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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
Using Multimedia Interactive Learning Informatics Materials in Junior High Schools on Increasing Students’ Cognitive Abilities Puput Tri Anggara; Herman Dwi Surjono
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.64887

Abstract

The informatics learning process so far has yet to be completely effective. causing students' abilities and learning outcomes to be low. This research aims to develop interactive learning multimedia products in junior high schools to improve students' cognitive abilities. This type of research is development research. The model used to create products is Alessi and Trollip, which consists of 1) planning, 2) design, and 3) development. Product testing consists of alpha and beta tests, used to determine the level of product feasibility, and effectiveness tests, used to determine the level of product effectiveness on students' cognitive learning outcomes. The product alpha test, product beta test and effectiveness test involved 30 students. To collect data using interviews, observations, questionnaires and tests. The data that has been collected is then analyzed using qualitative descriptive methods. The research results, namely the results of product testing in the alpha test, rated this multimedia in the very feasible category with an average score of 3.75 by media experts and 3.50 by material experts. The beta test results also placed this multimedia in the very doable category with an average score of 3.68 and a Gain score of 0.725, included in the High criteria. It was concluded that interactive learning multimedia is suitable for use in learning. The use of interactive multimedia learning information materials can significantly increase students' learning motivation and cognitive learning achievements.
Contextual-Based Learning Videos for Sixth-Grade Elementary School Indonesian Language Content Yana, Ni Luh Ely; Sudarma, I Komang
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.64968

Abstract

Students still need to learn independently; this is due to the unavailability of interactive learning media. This research aimed at creating contextual-based learning videos for grade VI elementary school Indonesian language content. This type of research was developed using the ADDIE model. The research subjects included content, design and learning media experts, and individual and small group tests. Data collection methods in this development research used questionnaire methods and test methods. Data analysis methods and techniques were quantitative descriptive analysis techniques and t-test inferential statistics. Based on the evaluation results from content experts, the percentage was 96.66% of design expert, 92.85% of media expert, 92% of individual trial, and 99.33%  of Small Group Trials. The effectiveness of developing contextual-based learning videos obtained an average posttest result of 90.54, which was in a very good qualification, more significant than the average pretest result of 46.90, which was in the poor stuff. Based on the t-test results, it was obtained that the tcount was equal to 26.448, and the t table was similar to 2.018 for db equals 42 from a significance level of 5%. The results showed that there were significant results between before and after the use of contextual-based learning videos. The research concluded that learning videos effectively improves student learning outcomes in Indonesian language content for class VI elementary school.
Improving Student Interests and Learning Outcomes Using Project Based E-Learning Models Ariawan, Putu Agus; I Kadek Suartama
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.64974

Abstract

The problem underlying this research is the ineffectiveness of the learning process after the Covid-19 pandemic which resulted in low interest in learning and student learning outcomes. So it is necessary to restore the learning process through appropriate learning models and by the development of the times of students and be able to overcome the learning loss during the Covid-19 pandemic. The purpose of this study was to analyze differences in interest and learning outcomes in Informatics between students who studied with the Project E-Learning learning model compared to students who studied using the direct e-learning learning model. So that this research is expected to be able to provide an overview of learning models that are more effective in informatics subjects and can increase students' interest and learning outcomes, especially in the era of the Industrial Revolution 4.0. The population of this quasi-experimental study with the posttest-only non-equivalent control group design plan was Class IX students of junior high school with two classes selected as samples using a group random sampling technique. Data were analyzed descriptively and using Multivariate Analysis of Variance/MANOVA with a significance level of 5%. The results showed that there were differences in interest and learning outcomes between students who studied with the project-based e-learning model and students who studied with the direct e-learning model, with better results for students who studied with the project-based e-learning model.
Numeracy E-Module with Edugame As A Support For Mathematics Learning for Sixth-Grade Elementary School Students Meira Sagita; Petra Kristi Mulyani
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.65920

