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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
Kelapa Application: Local Culture-Based Learning Media for Character Strengthening of Pancasila Student Profiles Ni Made Diah Ariusnita; Gede Wira Bayu
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.v11i1.59702

Abstract

The decline in the Pancasila character values of elementary school students and the less optimal use of local Indonesian culture in learning activities. This study aims to produce application learning media based on local culture to strengthen the character profile of Pancasila students in fourth-grade elementary school students. This development research uses the ADDIE development model. The subjects in this study were two subject matter experts, two learning design experts, two learning media experts, a practitioner, and students divided into three individual test persons and nine small group test persons. Data collection techniques are descriptive qualitative analysis and quantitative descriptive analysis. The results showed that the application learning media developed was declared valid based on the expert review of the subject matter score of 98.33%, the learning design expert's 98.75%, and the expert review of the learning media 95%. As for the level of practicality of the media based on the results of practitioners' responses of 99% (very practical category), student responses in the individual test obtained a score of 100% (very practical category). The results of student responses in the small group test obtained a score of 98.33% (the category very practical). It was concluded that local culture-based application learning media is feasible and practical for the learning process.
Learning Innovation through the Development of Interactive Multimedia Based on Local Wisdom for Sociology Learning in the Digital Era Noeryanti, Ari Tri; Rejekiningsih, Triana; Sudiyanto
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.v11i1.60441

Abstract

The need for innovative digital learning media makes learning activities less attractive to students. Even though technological developments have paved the way for various innovations in aspects of learning, such as interactive multimedia, this study aims to develop appropriate interactive multimedia for sociology learning. This research is included in research and development (RnD) with a 4D model. The data collection method uses a non-test: a needs analysis questionnaire and a media feasibility questionnaire. The data collection instrument used a questionnaire. Data analysis techniques use descriptive and percentage techniques. The study results show that students have a good view and agree with the presence of interactive multimedia. It is in line with the finding that during the learning process, teachers have used ICT. The results of the average evaluation of multimedia products by material experts obtained a score of 83% which was included in the very feasible category, by media experts obtained an average of 86% which was included in the very feasible category. Interactive media is included in the appropriate category for sociology learning media. It is hoped that the results of this research can become an innovation in ICT-based learning processes.
Character Development Through Collaboration Between Teachers, Parents, and Students in Online Learning I Made Ardana; I. P. Wisna Ariawan; W. Sugandini
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.v11i1.62680

Abstract

The teacher still needs to pay more attention to character development. Even though the ultimate goal of learning should be beyond mastering knowledge and skills, there must be character development. The research aimed to obtain a Collaboration Oriented Learning Model product for Teachers, Parents and Students with THK insight (MPbKGOP). This model can make it easier for students to understand mathematical concepts and, at the same time, develop their character. This type of research is research and development (R & D) from Plomp. The research subjects were 70 grade IV students of SDN 1. The THK-oriented MPbKGOP and its devices have been tested through the development stages of the preliminary investigation phase; design phase; realization/ construction phase; test, evaluation, and revision phase, and implementation phase. The data analysis technique used is descriptive qualitative analysis. The study results show that the MPbKGOP with THK insight and its tools are valid, practical and effective. MPbKGOP, along with effective tools, are used to facilitate the understanding of mathematical concepts and character development of students so that there is a shift in character categories that tend to lead to the categories "Developing (B)" and "Cultivating (M)".
Online Learning Supporting Tools: An Analysis the Impact of Supporting Tools During the Pandemic of Covid-19 on Student Achievement Widya Karmila Sari Achmad; Hotimah; Dinda Cahyani Anas; Amir Pada; Faisal, Muhammad
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.v11i1.62711

Abstract

The spread of the Covid-19 virus, which has taken place since 2019, has resulted in several activities that are usually carried out in person or face to face to go online. The transition from offline learning to online learning requires teachers or students to have supporting tools to connect. This study aimed to analyze online learning supporting tools and student achievement and determine the effect of online learning supporting tools on student achievement at SD Negeri 12 Malacca during the Covid-19 Pandemic. This study uses ex-post facto techniques and a quantitative approach. Participants in this trial were students of grades IV, V, and VI, totaling 30 students. Purposive sampling was used to collect samples for this study. The information collected is through surveys and documentation. Before the data analysis test, prerequisite analysis tests, normality, and linearity tests were first carried out. The results of the normality test show that the data is normally distributed. Then, the results of the linearity test show that there is a direct correlation between student achievement and online learning support tools. Based on the hypothesis test results, it was found that the online learning supporting tools variable significantly influenced the student achievement variable. It was concluded that online learning supporting tools could improve student achievement.
Android-Based SIGAP Application to Increase the Effectiveness of Student Management Ni Made Astiti Byantari; Yari Dwikurnaningsih; Marinu Waruwu
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.v11i2.53690

Abstract

There needs to be better relationships between parents and schools to improve student discipline and increase achievement. Collaboration between parents and teachers should improve student discipline and achievement. This research aims to create an Android-based SIGAP application to increase the effectiveness of student management. This research is development research using the Borg and Gall model. The research subjects were the Principal, Deputy Principal for Student Affairs, teachers, students, and parents. Data collection techniques use interviews, documentation studies, and questionnaires. The data analysis technique uses quantitative descriptive analysis for quantitative data and the Miles and Huberman model for qualitative data. The resulting product is an Android-based SIGAP application, a book containing a description of the SIGAP application, a guide for teachers, a guide for students, and a guide for parents. Product Validation Results ICT experts validated the SIGAP Application with results of 89% and management experts with 96% or a very good title. Trials are given to teachers, students, and parents. The test results for teachers were 93%, for students 92%, and for parents 85%. The conclusion is that the SIGAP application is effective to use.
Level of Difficulty in Developing Android-Based Learning Media Setiyani, Susanti; Liantoni, Febri; Hatta, Puspanda
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.v11i2.57698

