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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
Discovery Learning Model Optimizing Digital Thematic Multilingual Dictionary to Improve Literacy Skills Ni Made Ratminingsih; I Gede Budasi; Made Hery Santosa; Ni Nyoman Padmadewi; Luh Putu Artini; I Putu Yoga Purandina
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.v7i4.67155

Abstract

A preliminary study found that the students faced literacy skill problems. The results of pre-tests proved that the mean score achieved by grade 4 was 42.49 (very low), grade 5 was 63.06 (low), and grade 6 was 49.58 (very low). Regarding these findings, this study further aimed to analyze whether implementing a discovery learning model that optimized a digital thematic multilingual dictionary could improve the elementary students’ literacy skills. This study involved four main steps, plan, act, observe, and reflect. The samples were 84 students determined purposively for deciding three classes among those nine classes representing 4th, 5th, and 6th grades. There were two kinds of tests, pre-test and post-test. The pre-tests were used to measure the literacy level before treatments, while the post-tests were employed to count for the literacy level after treatment. After four sessions of treatments and two post-tests, it was discovered that students' literacy skills could have been notably improved. The mean scores obtained on the second cycle, respectively, were 86.77 (high), 93.66 (very high), and 95.55 (very high). These results imply that the discovery learning model utilizing a digital thematic multilingual dictionary can enhance elementary school students’ literacy skills. Thus, it is strongly recommended that students regularly use dictionaries for their self-directed learning.
Gamification of 2D and 3D Animation Subjects to Improve Learning Outcomes Hari Sugiharto Setyaedhi
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.v7i3.67288

Abstract

2D and 3D animation is considered by most teachers as a skills-only subject, requiring no theory. It makes students less interested in learning, causing a decrease in learning outcomes. This research aims to develop gamification in 2D and 3D animation subjects to improve student learning outcomes. This research is research into developing the Lee Owens Model to assess the feasibility and effectiveness of gamification. To test feasibility, expert validation was used, while to test effectiveness, the t-test was obtained from the average value of pre-test and post-test trials. This research involved a sample of 60 people. Data collection uses pre-test and post-test, observation, interviews, and questionnaires. The feasibility of developing gamification was declared valid, with the results of material validation being feasible (77%). Second, the results of the validation of learning media are very good (89%). Third, the learning design validation results are very feasible (88%). Fourth, the results of individual trials are feasible (78%), e) the results of small group trials are very feasible (98%), and field trials are very feasible (89%). The t-test results showed a significant (absolute) difference between the mean post-test learning outcomes for the experimental and control classes. It is concluded that gamification has feasibility and effectiveness in improving student learning outcomes.
Early Childhood Board Games with School Objects and Anatomical Theme to Facilitate Learning Putra, Anak Agung Adi Wiryya; Surjono, Herman Dwi
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.v7i4.67384

Abstract

Early childhood's low understanding of basic material such as school objects and anatomy will have an adverse impact on the next level of education. The purpose of this research is to produce and find out the effectiveness of board games learning media that can facilitate the early childhood learning process on the topic of school objects and anatomy. This research type is research and development with the APPED model. The subjects in the study consisted of early childhood students, 3 teachers, and 3 validators. Collecting data are using interviews, observation, and questionnaires. The instruments used were interview guides, questionnaires for material experts and media experts, pretest, post test, and data analysis using descriptive analysis techniques. The results of the research resulted in a board game product with a material feasibility test result of 4.7 and a media feasibility test of 4.1. The effectiveness test with pretest and post test activities showed that there was an increase in children's understanding from a score of 50.6 to 82.6. Board games with the topic of school objects and anatomy are appropriate and effective for use in early childhood learning.
The Use of Technology-Based Formative Assessment in Improving Mathematics Achievement of Elementary School Students Rasmini, Ni Wayan; Antara, Putu Aditya; Wulandari, I Gusti Ayu Agung Manik
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.v7i3.67770