Abstract

The Covid-19 pandemic has caused learning loss, one of which is in mathematics learning. Students enjoy technology products because of online learning, but schools must encourage teachers to make their own. This research aimed at developing a numeracy E-module with edugame. This type of research was developed using the ADDIE method to produce e-modules that can support less than optimal learning due to learning loss during the COVID-19 pandemic. The methods used to collect data were questionnaires and tests. Data collection instruments were in the form of questionnaires and test questions. Data analysis techniques used descriptive qualitative, quantitative, and inferential statistical analysis. The research results showed that this e-module was very suitable for use as a support for mathematics learning in sixth-grade elementary school because it received a validation score from media experts of 90.7% and material experts of 86.7% and a user response of 100%. Apart from that, based on the t-test, it showed differences in learning outcomes after students used the numeracy module with edugame. The n-gain test result was 80.3%. It can be concluded that this e-module influences and improves student learning outcome and it is suitable for learning.
Blog-Based Writing Instruction in Fostering EFL Writing Performance: Students’ Belief and Attitudes St Hartina; Nurhasanah Safei; Nur Tahan Riani
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.65968

Abstract

The existence of blogs offers an innovation that encourages a new writing style integrated with technology. However, it seems that there are still not many EFL writing classes in Indonesia using online blogs, and little research has been conducted on how students’ perception of a blog in writing. This study aims to analyze the Indonesian EFL learners' perceptions toward the use of Blog as the medium of learning practices in English Writing class. This study use qualitative research involving a questionnaire and semi-structured interviews were used. For 12 weeks, thirty-four students participated in this study by posting weekly entries from their English writing assignments on blogs. The data from the questionnaire reveals that the majority of students strongly agree and agree with the usefulness, effectiveness, attitudes, and practicality of using a blog in English writing class.  It means that blog as learning media is very influential in the development of students' learning process. The interview result also showed that online blogging provided many advantages such as being easy to operate, writing can be accessed by all readers in the world, receiving and giving comments on friends' blogs, no longer needing to the stationary, and encouraging the student's creativity to write systematically.
LMS Implementation in High Schools in Eastern Indonesia After the Covid-19 Pandemic Yulianto, Budi; Rita Layona
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.66171

Abstract

The Covid-19 pandemic had prevented students and teachers from carrying out teaching and learning activities in physical classroom due to activity restrictions, social distancing, or lockdown. The problem that occurs is the unavailability of an IT-based (online) learning management system in many schools causing the teaching and learning process from outside the school to be delayed. Covid-19 has not only caused a health emergency, but also an educational emergency. This research aimed to develop an LMS and implement it free of charge in several schools in eastern Indonesia and analysed the impact of implementation over 2 years. The research method used is the Prototype Method with the stages of Communication, Modeling, Construction, and Deployment. At the Communication stage, data collection was carried out through interviews with several school parties regarding system requirements. At the Modeling stage, system design is carried out using Class Diagram, Use Case Diagram, Activity Diagram, and Sequence Diagram. At the Construction stage, application development is carried out using the PHP web programming language with a MySQL database. In the Deployment stage, implementation is carried out on the Microsoft Azure Cloud platform. The results of the research shown that the implementation of the LMS provided an increase in score for the exact sciences (Mathematics) and the language sciences (English) fields. As for the field of social sciences (Citizenship) did not show a significant increase.
Infisdial as Learning Media for Strengthening "Anti Bullying" Attitudes Rahma, Zuyyina; Winarno; Al Rasyid, Machmud
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.66252

Abstract

Bullying is increasingly common in Indonesia, especially in school environments. Teachers have a very important contribution to overcoming bullying behavior towards students, one of which is by providing interesting but still effective learning to transform knowledge and information as well as life values through learning at school. The learning process can be carried out using learning media. The aim of this research is to develop infographic-based learning media through social media that can strengthen students' anti-bullying attitudes. This development uses the ADDIE model. This study involving material experts and media experts, as well as Pancasila Education subject teachers and 30 Phase E students as research subjects. Data collection was carried out using questionnaires and interviews. At the validation stage, the material expert received the "Very good" category. The results of the Independent Sample T-test were interpreted to show that the calculated t value was greater than the t table so that it could be concluded that H0 was rejected and H1 was accepted with the test decision being that the experimental class mean was greater than the control class. This shows that treatment using informal media has a significant impact on strengthening the value of anti-bullying attitudes in students.
Gender Differences in Teachers' Digital Literacy Skills in Teaching STEAM Moses Adeleke Adeoye
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.66847

