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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
The Impact of the Fuzzy Delphi Technique on Technology Methods Based on Design Thinking Daud, Anshar; Sitio, Sartika Lina Mulani; Bakri, Asri Ady; Judijanto, Loso; Ridwan
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.69185

Abstract

As technology becomes important in people's lives, there is a call to integrate technology into education. Therefore, this research aims to look at the elements needed to integrate technology as a learning platform based on design thinking. This research is quantitative research using the Fuzzy Delphi technique. The approach used to collect research data is to use a questionnaire instrument. The number of experts involved was 18 people, 8 people from the field of education, 5 people from educational technology, and 5 people from design thinking. The research results show that the eight elements are accepted by experts with a consensus percentage above 75% with a threshold value (d) ≤ 0.2. The conclusions of these eight elements are using technology or the internet, choosing technological tools or resources, assessing the credibility and relevance of sources, using technology to analyze information, using technology to support teamwork, using technology to help students share information, utilizing technology to monitor assignments, utilizing technology to interact directly with experts is necessary for integrating technology as a learning platform based on design thinking. This research implies that teachers and students have started to apply these eight elements in the classroom learning process.
The Impact of the Blended Learning Model on Student Learning Independence during the Learning Process Syarifudin, Achmad; Sanulita, Henny; Hajati, Erna Noer; Lumbantoruan, Jitu Halomoan
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.69311

Abstract

The low level of direct interaction between teachers and students due to the restrictions and distance that must be observed forces students to learn independently. However, not all students have online skills. Therefore, teachers must develop competence by presenting the right model and by government policy, both online and offline. This learning model is blended learning. Teachers have no other choice but to carry out good blended learning management so that learning activities can continue. This research aims to analyze the effectiveness of blended learning management and online skills on students' learning independence. The method in this research is quantitative with an export facto type of research, namely comparative causal research. The data collection technique is by distributing instruments in the form of questionnaires to each teacher respondent by first creating a Google from link. The population in the study were all teachers in one district with a research sample of 90 people from 4 schools spread across one district. Data analysis techniques are correlation and regression. The research results show that blended learning management and online skills have an impact on student learning independence. The impact of the blended learning model and students' online skills is 52.10%. The conclusion is that to increase student learning independence, teachers must carry out the learning process using the blended learning model optimally. The research implies that teachers have implemented the blended learning model by training students who have difficulty online.
Android Based E-Module on Food Services Subjects for Culinary Students Akmal, Nikmat; Putri, Yuzia Eka; Sutanti, Siti
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.70115

Abstract

The unavailability of interactive learning media, namely e-modules, has resulted in reduced interest in learning Food Services which includes theory and practice in the Culinary Education Study Program, resulting in low learning outcomes. This research aims to develop an Android-based e-module for the Food Services subject. The research uses a 4D development model. Data collection was carried out through interviews and questionnaires. The research subjects were students and lecturers of the Culinary Education Study Program. Data were analyzed using descriptive analysis. The e-module developed consists of a front display (university logo, e-module description, guide, and start button), and a main menu (learning objectives, content, references, and evaluation). The results of the feasibility test for the e-module developed according to material experts, media experts and students were respectively 4.36 (very feasible), 4.43 (very feasible) and 4.40 (very high acceptance). This data shows that Android-based e-modules are very suitable for use as learning media. Android-based e-modules can make it easier for students to access learning materials anywhere and at any time so that students can repeat learning independently and are able to improve students' understanding of learning materials.
The Delone and McLean Information System Success Model: Investigating User Satisfaction in Learning Management System Widyaningrum, Tutut; Sholihah, Qomariyatus; Haryono, Bambang Santoso
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.71080

