cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota denpasar,
Bali
INDONESIA
Jurnal EDUTECH Undiksha
ISSN : 26148609     EISSN : 26152908     DOI : -
Core Subject : Education,
Jurnal Edutech Undiksha adalah jurnal ilmiah yang diterbitkan oleh jurusan teknologi pendidikan Fakultas Ilmu Pendidikan Universitas Pendidikan Ganesha. Jurnal ini bertujuan untuk mewadahi artikel-artikel hasil penelitian dan hasil pengabdian masyarakat dibidang pendidikan dan pembelajaran teknologi. Pada akhirnya Jurnal ini dapat memberikan deskripsi tentang perkembangan ilmu pengetahuan dan teknologi di bidang pendidikan bagi masyarakat akademik.
Arjuna Subject : -
Articles 20 Documents
Search results for , issue "Vol. 11 No. 2 (2023): December" : 20 Documents clear
Interactive Learning Multimedia Based on Indonesian Realistic Mathematics Education in Mathematics Subjects Farhan, Muhamad; I Gde Wawan Sudatha
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.63853

Abstract

The unavailability of media and learning methods used by teachers in learning mathematics is still simple, resulting in less understanding of students in learning and a decrease in the quality of learning, especially in mathematics subjects. This study aims to create interactive learning multimedia based on Indonesian realistiic mathematics education in grade IV mathematics subjects. This type of research uses development with the ADDIE model. The test subjects consisted of 3 experts and 12 fourth grade students. Data obtained with quantitative and qualitative data. The methods used were questionnaires and tests. Furthermore, the data were analyzed with descriptive qualitative techniques, descriptive quantitative and inferential statistics. Media feasibility is determined from the assessment results of learning content experts (91.66%), learning design experts (92.18%), learning media experts (88.33%), individual test results (87.38%), and small group test results (87.73%). So it is concluded that interactive learning multimedia based on Indonesian realistic mathematics education is feasible to be implemented in learning mathematics grade IV MI. This research has implications for the implementation of realistic and varied learning activities. The implication of this research is the increasing availability of learning tools, namely interactive learning multimedia according to student needs, able to increase student motivation in learning mathematics.
Digital Teaching Materials for Elementary School Social Sciences Learning Courses Deva Ananta Wijaya; Ni Wayan Rati; I Nyoman Laba Jayanta
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.63960

Abstract

Learning activities in lectures tend to be monotonous and use the lecture method, so the impact on learning activities could be more optimal. This research aims to develop digital teaching materials for elementary school social studies subjects. This type of research is developed using the ADDIE model. The subjects of this study were two learning design experts, two learning material experts, and two learning media experts. The test subjects for this study were two lecturers and students, which included three individual test students and nine small group test students. This research data collection method is a questionnaire. The data collection instrument uses a rating scale. The techniques used to analyze the data are descriptive qualitative analysis and quantitative descriptive analysis. The study's results, the assessment of learning material experts, obtained a value of 0.96 with very high content validity qualifications. The assessment given by the learning design expert is 0.94, with very high content validity qualifications. The assessment results from learning media experts were 0.96, with very high content validity qualifications. The practicality test results scored 98.5% (very good). The assessment results of the individual test get a score of 95% (very good). The results of the small group test scored 96.11% (very good). It was concluded that Social Science Learning Digital Teaching Materials were appropriate for use in learning.
Environment-Based Interactive Multimedia to Improve Learning Outcomes in Natural Science Learning Content I Gusti Agung Made Dana Putra; Desak Putu Parmiti
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.64169

Abstract

Not utilizing learning media causes a lack of understanding of the material, which causes students not to understand the lesson. Students need to be motivated to follow the lesson, which causes them to lose focus during the learning process. This study aims to develop Environment-Based Interactive Multimedia in Science Content in Class V SD. This type of research is developed using the ADDIE model. The subjects of this research were one learning content expert, one learning design expert, and one learning media expert. Product trials were carried out on students, 3 for individual trials and 9 for small group trials. Methods of collecting data in this study using questionnaires and tests. The data collection instrument is in the form of a questionnaire. The techniques used to analyze the data are descriptive qualitative analysis, quantitative, and inferential statistics. The result of the research is the assessment made by subject matter experts, which is 94.6% (very good). The assessment results by learning media experts were 95.7% (very good). Assessment based on the results of individual trials gets a score of 91% (very good). The results of the small group trial obtained a score of 81.83% (good). The results of the t-test show that there is a significant influence between Environment-Based Interactive Multimedia and student learning outcomes. It was concluded that Environment-Based Interactive Multimedia is feasible and can improve student learning outcomes.
E-Comic Oriented to Environmental Care Character Education with Natural Science Content Ida Ayu Mas Utami Putri; I Made Citra Wibawa
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.64470