Abstract

Teachers’ characteristics such as educational level, age, gender, educational experience and digiyal literacy for educational purposes can influence the adoption of an innovation in teaching. This study aimed at analyzing the impact of gender differences on teachers' digital literacy skills in the teaching of STEAM in secondary schools. This study was descriptive research which adopted a Survey type. Four research questions were raised. The population for this research comprised science teachers in Kaduna State secondary schools. A simple random sampling technique was used to select 150 senior science teachers across the three local governments. The questionnaire was designed to elicit information from the senior secondary school teachers on the impact of gender differences on teachers' digital literacy skills in teaching STEAM. Data collected was analyzed using descriptive statistics tools which include pie charts and bar chat. The findings of the study showed that the number of male secondary school teachers was higher than their female counterparts involved in the teaching of STEAM in senior secondary schools. A significant difference exists in the number of male teachers that possess laptop devices compared to their female counterpart. A higher percentage of male teachers possess more digital skills than their female counterpart, lack of school support, limited time and lack of internet access are the major factors affecting the use of digital skills in teaching STEAM. This study recommends that schools should provide the needed facilities required in teaching STEAM based on global best practices.
Application of Multiple Representation-Based VIFOCA Problem Solving Strategies in Physics Learning Napis; Yufiarti; R.A. Murti Kusuma Wirasti
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.67055

Abstract

Students' difficulties in solving physics problems were identified from various factors, including students' poor understanding of how to apply the steps of a physics problem solving strategy. Therefore, it is necessary to innovate strategies which both simple and easy to use by students in the process of solving physics problems by conducting literature reviews. The study aimed at analyzing multiple representation-based vifoca problem solving strategies in physics learning. This research used mixed methods, literature study with meta-analysis using 22 research subjects from national journals, Sinta-accredited national journals, AIP Conference, and articles from Scopus-indexed international journals in the 2018-2022 range. The survey of 82 respondents including lecturers and students, were used to determine the responses to the application of physics problem solving strategies. The literature study shows the formulation of a physics problem solving strategy that is named VIFOCA, which consists of three work steps, namely: (1) visualization, (2) formulation, and (3) calculation. Positive responses based on survey results showed that the VIFOCA strategy can be used to solve physics problems, the work steps are systematic, easy to apply, and more practical. VIFOCA strategy follow-up studies can be carried out in a comprehensive manner that is empirically applied in physics learning to determine the effectiveness of the VIFOCA strategy in solving physics problems.
The Digital Literacy Instruments for University Students Ismaul Fitroh; Disman; Kokom Komalasari; Mamat Ruhimat
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.67099

Abstract

Nowadays in the digital era, obtaining information is a very easy task, however, critical thinking from many university students in reality are still lacking and they have a high plagiarism level. This problem can be solved if the students have a digital literacy ability. The purpose of this research is creating a digital literacy instrument for students. The method applied in this research was R&D (Research and Development) research method with RDR (Research, Development, and Research) model. Subject of this study were two (2) expert lecturers in their field and collaborated with 30 students as test subjects. The method of data collection was questionnaires and interview, whereas the data analysis technique applied in this research was qualitative analysis with product moment correlation technique. The result of this research showed the content validity from the digital literacy coefficient of the students was 1, 00 which interpreted as a very high validity value. While the result of reliability test calculation showed r11 value was 0.88 which means the instrument is reliable since reliability coefficient value obtained a number greater than 0.60. Therefore, it can be concluded the digital literacy instrument from this research can be used to evaluate the students’ digital literacy ability. The implication of digital literacy instrument usage hopefully can help students to improve the quality of their learning process.

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