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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 835 Documents
Model dan Implementasi e-Modul Interaktif Berbasis Android Pada Pembelajaran Perangkat Keras Risma Wiwiwta; Revi Hanadayani
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v10i2.52505

Abstract

Proses pembelajaran tatap muka masih kurang memanfaatkan media dan menggunakan Modul Teks. Maka diperlukan pemilihan media pembelajaran yang tepat, salah satu media yang dapat dikembangkan ialah media pembelajaran interaktif. Tujuan penelitian ini yaitu mengembangkan media interaktif yang berupa format APK yang dapat dijalankan pada smartphone android pada pembelan perangkat keras kelas VII Sekolah Menengah Pertama. Penelitian ini memilih metode D&D, metode Richey and Klein, data deskriptif yang menggunakan skala liker. Subjek penelitian berjumlah 4 orang terdiri dari 2 ahli materi dan 2 ahli media pembelajaran serta. Subjek uji coba yaitu siswa kelas VII sekolah menengah pertama berjumlah 27 siswa. Metode mengumpulkan data dengan observasi, wawancara, dan kuesioner. Instrumen yang digunakan yaitu kuesioner. Analisis deskriptif kuantitatif dan deskriptif kualitatif digunakan menganalisis data. Hasil penelitian menunjukkan bahwa penilaian dari ahli materi pembelajaran dengan skor 4,70 persentase 94,74% (kategori sangat valid). Media pembelajaran dengan skor 4.8 persentase 96% (kategori sangat valid). Skor kepraktisan siswa yaitu 4,56 persentase 91.62% (sangat valid). Disimpulkan bahwa media pembelajaran e-Modul interaktif berbasis android pada pembelajaran perangkat keras komputer valid digunakan untuk membantu kendala dalam pembelajaran.
Identification of Opportunities for Utilizing E-Modules with a Problem Based Learning Approach to Facilitate Learning in Vocational High Schools Habibi, Muchtar; Sunardi; Sudiyanto
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v10i2.52722

Abstract

The demands of the times to integrate ICT into the learning process can be realized through the development of digital learning media. This study aims to analyses students' needs for types of digital learning media in the hope that they will suit their needs and be able to solve problems that occur in the field. This study uses a mixed methods approach with an explanatory model. Quantitative data collection techniques by giving questionnaires to 64 Vocational High School students. Qualitative data were obtained from interviews and observations of learning activities with the research subject, namely the Subject Teacher. Quantitative data were analyzed through descriptive analysis with percentages, and qualitative data were analyzed using the Bogdan and Biklen models. The results of the overall needs analysis show that teachers still use conventional and non-ICT-based learning media. Teachers, through the results of interviews, stated that if they needed innovative learning media in e-module format for classroom learning, this was supported by the responses of students who helped the presence of PBL-based e-modules for classroom learning. Based on the results of identifying needs, an innovative digital learning media is needed in the e-module format that can be used for both classical and independent learning in the hope of supporting the improvement of students' critical thinking skills.
Video Tutorial Pembelajaran Berbasis Kontekstual pada Mata Pelajaran Kerja Bengkel dan Gambar Teknik Kelas X Teknik Audio Visual Muh Adriansyah Novitama; Alexander Hamonangan Simamora
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v10i2.53010

Abstract

Mata pelajaran Kerja Bengkel dan Gambar Teknik merupakan salah satu mata pelajaran yang menekankan pada pelaksanaan praktik dibandingkan dengan pembahasan materi. Sehingga dalam proses pembelajaran daring materi Kerja Bengkel dan Gambar Teknik tidak dapat dibelajarkan dengan maksimal kepada siswa. Tujuan dari penelitian ini yakni untuk menguraikan tahapan pengembangan dan validitas video pembelajaran berbasis tutorial dengan menggunakan pendekatan kontekstual. Penelitian ini tergolong kedalam jenis penelitian pengembangan yang dikembangkan menggunakan model ADDIE. Subjek penelitian adalah 1 ahli desain pembelajaran, 1ahli isi pembelajaran, 1 ahli media pembelajaran, 3 siswa uji coba perorangan, dan 9 siswa uji coba kelompok kecil. Metode pengumpulan yaitu wawancara dan kuesioner dengan instrument penelitian berupa lembar pencatatan dokumen, lembar wawancara dan lembar kuesioner. Data yang diperoleh dalam penelitian kemudian dianalisis dengan menggunakan teknik analisis deskriptif kualitatif dan kuantitatif. Hasil analisis data menunjukkan bahwa hasil uji ahli isi pembelajaran sebesar 86%, uji ahli desain pembelajaran sebesar 90%, uji ahli media pembelajaran 94%, uji coba perorangan sebesar 89.33%, dan uji coba kelompok kecil sebesar 89,11% yang keseluruhan persentase skornya dikualifikasikan valid dengan kualitas baik. Disimpulkan bahwa media video tutorial pembelajaran pada mata pelajaran Kerja Bengkel dan Gambar Teknik kelas X Teknik Audio Video ini layak digunakan untuk membantu proses pembelajaran.
Model Blended Learning Berbantuan Video Animasi Meningkatkan Hasil Belajar IPA dan Sikap Kemandirian Siswa Imelda Nur Aryanti; Rusnilawati
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v10i2.53529

Abstract

Saat proses pembelajaran IPA siswa cenderung bergantung kepada teman dan sedikit siswa yang aktif bertanya dan mengemukakan pendapatnya. Permasalahan ini dapat berimbas pada intelektual dan sikap kemandirian siswa yang kurang baik. Penelitian ini bertujuan untuk menganalisis model Blended Learning berbantuan video animasi terhadap hasil belajar dan sikap kemandirian siswa pada mata pelajaran IPA kelas IV. Jenis pendekatan ini eksperimen semu (Quasi-Experimental Design). Subjek dalam penelitian ini berjumlah 30 siswa. Sampel penelitian diambil dengan teknik Random Sampling. Metode yang digunakan dalam penelitian ini dengan observasi, wawancara, tes, angket dan dokumentasi. Instrumen yang digunakan untuk mengumpulkan data yaitu kuesioner. Teknik yang digunakan untuk menganalisis data yaitu uji-t. Hasil analisis yaitu terdapat perbedaan pada sikap antara kelas kontrol dan kelas eksperimen. Berdasarkan analisis data hasil belajar, terdapat perbedaan hasil belajar sebelum dan sesudah diberikan tindakan pada model dan media. Disimpulkan terdapat pengaruh model Blended Learning berbantuan video animasi dapat meningkatkan hasil belajar IPA dan sikap kemandirian siswa. model Blended Learning berbantuan video animasi dapat meningkatkan hasil belajar IPA dan sikap kemandirian siswa. Model Blended Learning mempunyai kelebihan dapat menimbulkan daya tarik siswa untuk belajar.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i1.54014

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i1.45112

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i1.47477

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i1.51440

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i1.53331

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i1.53913

Abstract

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.