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Material Requirements for Computer-Assisted Inquiry Models Development in Investment Assessment Learning
Sulindawati, Ni Luh Gede Erni;
Luh Indrayani;
Made Arie Wahyuni
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.54014
In the current era of digital literacy, graduates are required to be able to compete in business while being able to overcome information technology problems. One way to increase student competency is by providing competency in selecting business decisions through the learning process. This research aims to identify the inquiry learning model material with the help of computer media. This type of research is qualitative. The method used in this research refers to Sugiono. The research subjects of this study were company managers, lecturers of financial management courses, validation experts regarding the content, appearance, and learning models developed, and accounting students who were taking financial management courses. The data analysis technique used is descriptive qualitative analysis. The results of this study identified the material of the computer-assisted inquiry learning model of investment assessment learning media, including the level of profit and risk, working capital and capital structure, as well as the cost of capital and capital structure. The method used is Payback Period, Average Rate of Return, Net Present Value, and Internal Rate of Return. The learning model that can be used is a computer-assisted inquiry learning model that contains inquiry learning model syntax, materials, worksheets, and power points.
Improving Student Learning Outcomes Through Hindu Interactive E-Modules
Kurniawan, I Ketut Septiyan;
Simamora, Alexander Hamonangan
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.45112
The low learning outcomes of students learning Hinduism are due to the need for more interactive and interesting learning media for students. This study aims to describe the design and quality of the results of the validity of the Religious Interactive E-Module. This research belongs to the development research developed using a 4-D model with the stages of defining, designing, developing, and deploying. The subjects involved in this study were one subject matter expert, one instructional design expert, one instructional media expert, three students for individual trials, and nine students for small group trials. Data was collected using interviews, document recordings, and questionnaires with research instruments in the form of subject content expert instruments, design experts, instructional media experts, and individual trials. The data analysis used is a qualitative descriptive analysis technique. The results of the research analysis showed that the Interactive Hindu Religion E-Module was declared valid, with the results of a review by subject content experts indicating that the Hindu Religion Interactive E-Module had a very good rating (100%). The results of the expert review of the Interactive E-Module learning media show that the product has a good rating (87%). The review results by the learning design experts showed that the Interactive E-Module of Hindu Religion had an adequate rating (68%). Individual test results show that the Interactive E-Module has a good rating (92.3%). The results of the small group test showed that the E-Module had a very good rating (93.58%). It means that the Interactive E-Module in Hinduism is proven to be of good quality and is suitable for use in the learning process of Hinduism.
Problem-Based Learning Virtual Comic Media Based on Cultural Diversity Material
Pranata, I Dewa Agung Alit;
Ida Bagus Gede Surya Abadi
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.47477
The limited media owned by teachers to support the online learning process impacts learning that could be more optimal. In addition, the teacher gives assignments as the most dominant method in online learning. This development research aims to develop virtual comic media for IPS content on cultural diversity. This type of research is developed using the ADDIE model. The data collection method used in this study is a non-test method, with the instrument used in the form of questionnaires. The data analysis technique used is descriptive qualitative and quantitative analysis. The results of the research are media that are developed properly with the results of the review of subject content experts, design experts, and instructional media experts, the results of individual and small group trials successively obtaining a percentage score (91.6%), (100%), (98 .8%), (97.2%), and (95.3%). Based on the validation and trial results, the developed virtual comic learning media can be used as a learning medium for teaching social studies material in the context of cultural diversity material for class IV SD. Virtual comic learning media can help students in learning.
Interactive Learning Videos Based on Problem-Based Learning in Mathematics for Eighth Graders
Nasfovi, Shelfy;
Parmiti, Desak Putu
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.51440
Learning in schools is still centred on the teacher and uses conventional media to make students less active, decreasing their interest and learning outcomes. This study aims to develop problem-based learning interactive learning videos in the Mathematics subject of eighth-grade students. The development model used is the ADDIE model. The subjects of this study were 28 eighth-grade students using questionnaires and tests—data analysis techniques using descriptive qualitative analysis, quantitative, and inferential statistics. The results showed that the results of the validity of the expert test (content, design, and media) obtained an average score of 94.82% (very good qualification), and individual, small group and field tests obtained an average score of 88.66 (good qualification). The t-test results stated significant differences in student learning outcomes before and after participating in learning using problem-based learning and interactive video learning. This interactive learning video can make students more active and increase student interest and learning outcomes, as well as open insights and hone teachers' abilities to utilize technology in making learning media interesting, effective, and varied.
Magazine Teaching Materials as an Effort to Increase Students' Interest in Learning
Mawaddatul Husnah, Maulida;
Anak Agung Gede Agung
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.53331
The lack of variation in the use of teaching materials in learning impacts students' interests and academic results. The purpose of this study is to develop magazine teaching materials as well as present the results of validating magazine teaching materials in Mathematics subjects which have the potential to foster student interest in learning. This type of research is development research with the ADDIE model. The subjects of this development research were one subject matter expert; 1 learning media expert; 1 learning design expert; 3 individual trial students; 6 students in small group trials. Data was collected by observation, document study, interviews, and questionnaires. The data collection instrument used was a questionnaire. The data analysis used is descriptive qualitative and descriptive quantitative. The research results, magazine teaching materials, were declared valid from the subject content experts' review showing that magazine teaching materials had a good predicate with a result of 80.00%. The review results by learning design experts show that magazine teaching materials have a very good rating, with a result of 91.00%. The review results by learning media experts show that magazine teaching materials have a very good rating, 92.00%. The results of individual trial reviews have a very good rating, with a result of 99.09%. The results of the small group trial had a very good rating with a yield of 98.18%. It was concluded that magazine teaching materials in Mathematics are valid and appropriate for learning.
