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. 12 No. 2 (2024): December" : 20 Documents clear
Innovative Learning Media Development: Improving Elementary Students’ Speaking Skills with Storytelling-Based Audiovisual Tools Gunawan, I Made Fendy Agus; Jayanta, I Nyoman Laba
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.74625

Abstract

The development of innovative learning media is essential to improving students' speaking skills. One of the challenges in teaching speaking skills at the elementary school level is the limited use of interactive and engaging media. This study aims to develop a storytelling-based audiovisual medium that is effective in enhancing the speaking skills of sixth-grade elementary school students. The study employed the ADDIE development method, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subject was the storytelling-based audiovisual medium, while the research objects included content validity, media validity, user responses, and media effectiveness. Data were collected through interviews, observations, and questionnaires, using instruments such as observation guidelines, rating scale sheets, interview guides, and questionnaires. The results revealed that the developed medium had a high validity level, with a content validity index of 0.92 and a media validity index of 0.91. The practicality of the medium, based on student responses, reached 97% in the excellent qualification category. The effectiveness test showed that the storytelling-based audiovisual medium significantly improved students' speaking skills, with a significance value (2-tailed) of 0.000, which is less than 0.05. This study concludes that the storytelling-based audiovisual medium is effective in enhancing students' speaking skills in elementary school.
Examining the Effectiveness of Augmented Reality-Based Practical Models in Electropneumatic Education in Vocational High Schools Sukardjo, Moch.; Situmorang, Robinson; Kandriasari, Annis; Marsofiyati; Rahmat, Stephanus Turibus; Mahadewi, Luh Putu Putrini
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.75021

Abstract

The challenges in teaching electropneumatics in vocational high schools (SMK) lie in the limited availability of learning media that can facilitate effective and engaging practical activities. This study aims to examine the effectiveness of implementing an augmented reality-based practical model by assessing its impact on: student learning motivation, student learning outcomes, and student satisfaction. The research employed a quantitative method with data collection through tests, checklists, and questionnaires. Data were collected before and after the implementation of the model using pre-tests, post-tests, motivation checklists, and user satisfaction questionnaires. The results indicate that the application of the augmented reality-based practical model effectively increased student learning motivation from the moderate category (58.5) to the high category (76.0). Additionally, students’ learning outcomes showed significant improvement, with average pre-test scores of 54.2 and post-test scores of 77.6. To measure the improvement in student understanding, the N-Gain Score was used, showing a 31.48% increase in understanding, categorized as moderate. Student satisfaction with the application was also rated positively, though there is room for improvement. Descriptive analysis demonstrated that this model significantly enhanced students' understanding of electropneumatic material and had a positive impact on user satisfaction. In conclusion, the augmented reality-based practical model has been proven effective in improving student motivation, learning outcomes, and satisfaction.
Gamifying Education: Evaluating the Role of 'Corner' Video Game in Improving Conceptual Understanding and Learning Interest Laswadi; Handican, Rhomiy; Arnawa, I Made; Asmar, Ali
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.75651

Abstract

The need for innovative approaches in mathematics learning has become increasingly urgent to address the challenges of conceptual understanding and foster sustainable learning interest among students. This study aims to evaluate the effectiveness of the educational video game "Corner" in enhancing students' mathematical conceptual understanding and strengthening their interest in learning mathematics. The research employed a quasi-experimental method with a Non-equivalent (Pre-test and Post-test) Control Group Design. The instruments used included a mathematical conceptual understanding test and a mathematics learning interest questionnaire. Data were analyzed using independent sample t-tests and paired sample t-tests to compare the results between the experimental and control groups. The findings revealed that the use of the educational game "Corner" significantly improved students' mathematical conceptual understanding. Additionally, there was an increase in students' interest in learning mathematics, as indicated by significant differences between the pre-test and post-test results in the experimental group compared to the control group. These findings suggest that game-based educational media is not only effective in helping students grasp mathematical concepts but also motivates them to become more active and enthusiastic in learning mathematics. Therefore, the use of game-based learning media such as "Corner" can be adopted by educators as an effective strategy to improve the quality of mathematics education in schools.
Android-Based E-Module in Basic Culinary Arts for Vocational High School Students Lubis, Vinny Riana; Akmal, Nikmat; Ingtyas, Fatma Tresno; Sutrisno
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.76634