Abstract

One of the teacher's competencies is designing and producing learning media; there are various types of learning media, one of which is Android-based. A complex relationship between technology and theory drives the development domain, including design, production, and delivery functions. This research aims to analyze the difficulty level in developing Android-based learning media. The subjects of this research were 30 PTIK students who had developed Android learning media and user testing. Data collection was carried out using research instruments in the form of questionnaires. The data obtained was analyzed using descriptive statistics and then categorized into three development difficulty levels: high, medium, and low. The results of the analysis show that the student's level of difficulty is in the medium category with a percentage of 77%, where the highest level of difficulty is in the developing aspect with a high category percentage of difficulty of 13%, in the design aspect it is 10%, the analysis aspect is 7%, the implementation aspect is 7%, Meanwhile, in the evaluation aspect, there were no students with difficulties in the high category. The research concludes that development difficulties lie in activities in development software, such as the asset upload process, and are then related to understanding the programming structure and the ability to provide development needs, such as test equipment and suitability of device specifications.
Appsmart Learning Application Based on PBL Model Assisted by Articulate Storyline 3 on Electrical Energy Material Sukrisnawan, I Ketut; I Gede Margunayasa; Gusti Ayu Putu Sukma Trisna
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.v11i2.59588

Abstract

Problem-solving skills are important for students, so these problem-solving skills should be implemented early. Students feel bored in class, so students should be more focused on receiving the material presented by the teacher. The research aims to create an Appsmart learning application based on the PBL model assisted by Articulate Storyline 3. This type of research is Research and Development (R & D). The subjects of this research were 4 experts, 3 teachers, and 12 students. The object of this research is Appsmart based on the PBL model. This research uses a pre-experimental design, a one-shot case study. The data collection methods used were questionnaires and tests. The data analysis techniques used are quantitative descriptive and qualitative descriptive. The material and media experts' assessment results obtained an assessment score of 0.90 with very high validity qualifications. Based on the results, practicality by teachers was 92.36%, and practicality by students was 90%. The research conclusion is that the Appsmart learning application based on the PBL model effectively increases understanding of science concepts in Electrical Energy materials. The implications of this research can improve the quality of education by the learning objectives achieved.
Increasing Fifth Grade Students' Learning Motivation Through Learning Modules Containing Augmented Reality Made Ratna Permata Sari; Nyoman Dantes
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.v11i2.59826

Abstract

The use of technology in learning activities in the field still needs to be improved. It must align with current developments prioritizing digital living using mobile and responsive educational applications. This research aims to create a learning module containing augmented reality on the human and animal respiratory systems to increase the learning motivation of fifth-grade elementary school students. This research is a type of development research using the ADDIE development model. The data collection method was a questionnaire with a rating scale instrument. The data analysis methods used are descriptive qualitative, quantitative, and inferential statistics. The results of this research show that the module developed is valid with a score of 0.95, obtaining a special index, practical with an average score of 66.07, including the very practical category, and is effectively used to increase the learning motivation of fifth-grade elementary school students with at count of more than 3,278. From the table, 1.729 with a purity of effectiveness 0.733 is classified as moderate. The learning module containing augmented reality makes it easier for students to understand information independently and can increase the learning motivation of fifth-grade elementary school students. This research implies that learning modules can help students learn independently and increase learning motivation to achieve learning goals well.
Optimizing of Blended Experiential Learning Model in The Implementation of Microteaching to Improve Teaching Skills for Pre-Service Teachers Sudarman; Ratna Fitri Astuti; Riyo Riyadi; Noor Ellyawati
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.v11i2.60048

Abstract

The problem of teaching microteaching and its application in schools during the COVID-19 pandemic is that it is done online, while teaching skills must be implemented in real life. This study analyzes the application of the blended experiential learning model and finds the impact of pedagogical skills on pre-service teachers’ application of their teaching skills. This study is using a participatory action research method in the form of an action-based inquiry study of the Stringer model. The participants were pre-service teachers who were taking microteaching courses, 35 male and 81 female students, 4 supervisors, and 4 student teachers. Quantitative data analysis will be carried out through descriptive statistical analysis. The results of the research on the application of the blended experiential learning model were well implemented; there was an increase in the ability of pedagogical skills, the development of student potential, and assessment skills. It is concluded that the application of this blended experiential learning model improves the ability of prospective teachers to master students, learn theory, implement curriculum, facilitate the development of student potential, learn evaluation skills, and take reflective action.
Interactive PowerPoint Media on Thematic Learning in Primary School Reinita; Mifthahul Jannah; Ferdian Admil Sandika
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.v11i2.60259

Abstract

Along with global technological advances, it affected all aspects of life, both in the economy, politics, culture, art and even in the world of education. Due to the lack of technology-based learning media, encouraging the development of useful PowerPoint interactive media in Grade IV Elementary Schools. The type of research used is development research (R&D) with the ADDIE development model. This development includes the analysis, design, development, implementation, and evaluation stages. Data collection uses a validation sheet filled out by material experts, linguists, and media experts and practicalities filled out by teachers and students. The test subjects in this study were students in grade IV Elementary School. The results showed the validity level was 92% for material, 90% for language and 95% for media, with a good category with an average of 92%. The level of practicality of the media shows an efficient category, with the results of the response questionnaire Obtaining a practicality percentage of 96%. While the results of the student response questionnaire with a practicality percentage of 93%. Based on the results of these data, interactive PowerPoint on thematic learning in schools can be used in the field because it has been declared valid and practical.