Abstract

Mathematics achievement can be considered low among elementary school students. Formative assessments allow educators to understand where students are in their learning process. This research will analyze the use of technology-based formative assessments that can help overcome several problems in elementary schools, especially in improving student mathematics achievement. This type of research is quantitative research that uses a quasi-experimental design. The research sample will consist of elementary school students divided into two groups: an experimental group that receives a technology-based formative assessment. In contrast, the other group will be a control group that receives a traditional formative assessment. The data collection instrument consists of a pretest and post-test mathematics test. Data analysis will use statistical software such as SPSS with the t-test. This research concludes that using technology-based formative assessment significantly positively influences elementary school students' mathematics achievement. The implications of this research can help design better learning strategies for mathematics subjects in the future.
Application of a Virtual Laboratory Containing Ethnoscience to Enhance Students' Critical Thinking Skills Sari, Nella Puspita; Munawir Yusuf; Sri Yamtinah
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.v7i4.68713

Abstract

The ability to think critically is a basic ability that students of this century must have. This ability is also emphasized in the Independent Curriculum which is being implemented in Indonesia. However, there is a problem, namely that the school does not have a laboratory to carry out biology practical activities. Based on these problems, the aim of this research is to develop virtual laboratory learning media with ethnoscience content in biology subjects to improve students' critical thinking abilities. This research is a type of development research (R&D) that applies the ADDIE development model. The development process involves collaboration with media experts, material experts and students. The data collection method used was test instruments and questionnaires. The analytical method used is quantitative and qualitative. The results of research by media experts show that the media is suitable for use with an assessment of 92%. The results of the material expert assessment show that the content is suitable for use with an assessment of 88%. The results of the effectiveness test show a sig value of 0.000, where there is a real difference in students' critical thinking abilities before and after treatment. The results of the N gain test show that the effectiveness of learning media in improving critical thinking skills is 47%, which is included in the medium category. It is hoped that the laboratory media developed can contribute to variations in learning media that are in accordance with the Independent Curriculum, namely including elements of critical reasoning and global diversity.
Pre-Service Teachers’ Perception of Digital Literacy Sudana, Putu Ayu Prabawati; Made Hery Santosa; Ni Made Ratminingsih; Ni Nyoman Padmadewi; Luh Putu Sri Adnyani; Luh Putu Artini
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.v7i4.68867

Abstract

Digital Literacy for teachers, including future teachers is one prominent and influential aspect of living in the 21st century. They need to be digitally literate to be engaged in this digital world and to prepare their students to be digitally literate too. This research aims to assess the level of the pre-service teachers’ digital literacy in one public university in Bali, Indonesia. This study was using a survey study. The participants were involving 158 pre-service teachers. Pre-service teachers are students of teaching training or educational study programs, who are prepared with pedagogical content and skills to prepare them to become teachers. The instrument used in collecting the data was a 5-point-Likert-questionnaire, data triangulation a semi-structured interview with seven pre-service teachers was conducted. The questionnaires were analyzed quantitatively. The study revealed that most of the pre-service teachers reported high levels of literacy in all areas. The results of this study would be beneficial as reflections on the pre-service teachers’ digital literacy as a consideration in the institution’s regular review of the curriculum or training for the pre-service teachers.
Interactive Media Articulate Storyline to Improving Students’ Learning Outcomes on Traditional Engklek Games Material Milenia, Rindita; Nurharini, Atip
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.v7i4.69268

Abstract

The application of traditional games in learning is still rarely implemented in elementary schools. Therefore we need learning media that is able to introduce traditional technology based on technology that is interesting for students. This study aims to analyze the effectiveness of interactive learning media Articulate Storyline in improving learning outcomes in fourth grade students Movement material on Traditional Engklek Games. The type of research used is research and development that refers to the ADDIE model. Determination of internal media validity is done by carrying out validation to experts and practitioners of media and material. Effectiveness is then determined by conducting small scale and large scale tests through pretest and posttest. The t-test results showed that the sig. value (2-tailed) is 0,000 meaning < 0.05. The N-Gain test shows a value of 0.69 with a medium category, so it can be concluded that there is an increase in the average value of the pretest and posttest. The conclusion of this study is that the interactive learning media Articulate Storyline is useful and effective used to improve the learning outcomes of fourth grade students on Movement on Traditional Engklek Games.
Audio-Visual Based Picture Story Media for Elementary School Students Resky Satriya, Restu; Eni Fariyatul Fahyuni
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.v7i3.69409