Instructional Edutainment Media "Number Game" Based on Mobile Technology to Improve Mathematical Conceptual Understanding
Laswadi, Laswadi;
Rhomiy Handican;
Eline Yanty Putri Nasution
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.53913
Integrating technology into learning is a challenge for education in the current digital era, so innovation is needed to make students' cognitive, constructive processes more optimal. This development research aims to produce edutainment media in the form of quality mobile technology-based "Number Game" video games. This type of research is developed using the ADDIE model. Methods of data collection using questionnaires and tests. The mobile game was implemented for VII graders of junior high school consisting of 34 students. The research instruments comprised media and material validation sheets, teacher and student practicality questionnaires, and conceptual understanding ability test instruments. The results showed that the "Number Game" edutainment media developed was valid with an average media validation score of 4.49, with a very good classification. The mean material validation score is 4.17, with a good classification. The "Number Game" game developed is practical, with an average teacher response questionnaire score of 3.75 with a good classification, an average student response questionnaire score is 3.35 with a good classification, and an average percentage of learning implementation is 93.51% with a very good category. The "Number Game" game effectively understood students' concepts, with a learning completeness percentage of 67.64 with an effective classification. It is concluded that educational games are feasible and effective in learning.
Web-Based 21st-Century Skills-Oriented E-Module for Chemistry Teacher Candidates
Erviyenni;
Aldresti, Fitri;
Haryati, Sri
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.54371
The development of science and technology has brought major changes in the world of education. In the learning process in tertiary institutions, along with the complexity of the problems in learning activities, student competencies are no longer limited to mastery of material content but also need 21st-century competencies. This research was conducted to develop web-based 21st-century oriented e-modules for DDPMIPA lectures that validate and know the response of e-module users. This type of research is developed using the ADDIE model. The data collection method uses a questionnaire. Research data were obtained using e-module validation sheets and user response questionnaires. The material and media expert validators carried out the validation test. The trial was conducted on three students, and the limited trial was conducted on 15 students. Data were analyzed using quantitative descriptive and qualitative descriptive analysis techniques. Based on the results of data analysis, it is known that the e-module is categorized as very valid (88.5%) in terms of content feasibility, presentation feasibility aspects, linguistic aspects, and media eligibility aspects. The user response questionnaire also shows that the e-module gets very good user responses (87.93%). It was concluded that the resulting 21st-century skill-oriented e-modules using Google sites were valid and very good to apply in DDPMIPA learning.
Talking Stick Learning Model Assisted by Song Media: Influence on Social Science Knowledge Competence
Sintya, Ika;
Anak Agung Gede Agung
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.54567
Until now, students in elementary schools still have low competence in social science knowledge. It is caused by the applied learning model rather than by the characteristics of students, so the learning process feels boring. Therefore, this study aims to analyze the effect of applying the Talking Stick learning model assisted by song media (singing) on elementary school students' social studies knowledge competence. This type of research is quasi-experimental with a non-equivalent control group design. The population of this research is 753 students. The research sample was determined by cluster random sampling technique. The data collection method used in this research is the test method, and the instrument used is in the form of multiple-choice test questions. Research data were analyzed using descriptive and inferential statistical analysis techniques. Testing the hypothesis with the t-test showed a significant difference in the Talking Stick learning model assisted by song media (singing) on elementary school students' social studies knowledge competencies. Thus, the Talking Stick learning model assisted by song media (singing) affects increasing the competence of social studies knowledge of elementary school students. This research implies that it is necessary to continuously develop innovative learning models, such as the Talking Stick learning model assisted by song media (singing), so that it has a positive and significant effect on increasing the competence of social studies knowledge of elementary school students.
Learning Video Media in Natural and Social Science Subjects for Fourth-Grade Elementary School
Dewa Nyoman Katon Agastya;
I Wayan Sujana
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.54601
The limited learning media that increases students' motivation and interest in learning makes learning less effective. It takes a product that can support learning activities. This study aims to develop Learning Video Media in Class IV Elementary School Science Subjects. This type of research is development research that was developed using the ADDIE development model. Data is processed using a data collection method with a questionnaire and multiple-choice objective tests. The research subjects were subject matter experts, learning design experts, and learning media experts. The test subjects were three students in the individual trial, 6 in the small group trial, and 18 in the effectiveness test. The data analysis technique used is quantitative descriptive analysis and inferential statistics. The research results of the assessment results from experts and students have good and very good categories so that the products developed are feasible or valid to use. The results of the effectiveness test are that there is a significant difference of 5% before and after using this product. Thus the results of this study indicate that Learning Video Media media is valid and effective for use in Class IV Elementary School Science Subjects.
Contextual-Based Mathematics Learning Videos on Fifth-Grade Fraction Material
Desak Ketut Sri Galuh;
Gusti Ngurah Sastra Agustika
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.57953
Mathematical concepts that are difficult for students to understand make them easy to forget. This study aims to create a learning media through contextual-based videos in mathematics. It is equipped with an impact evaluation on learning outcomes obtained by students in grade 5 of elementary school. This type of research is developed using the ADDIE model. Four experts and all grade 5 students were used as research subjects. With data collection techniques consisting of interviews, questionnaires, and tests. Data collection instrument with a questionnaire. Data analysis techniques used inferential statistics, descriptive statistical analysis, quantitative descriptive analysis, and qualitative descriptive analysis. The results of the research are that all aspects have been determined valid in the design expert test by 90%, material expert test by 92.30%, learning design expert test by 90.90%, learning media expert test by 91.07%, personal trial by 93.94 %, small group trials 93.69%, and field trials 92.42%. The effectiveness test results show how well the learning video media can be applied to mathematics content. It was concluded that using contextual-based learning video media in the learning process is valid and effective in improving student learning outcomes.