formulated in the learning objectives.
Learning Videos Based on Contextual Approaches to the Content of Pancasila and Citizenship Education
Theresa Afriani Cantum Pel;
I Made Tegeh;
I Komang Sudarma
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.56770
The lack of media use in the learning process impacts the low learning outcomes of students' Civics. This research aims to create contextual-based learning videos to improve student Internship learning outcomes. This research belongs to the type of development research that was developed by applying the ADDIE development model. The subjects in this study were educational technology experts, subject content experts, instructional design experts, learning media experts, and 12 grade VI elementary school students. Data collection in the study was carried out using the questionnaire/questionnaire and test method, with research instruments in questionnaires/questionnaire sheets and students' Civics ability tests. The data obtained in the study were then analyzed using quantitative descriptive analysis techniques and t-test inferential statistics. The research analysis results showed that in the educational technology expert test. The developed media obtained a score of 95% with very good qualifications. The subject content expert test obtained a score of 90% with very good qualifications. The learning design expert test obtained a score of 90% with very good qualifications. The learning media expert test obtained a score of 92.5% with very good qualifications. Furthermore, the t-count analysis results show significant differences in student learning outcomes before and after using learning videos. Based on the results of this analysis, learning video media based on a contextual approach is valid and appropriate for use in learning because it can improve students' Civics learning outcomes.
ICT TPACK-Oriented of Floor Gymnastics Learning Media for Elementary School Students
Made Agus Wijaya Made;
I Gede Suwiwa;
Wahyu Indra Bayu;
Erwin O Estrella
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.57076
Physical education teachers during the Covid-19 pandemic generally used textbooks and video tutorials to visualize basic gymnastic movements. It makes it difficult for students to learn. This study aims to develop information, communication and technology/ICT Technological Pedagogical and Content Knowledge/TPACK-oriented gymnastics basic skills learning media for high-grade elementary school students. This type of research is development. This development research uses the ADDIE model design, which focuses on the analysis and design stages discussion. Data collection methods are observation, interviews, and questionnaires. The data collection instrument is a questionnaire. Data analysis in this study was carried out using descriptive quantitative and qualitative analysis. The results showed that first, 342 people (82%) of elementary school students needed ICT TPACK-oriented gymnastics basic skills learning media. Based on data analysis and discussion, this study concludes that elementary school students need learning media for basic ICT TPACK-oriented gymnastics skills. The motion assignments are designed on a combination of basic movement materials using a jumping table, balance movements on the floor and kayaks that are varied by the curriculum, guaranteeing the adequacy of learning motion. Some characters are internalized, and the safety and security of students are guaranteed.
Interactive Learning Multimedia Based on Problem-Based Learning Models in Fifth-Grade Science Content
Arisa Putri Saubari;
I Gde Wawan Sudatha
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i1.57354
The lack of creative and interactive learning media impacts students' low learning outcomes. This study aims to develop interactive learning multimedia based on problem-based learning models in science content class V. This research belongs to the type of development research with the ADDIE model. The subjects of this study were one subject matter expert, one instructional design expert, one instructional media expert, three students for the individual test, and nine students for the small group test. The data collection method is the questionnaire/questionnaire method and the test method. The instrument used to collect data is a questionnaire. The data analysis techniques are quantitative descriptive and inferential statistical analyses (t-test). The results of the media product validity test showed that the subject matter expert test obtained a presentation of 98.6% (very good). Learning design expert is 92% (very good). Learning media expert is 95% (very good). Individual trials obtained a percentage of 91.3% (very good), and small group trials 90% (very good). In addition, problem-based learning-based interactive multimedia learning on science content shows an effect of problem-based learning-based interactive multimedia on student learning outcomes. It was concluded that multimedia could significantly increase the learning outcomes of fifth-grade elementary school students.