Abstract

Religious education is important in shaping students' religious understanding and practice. In this regard, the research aims to develop audio and visual-based Islamic picture story learning media to increase understanding of prayer for elementary school students. This type of research is development research using the ADDIE model. The product validity test subjects were 1 learning material expert, 1 learning media expert, and 1 learning expert. The subjects for the product trial (product practicality test) were 19 grade III elementary school students. The methods used to collect data are observation, questionnaires and tests. The instruments used to collect data were questionnaire sheets and test question sheets. Data analysis techniques use qualitative descriptive analysis, quantitative descriptive analysis and inferential statistics. The research results, namely the results of assessments from learning material experts, learning media experts, and learning experts, received a score of 98%, resulting in very good qualifications. The assessment results the students gave received a score of 93.55%, resulting in very good qualifications. The t-test results showed a significant difference in increasing understanding of prayer between the experimental class group and the control class group. It was concluded that Islamic picture story learning media based on audio and visuals effectively increased elementary school students' understanding of prayer.The implication of this research is that the media developed can be used in learning.
Micro Learning Media for Teaching English at Junior High School Students Putu Kerti Nitiasih; Made Hery Santosa; Putu Suarcaya; Gede Ratnaya
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.v7i4.69627

Abstract

The students’ lacked of interest in learning English at Junior High School tended to cause of having short memory on the material being explained. Micro-learning is a tiny activity by teachers and learners in the classroom, to help the students’ short memory. This means that teachers need to provide a bit-sized learning material to help students to maintain their memories. Based on the phenomena developing video materials using the micro-learning concept is badly needed. The aim of this study is to develop micro learning media for teaching English at junior high school students. The micro-learning video developed in this research are combined with three teaching model namely; problem-based learning, project-based learning and discovery-based learning. The effectiveness of the developed video materials for the learners at junior high school was evaluated using criteria of a good English material suggested by the formula. Moreover, the checklist consisted 5 scales of scoring they are; 5 represents excellent, 4 represents good, 3 represents average, 2 represents below average, and 1 represents poor. The result showed that the quality of the developed micro-learning-based video materials implemented at junior high school was good. Thus, the micro-learning based video materials were good to help the students at junior high school to sustain their memories in learning English.
Learning Media for Sound Picture Cards Based on E-Flashcard Quizlet Content for Elementary School IPAS Lessons Oktaviani, Putri; Isdaryanti, Barokah
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.v7i4.69680

Abstract

Some schools can make maximum use of technology. The lack of adapting learning media to technological developments impacts students who do not benefit from technology to the maximum. This research aims to develop Quizlet-based Flashcard electronic learning media for science and science learning for class V elementary school. Research and development were carried out using the ADDIE development model. Data collection methods through interviews, questionnaires and tests. Data collection instruments are in the form of questionnaires and test questions. The subjects of this research were 1 subject matter expert and 1 learning media expert. The product implementation or trial was carried out in two stages, namely a small-scale trial of 6 students and a large-scale trial of 27 students. The techniques used to analyze data are qualitative descriptive analysis, quantitative and inferential statistics. The results of the research are that the media developed received very decent qualifications from material experts and learning media experts. The t-test results show a significant increase in the pre-test and post-test results. The N-Gain test results show an increase in the high category. It was concluded that Quizlet-based E-Flashcard learning media effectively improved student learning outcomes. The implication of this research is that the E-Flashcard Quizlet-based Sound Picture Card media that has been developed can be used as a solution to help students learn science subjects and also make it easier for teachers in teaching and learning activities.

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