Abstract

The challenges faced in teaching Basic Culinary Arts in vocational high schools (SMK) include the limited availability of effective learning media that can be easily accessed by students. This study aims to develop an Android-based E-Module learning media for the subject of Basic Culinary Arts, focusing on Food Processing Equipment and Food Processing Techniques, using the 4-D development model. This study is limited to three stages of the development model: Define, Design, and Development. The subjects of this study consisted of 2 content experts and 1 media expert. Data were collected using questionnaires to assess the quality of the content and media. The obtained data were analyzed using descriptive statistical techniques. The results indicate that the Android-based E-Module learning media developed has been validated by content and media experts. The content expert validation yielded a feasibility percentage of 90%, categorized as "Very Feasible," while the media expert validation showed a feasibility percentage of 94%, categorized as "Very Feasible." Based on these validation results, it can be concluded that the Android-based E-Module for Basic Culinary Arts, covering Food Processing Equipment and Food Processing Techniques, is suitable for use in the learning process.
Digital Learning Transformation: The Impact of a Learning Management System-Based E-Book on Classical Assumption Tests in Statistics Courses Setyaedhi , Hari Sugiharto; Pramana, Atan
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.82121

Abstract

The development of e-books specifically for Statistics courses, particularly regarding classical assumption tests, remains limited. This condition negatively impacts students' learning interest, ultimately affecting their academic performance. This study aims to develop and assess the feasibility of a Learning Management System (LMS)-based e-book on classical assumption tests to provide students with flexible access through the VineSA platform. The research employs a development method using the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects include material experts, media experts, instructional design experts, language experts, and 90 students. Data collection techniques involve observation, interviews, questionnaires, and tests. Data were analyzed using descriptive qualitative and quantitative methods. The validation results indicate that the LMS-based e-book on classical assumption tests is highly feasible for use, with the following scores: material validation at 91% (highly feasible), media validation at 90% (highly feasible), instructional design validation at 94% (highly feasible), language validation at 90% (highly feasible), individual trials at 80% (highly feasible), and small group trials at 83% (highly feasible). The study concludes that the LMS-based e-book is feasible to be used as teaching material and can improve students' academic performance.
Interactive Multimedia in Physical Education: The Effectiveness of Powtoon in Improving Learning Outcomes in Elementary Schools Oman; Khusnah, Shofiatul; Marini, Arita; Yarmi, Gusti; Safitri, Desy; Sujarwo; Zahari, Musril; Dewiyani, Leola
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.85687

Abstract

The low learning outcomes in physical education among elementary school students are attributed to the use of less interactive and engaging learning media. This condition hinders students' engagement in the learning process, necessitating media innovation to enhance their interest and comprehension. This study aims to develop Powtoon-based interactive multimedia to improve the learning outcomes of fourth-grade elementary school students in physical education. The research employed a research and development (R&D) method by adapting a development model encompassing needs analysis, design, development, and product evaluation stages. Data were collected through pretest and post-test learning outcome assessments conducted before and after the use of interactive media. Data analysis included normality tests using the Kolmogorov-Smirnov test and homogeneity tests using SPSS version 24, indicating that the data were normally distributed and homogeneous. The t-test results demonstrated a significant difference between pretest and post-test learning outcomes, showing that students' learning outcomes improved significantly after using Powtoon-based interactive multimedia. These findings indicate that Powtoon-based interactive multimedia is effective in enhancing physical education learning outcomes. Therefore, it can be concluded that the use of Powtoon-based interactive multimedia has a positive impact on improving the physical education learning outcomes of fourth-grade elementary school students.
Exploring the Digital Literacy Levels of Junior High School Indonesian Language Teachers: A DigCompEdu Perspective Arimbawa, Gusti Putu Arya; Wikanta, I Made Indra Adhi; Sumarno, I Wayan; Dantes, Gede Rasben; Indrawan, Gede; Gunawan, I Made Agus Oka
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.86129

Abstract

The advancement of digital technology requires educators to possess adequate digital literacy to effectively integrate technology into the teaching and learning process. However, digital literacy among subject teachers varies widely and requires special attention, especially in maximizing the use of technology to support educational practices. This study aims to provide an overview of the digital literacy levels of Indonesian language teachers at the junior high school level. The research employed a qualitative method with an online survey involving 72 Indonesian language teachers, selected through a cluster-quota sampling technique. The research instrument was a questionnaire adapted from the DigCompEdu model, comprising 22 core statements and 13 additional questions to explore the sample’s characteristics and teaching environment. Data were analyzed by comparing the percentage scores in each aspect of digital literacy within the DigCompEdu model. The results showed that most teachers reached the B1: Integrator level of digital literacy, reflecting their ability to integrate technology effectively into teaching. Teachers predominantly used digital technologies such as presentation media when teaching Indonesian language subjects. However, the study also identified several areas for improvement, including reflective practice, resource selection, teaching, evidence analysis, differentiation and personalization, and communication skills. This study concludes by emphasizing the importance of continuous digital literacy development to enable teachers to maximize the potential of technology in education.
Accordion Book as an Innovative Learning Media to Improve Students' Understanding of Energy Transformation Jaya, I Gusti Agung Indra; Rati, Ni Wayan; Margunayasa, I Gede
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.86646