Abstract

Students need to be more concerned about their environment, which is one of the hot problems in the world of education today. This research aims to develop a comic oriented towards character education that cares about the environment. This type of research is developed using the ADDIE model. The research subjects were two learning material experts and two learning media experts. The trial subjects were two teachers and nine students in small group trials. Data collection methods use observation, interviews, questionnaires, and tests. The data collection instrument is a questionnaire. The techniques used to analyze the data are qualitative and quantitative descriptive analysis and inferential statistics. The research results, the assessment given by learning material experts, were 0.95 (very high). The assessment from learning media experts is 0.92 (very high). The teacher's response was 97.33 (very good). The results of the small group trial were 97.03% (very practical). The t-test results showed a significant difference in students' environmental care attitudes before and after learning using e-comics oriented towards environmental care character education. It was concluded that using e-comic media oriented towards environmentally caring character education effectively increased students' environmentally caring attitudes.
Animated Video Based on Tri Hita Karana Fourth Grade Energy Sources Learning Topic Pranata, I Made Gunawan Wahyu Adi; Suartama, I Kadek
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.65160

Abstract

The conventional learning process makes students feel bored and affects their knowledge competency. This research aims to create an animated video based on Tri Hita Karana on natural science energy sources. This research is development research by applying the ADDIE development model. The subjects of this research were student responses, 2 media experts, 2 materials experts, and 2 practitioners. This research uses a questionnaire or questionnaire data collection method to measure validity using a rating scale instrument. Data analysis methods and techniques in this research use qualitative and quantitative descriptive analysis. The validity test results of the animated video based on Tri Hita Karana on the topic of energy sources were obtained, the validity of which was tested with an average score of 4.69 for media experts, 4.68 for material experts, 4.69 for practitioner experts and student test results or average student responses average 5. In conclusion, the Tri Hita Karana-based animated video on learning energy sources is very good quality and suitable for fourth-grade science subjects in elementary schools. This research implies that it can facilitate students' understanding of energy source materials using animated video media.
Media Smart Apps Creator Based on the SAS (Synthetic Structural Analytical) Method to Improve Phoneme Pronunciation for Lower Grade Students Maghfiroh, Farikha; Purwati, Panca Dewi; Trimurtini
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.65661

Abstract

Learning Indonesian makes students less interested in participating in learning because of the use of inappropriate media and learning methods. This causes students to be passive in the learning process, resulting in low student learning outcomes. Teachers should use interesting media to motivate students to improve learning outcomes. This research aims to create a smart app creator media based on synthetic, analytical structural methods to improve the phoneme pronunciation skills of low-grade students. This research includes development research using the Borg and Gall model. The research subjects were first-grade elementary school students, class teachers, and a team of experts. Data analysis techniques use quantitative and qualitative descriptive. The research results obtained were a media test of 97.5% and a material expert of 90%. The effectiveness of the SAS method-based smart apps creator media for improving phoneme pronunciation can be seen from the increase in pretest and post-test scores on the N-Gain Test. The increase in skills obtained from the average pretest (67.22) and posttest (88.56) scores on the small-scale test was 21.38. The large-scale test also experienced an increase in the average pretest (65.67) and posttest (85.43) scores of 19.76. Based on this, it can be concluded that the smart media creator app based on the SAS method can improve students' skills in pronouncing phonemes.
PALANGAJA Media for Javanese Script Reading Skills Andani, Wahyu; Sukardi
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.65717