Abstract

E-learning system is designed with the consideration of the learners' needs in order to provide quality learning opportunities and positive learning experiences. This study aim to analyze user satisfaction and achieving overall system success. A survey on student satisfaction regarding the facilities and infrastructure in the learning activities indicates that approximately 18.3% are dissatisfied with the existing facilities.The objective of this study is to analyze the use and satisfaction of users of the Learning Management System (SIPEJAR) as an e-learning platform. The Research method was conducted with an explanatory quantitative approach and adopts the D&M IS Success Model as a theoretical framework. A total of 84 students were selected as respondents using the proportionate stratified random sampling method with Taro Yamane's formula at a significance level of 10% from the population of 542 undergraduate psychology students. The data was collected through questionnaires and analysis with SEM-PLS. The research results show that service quality has a positive and significant effect on usage, p-value of 0.029 but not for the system quality and information quality. System quality, information quality, and service quality have a significant effect on user satisfaction, p-values respectively, of 0.004, 0.038, and 0.003. Apart from that, system usage also has a significant influence on user satisfaction, p-value of 0.000. By identifying the usage and factors that influence user satisfaction, e-learning providers can focus their attention on improving specific aspects of the user experience and enhancing the overall learning process.
The Impact of Multimedia Elements on Tablets and Digital Stories in Learning Process Management Nurjaya; Maulana, Yono; Maulida, Indira Shofia; Bakri; Antonia Junianty Laratmase
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.71326

Abstract

Technology is an effective teaching method among educators because it is easier and faster to implement. Switching to traditional methods is very appropriate to apply in the current era of digital technology. The inclusion of multimedia elements into Digital storytelling (PD) has provided innovation in the learning process with the support of mobile technology interaction features. However, using interaction features and multimedia elements such as text and images to create storytelling is still difficult for students and teachers. Meanwhile, elements for evaluating storytelling with technology are still lacking. Research is urgent because of differences in expectations, theory, and reality. The research aims to analyze the reliability of multimedia elements on tablets and digital story evaluation and to determine the correlation of multimedia elements on tablets and digital story evaluation. The research method is a quantitative survey approach. The subjects were students, pupils, teachers, and lecturers totaling 41 people. Data collection techniques with instruments were developed from multimedia indicators, digital stories, and tablets. Instruments were assessed based on a Likert scale from 1-7 points. Analysis techniques were using SPSS Version 25.0 with validation tests, mean, standard deviation, and minimum and correlation values. Research findings show that multimedia, digital stories, and tablet use have high reliability and correlation as well as a positive and significant relationship between all variables in the evaluation. Respondents also assessed multimedia elements in digital stories and tablets. The findings confirm that multimedia elements are at level 5 and can be used in an effective learning process.
Multiple Intelligences-based Interactive Multimedia to Improve Students’ Multiple Intelligences in Kindergarten Astiti, Putu Juli; Parwati, Ni Nyoman; Tegeh, I Made; Sudarma, I Komang
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.73411

Abstract

The main problem in this research is that students' multiple intelligences have not been developed according to their respective talents and interests. This research aims to develop multiple intelligence-oriented multimedia, to increase the multiple intelligences of students in kindergarten. The research method used is development using the ADDIE model. The instruments used were questionnaires and observation sheets. Questionnaires are used to measure the validity and practicality of multimedia by experts and users. Observation sheets are used to measure the effectiveness of multimedia in increasing the multiple intelligences of students in kindergarten. The questionnaire was analyzed quantitatively and descriptively, and the observation sheet was analyzed using quantitative and qualitative descriptive analysis methods. The research results showed that the validity of the design aspect was 93.53%, the learning media aspect was 90.00%, and the learning content aspect was 95.00%. The practicality of interactive multimedia through individual testing obtained a percentage level of 96.67%, and small groups obtained a percentage level of 96.67%. The effectiveness test shows that interactive multimedia is able to develop students' intelligence specifically in five aspects, namely logical-mathematical, musical, kinaesthetic, visual-spatial, and verbal linguistics.
E-Sistus: Electronic Information System for Students with Special Needs in Supporting Inclusive School Management Antari, Agung Dewi Megah; Agung, Anak Agung Gede; Sulindawati, Ni Luh Gede Erni
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.73695

Abstract

Providing data for students with special needs is still manual, to make it easier to access the data, a digital information system needs to be developed so that its functions can be implemented more quickly. In line with these needs, this research aims to develop an e-information system for students with special needs to support inclusive school management. This research develops E-Systus development in accordance with the ADDIE development model. This research uses 4 (four) techniques in data collection, namely observation, interviews, questionnaires, and tests. This research uses qualitative descriptive analysis techniques, quantitative descriptive analysis and inferential statistical analysis. The results of this research found that the product feasibility level based on content experts obtained a percentage of 90% in the very good category. The product feasibility level based on instructional design experts obtained a percentage of 91.6% in the very good category. The level of product suitability based on media experts obtained an average value of 97.5% in the very good category. The product feasibility level based on individual trials obtained a percentage result of 94.16% which is in very good qualifications. The product feasibility level based on small group trials obtained a percentage result of 93.33% which is in very good qualifications. The Electronic Information System for Students with Special Needs (E-Sistus) has been proven to be significantly effective in supporting inclusive school management.
The Future of Archives Learning with Technology: Exploring the Potential of Virtual Labs Ernawati, Yeni Purneni Susi; Asrowi; Sukmawati, Fatma
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.73815