Abstract

One of the challenges in science education, especially in the topic of energy transformation, is the difficulty students face in understanding abstract concepts that are often hard to grasp without appropriate media. This study aims to develop and evaluate the effectiveness of the Accordion Book learning media for this topic for grade IV elementary school students. This research uses the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation) to produce an innovative and engaging media. Data collection was carried out through validation by media and subject experts, practicality assessment by teachers and students, and effectiveness testing using pre-test and post-test. Data analysis was conducted using Aiken V for validity, average formula for practicality, and paired t-test for effectiveness. The results show that the Accordion Book media has high validity, with an Aiken V score of 0.95 for media experts and 0.94 for subject experts. The practicality of the media is also very good, with an average score of 3.8 from teachers and 3.84 from students. Effectiveness testing reveals a significant difference between the students' pre-test and post-test scores (p < 0.05). In conclusion, the use of the Accordion Book significantly improves students' learning outcomes on the topic of energy transformation. This media has proven effective in presenting the material in a visual and contextual manner, motivating students to be more active, and enhancing their understanding of abstract concepts. This study concludes that the Accordion Book can be an innovative and effective alternative learning media, and it can be applied to other science topics.
Interactive E-Modules for Arts Education: Improving Comprehension and Engagement in Nusantara Music Courses Sari, Ayuthia Mayang; Ferdian, Robby; Pratama, Olan Yogha; Efendi, Novita; Dhari, Belirda Wulan
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.86881

Abstract

The use of teaching modules in learning processes still faces challenges, especially printed materials that tend to be monotonous and less appealing to students in the digital era. These challenges affect students' understanding and engagement in learning, particularly in courses that require artistic appreciation, such as Nusantara Music. This study aims to analyze the effectiveness of developing interactive e-modules to enhance students' comprehension and engagement in this course. The research employed a research and development (R&D) method using the ADDIE development model, which comprises five stages: Analysis, Design, Development, Implementation, and Evaluation. Data were collected through pretests and post-tests to measure cognitive and psychomotor learning outcomes. Data analysis was conducted by comparing pretest and post-test results using descriptive statistical tests. The findings revealed that the developed interactive e-module effectively improved students' comprehension, as indicated by significant improvements in post-test scores compared to pretest scores. Additionally, the use of e-modules increased student engagement during the learning process. The study concludes that the ADDIE-based interactive e-module can be effectively utilized as a learning medium to enhance students' learning outcomes in the Nusantara Music course.
Tridatu Responsive Inquiry Adaptive Navigation to Enhance Acid-Base Titration Understanding in Bali Schools Kartini, Ketut Sepdyana; Putra, I Nyoman Tri Anindia; Yusa, I Made Marthana; Adnyana, I Nyoman Widhi
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.88273

Abstract

Students' conceptual understanding of acid-base titration remains a challenge in high school science education. This study aims to assess the effectiveness of the TRIAN model in improving cognitive learning outcomes and user satisfaction. A mixed-methods approach was employed, involving 60 high school students in Bali as research participants. Quantitative data were collected through pre-tests and post-tests, while qualitative data were gathered through observations, interviews, and user feedback. The effectiveness evaluation was conducted using Kirkpatrick’s Evaluation Model, focusing on the Learning level to measure knowledge and skill improvements. The results indicated a 50% increase in students' conceptual understanding, with statistically significant improvements based on paired t-test analysis (p < 0.01). Additionally, findings from the User Experience Questionnaire (UEQ) revealed high satisfaction levels, particularly in the dimensions of attractiveness, stimulation, and efficiency. These findings suggest that the TRIAN model effectively enhances cognitive learning outcomes while integrating cultural values into the learning process. This study concludes that the TRIAN model, supported by TitraSee AR, offers a holistic and engaging approach to science education by bridging modern technology and local cultural traditions. Future research could explore the application of this model in various educational and cultural contexts.

Page 2 of 2 | Total Record : 20