Abstract

Teachers' minimal use of learning media is one factor causing students' lack of interest in Javanese, especially Javanese script material. It affects skills in reading Javanese scripts. This research aims to create PALANGAJA media for Javanese script reading skills. The type of research used is Research and Development (R&D). The development model used is the Borg and Gall model. The research subjects used were 29 fourth-grade elementary school students—the techniques used in collecting data included interviews, questionnaires, tests, and documentation. The initial data analysis technique uses a normality test, and the final data analysis uses the T and N-gain tests. The research results show that the PALANGAJA media has been successfully developed, is suitable for use, and is effective in improving Javanese script reading skills based on learning results assessed by media experts and material experts, with percentages of 78% and 79%, respectively student learning results in the pretest and post-test scores with the t-test obtained count (7.675) more than table (2.051), so Ha was accepted. The n-gain results show a result of 0.563 with medium criteria. The research conclusions show that PALANGAJA media has been successfully developed, is suitable for use, and effectively improves fourth-grade elementary school students' Javanese script reading skills. This research implies that teachers can use PALANGAJA learning media to create a pleasant learning atmosphere for students.
PASAJA Media for Third Grade Elementary School Students' Javanese Script Writing Skills Aderisha Retno Dwi Pangesti; Sukardi
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.65729

Abstract

Insufficient use of learning media reduces students' interest in Javanese script. This research aims to create PASAJA media for the Javanese script-writing skills of third-grade elementary school students. This type of research is development research or Research and Development. This research uses the development model according to Borg and Gall. The subjects of this research were 1 media expert and 1 material expert. The usage test subjects were 30 third-grade elementary school students. Data collection methods use observation, interviews, questionnaires, and documentation. The instrument used in data collection was a questionnaire. The technique used to analyse the data is initial data analysis in the form of a normality test and final data in the form of a t-test and n-gain test. The research results on the media developed were declared feasible and valid with a media expert score of 87.5% and a material expert score of 90%. The product trial results of 6 students were 90% in the very feasible category. The N-gain test result in the large group trial was 0.63, which shows increased student learning outcomes in the medium category. The research conclusion shows that the developed passage learning media for writing skills is very feasible and effective to use as a learning medium to improve writing simple sentences in Javanese script.
Spinning Wheel Game Media for Fourth Grade Students' Javanese Writing Skills Fajar Rachma Milenia; Sukardi
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.65736

Abstract

The limited learning media used by teachers is one of the inhibiting factors in learning Javanese, especially the material for writing Javanese scripts, as evidenced by student scores, which are still below average. As a result, teachers must have teaching media that are varied, innovative, and interesting so that students can learn with focus and enthusiasm, participating in learning and improving students' Javanese script-writing skills. This research aims to develop the Spinning Wheel Game media in Javanese script to improve the writing skills of fourth-grade students. This type of research is R&D development research using the Borg & Gall development model. The subjects in this research are material experts, media experts, class teachers, and students. Data collection methods are observation, interviews, questionnaires, and tests. Data analysis techniques use quantitative descriptive, qualitative descriptive, and inferential statistics. The results of this research are: the design of the Spinning Wheel Game media, the feasibility of the Spinning Wheel Game media based on media experts' responses with a score of 97.5%, and the material expert's assessment of 93.75%, and the effectiveness of the Spinning Wheel Game media using the results of the t-test with The average pretest score was 57.5 and posttest 82.75. The development of Spinning Wheel Game media was feasible and effective for class IV students as a medium for learning Javanese script writing skills.
Video Scribe Learning Media Material Changes in Forms of Objects Solutions to Increase Competency in Natural Science Knowledge Dewi, Ni Ketut Ratmita; Yudiana, Kadek
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.65757

Abstract

Students' low learning outcomes and enthusiasm in learning science are due to the content or material provided needing to be more interesting. Educators need to utilize technology, one of which is by using interesting learning media. This research aims to create VideoScribe learning media on material changing the shape of objects. This development research adapts the ADDIE development model. The data collection methods are interviews, observation, questionnaires, tests, and documentation. The data analysis techniques used are quantitative analysis and qualitative analysis. This research resulted in the validation of VideoScribe learning media on material changing the shape of objects, which was declared feasible from the validation results of learning material experts with a percentage (96.00%) with very good criteria. The validation results of learning media experts obtained a percentage (94.5%) with very good criteria. Both state that VideoScribe learning media is very suitable for use. The level of practicality of VideoScribe learning media from the results of teacher responses obtained a percentage (95.3%), and the results of student responses obtained a percentage (95.41%) with very practical criteria. Moreover, the level of effectiveness of VideoScribe learning media obtained an average pretest score (69.68) and an average post-test score (78.06). It was concluded that the VideoScribe learning media effectively improved student learning outcomes in the material on changes in the shape of objects for class V students.

Page 2 of 2 | Total Record : 20