Abstract

The use of interactive media in vocational schools is extremely important for improving learning effectiveness. In today's digital era, interactive media can inspire students, improve understanding, and provide them with technology-driven skills that are relevant for the future. Therefore, the aim of this study is to analyze the potential and opportunities for creating an interactive multimedia platform called Virtual Lab (V-Lab) for archival learning in vocational schools. This research used a mixed method approach, with a sample size of 2 teachers and 103 students. The data collected includes both qualitative and quantitative data. Qualitative data was gathered through observation and interviews, using observation sheets and interview guidelines as tools. Quantitative data was collected through non-test techniques, specifically questionnaires, followed by data analysis using questionnaires as tools. The research data analyzed descriptively through interactive analysis, which involves data collection, data reduction, data presentation, and drawing conclusions. The findings of this research showed that teachers mainly used ICT-based media, such as presentation slides, YouTube, and the internet during the learning process. Additionally, a large majority of students expressed their agreement towards the development of Virtual Lab-based interactive multimedia, as it enhanced their practical learning experiences. This initiative and desire must be realized in order to promote innovative and dynamic learning implementation. The outcomes of this research could serve as a basis for the development of learning innovations, particularly in terms of interactive learning media that incorporate digital elements, which could be accessed through smartphones and support learning activities in vocational schools.
English Reading E-Module Based on Gamification and Contextual Teaching and Learning to Promote Reading Comprehension Skills Utami, Isnaini Apri; Sunardi; Drajati, Nur Arifah
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.74569

Abstract

Reading is one of the most taught skills in English lessons, but it is also the most complex skill to improve. The reading activities carried out by students only use textbooks and student worksheets, so they are less exciting and impact students' poor reading skills. This research aims to develop an electronic English reading module based on gamification and contextual learning that is appropriate to the needs of second language learners. This type of research is development research. This research is the second stage of Design-Based Research (DBR), which is the design and construction stage. The research subjects consisted of 2 learning materials experts, two ELT experts, and 2 English teachers. The test subjects were 35 tenth-grade students. This research uses quantitative descriptive analysis techniques and inferential statistics. Based on the results of data analysis, namely the assessment from learning material experts, 93% and 94% were obtained. The assessment from e-module content experts was 97% and 87%. The assessments given by the teacher were 81% and 90%. Usability testing from the student's perspective obtained 80%. From these results, an electronic English reading module based on gamification and contextual learning is suitable for use in the classroom. The implication of this research is that the gamification-based English reading electronic module that was developed can be used in learning.
Innovation in Vocational Learning: Project Based Learning E-Module on the Textile Dyeing Course Pratiwi, Mala Maulidina; Waskito; Nelmira, Weni; Ambiyar
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.74954

Abstract

The current problem is the lack of innovative learning resources that can be used for independent learning. This has an impact on low student learning outcomes. The aim of this research is to develop an E-module based on Project Based Learning. This type of research is development research.The model used to develop products is 4-D (definition, design, development and distribution). The research subjects were 2 material expert validators, 3 media expert validators, and 2 language expert validators. The product trial subjects were 16 students who were taken into two classes as a control class and an experimental class. The methods used to collect data are observation, interviews, questionnaires and tests. The instruments used to collect data were questionnaire sheets and test questions. This research data analysis technique uses descriptive qualitative, quantitative and inferential statistical analysis. The research results areThe average material validation assessment was 0.86 with the Valid category. The average result of the E-module validation assessment in terms of media is 0.85 with the Valid category. The language validation assessment was 0.86 in the valid category. Practicality by lecturers was 91.67% in the very practical category and students were 82.5% in the very practical category. This e-Module was declared effective in improving student learning outcomes based on classical completeness of 94.73%, and a score of 0.71 in the high category. It was concluded that E-modules are suitable for use in learning and can improve student learning outcomes.

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