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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
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.
Community-Based Web-Learning Media for Disaster Mitigation Understanding of University Students Sahudra, Tengku Muhammad; Kenedi, Ary Kiswanto; Asnawi; Sutrisno, Imam Hadi; Ardiansyah, Teguh; Sitepu, Ilpa Ardani Br
Jurnal Edutech Undiksha Vol. 12 No. 1 (2024): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i1.66137

Abstract

Indonesia, disasters frequently occur, so a good understanding of disaster mitigation is needed. Researchers have developed a learning innovation in previous research to increase students' understanding of disaster mitigation. This innovation is in the form of community-based web-learning. This web learning has been declared suitable for use. Further studies are needed to determine the impact on students' understanding of disaster mitigation. This research aims to analyze the effect of community-based web-learning on higher education students' understanding of disaster mitigation. This research uses a quasi-experimental design using a non-equivalent control-group design. The research sample consisted of 200 university students. Students' understanding of disaster mitigation is measured using an essay test. The data analysis process uses the SPSS 26 application, including descriptive tests, normality tests, homogeneity tests, paired sample t-tests, and independent t-tests. The research results found a significant difference in the average understanding of disaster mitigation for university students who studied using community-based web-learning media and those who studied using conventional learning models. Students who use web-based learning have a higher average than those who study in conventional classes. This result proves that community-based web learning can increase higher education students' understanding of disaster mitigation.
Video Content of Menek Daha Ceremony (Ngeraja Sewala and Ngeraja Singha) as Audio Visual Learning Media Sudiarta, I Wayan; Divayana, Dewa Gede Hendra; Sudatha, I Gde Wawan
Jurnal Edutech Undiksha Vol. 12 No. 1 (2024): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i1.67546

Abstract

Currently, with the development of technology, situational images related to insight and knowledge regarding commonly carried out religious ritual practices can be disseminated via digital platforms. This article aims to analyze the suitability of videos broadcast on YouTube with the content of the Ngeraja Sewala and Ngeraja Singha ceremonies in the Balinese Hindu community tradition as effective audio-visual learning media. This study uses a qualitative descriptive method by collecting data from videos on the YouTube platform conducting content analysis and evaluating the criteria for effective audio-visual learning media. Content analysis was carried out on the videos that had been collected. Continued with the process of processing data that has been collected and analyzed, through a qualitative approach and presenting it in the form of descriptions. The results of the study found that video content containing information about the Menek Daha ceremony (Ngeraja Sewala and Ngeraja Singha) which had been published via the YouTube platform was grouped into three types, namely: 1) Ordinary video documentation that is not intended as a medium for conveying more complete information to its viewers, 2) Documentary videos that include informative narrations where the sound narration and scenes in the video are out of sync, and 3) Video tutorials that make the source narrate direct and dominant in the video where between the narration and picture scenes are shown in sync.
Problem-Based Electronic Module on Thaharah Material for Madrasah Tsanawiyah Students Azizah, Nihlatul; Asrowi; Widyastono, Herry
Jurnal Edutech Undiksha Vol. 12 No. 1 (2024): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i1.67869

Abstract

Currently, the world is very easily connected with digital devices, including Islamic learning which must follow the development trends of information and communication technology. Therefore, this research aims to develop a digital learning media in formal electronic modules that is integrated with a problem-based approach to learning Islamic religion. The research method is included in the type of research and development (R&D), the subjects involved in this research consisted of 2 Madrasah Tsanawiyah (MTs) teachers and students, as well as 4 experts. The data collection technique used is a non-test technique with the instrument being an expert validation questionnaire and the practicality of learning media. The data analysis technique used is descriptive with percentages to measure the level of feasibility of electronic module products. The research results showed that validation was carried out by 72% of material presentation experts, 73% of language experts, 79% of material experts, and 96% of graphics experts. The results of the practical test by teacher I was 80%, teacher II was 89% and for the practical test students in the individual test got a score of 86.9% and in the small group test it was 81.9. From these two tests, it was decided that the problem-based electronic module developed for Islamic learning at MTs was deemed suitable for use as a medium for learning activities. It is hoped that this research will be able to have a positive impact on the implementation of Fiqh learning at the junior secondary education level.
Improve Concept Understanding and Identifiability Using E-Modul Interactif Microalga Akbar, Shohifa Aulia; Sigit, Diana Vivanti; Komala, Ratna
Jurnal Edutech Undiksha Vol. 12 No. 1 (2024): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i1.68147

Abstract

Students' difficulties understanding and identifying various forms of microalgae hurt their learning outcomes. As a result, students become increasingly bored with the learning process. This research aims to develop an interactive E-module to improve conceptual understanding and microalgae identification skills. This research uses research and development (R&D) procedures using the ADDIE development model. The subjects of this research were one media expert, material expert, design expert, biology lecturers for needs analysis, nine students for single trials, and eighteen students for small group trials. The methods used to collect data are observation and interviews. The data collection instrument uses a questionnaire. The data analysis technique uses qualitative, quantitative descriptive analysis and the N-gain test. The research results, namely that the interactive E-module obtained very feasible criteria based on the results of expert validation tests with a percentage greater than 80%. Based on the N-Gain test calculation results, the average concept understanding variable is 0.84, while the identification skills variable is 0.70, indicating a gain value greater than 0.7, which means it is very successful. It was concluded that the interactive E-module was practical and effective in improving student's understanding of concepts and identification skills.
Nutrition Education for Overweight Children Through Interactive Learning Media Dinata, Ngurah Mahendra; Laksana, Dek Ngurah Laba; Qondias, Dimas
Jurnal Edutech Undiksha Vol. 12 No. 1 (2024): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i1.68905

Abstract

Nutrition education interactive multimedia can be an alternative medium to deliver nutrition education material to overweight children. An interactive multimedia tool can provide information interactively by combining text, images, animation, audio, and video. This study aimed to develop interactive multimedia nutrition education that is valid and practical for overcoming the problem of overweight students in junior high schools. This research is research and development using the ADDIE media development model, which consists of five stages: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. The data collection instruments used were validity test sheets and questionnaires. The data were then analyzed qualitatively and quantitatively. The data analysis found that the developed interactive multimedia proved valid and practical, with a validity level of 3.50 with a feasible category for use and a practicality level of 3.76 with good criteria. Based on the results of the study, it can be concluded that interactive multimedia nutrition education is useful and practical use in the delivery of nutrition educational material for schoolchildren who are experiencing overweight problems so that multimedia can be used at school as a means of nutritional education while reducing the number of students suffering from overweight and obsessions.
Problem-Based Audio-Visual Animation Media for Indonesian Language Learning in Elementary Schools Suhanda, Faris Deniarrais; Trisna, Gusti Ayu Putu Sukma; Wirabrata, Dewa Gede Firstia
Jurnal Edutech Undiksha Vol. 12 No. 1 (2024): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i1.69114

Abstract

Learning media that utilizes digital technology has not been fully utilized optimally so that students feel bored and less enthusiastic about using learning media that only relies on books, especially when learning Indonesian. Based on these problems, it is necessary to develop animated learning media that can accommodate students to be more active and enthusiastic in learning. This research aims to develop a learning media in the form of problem-based audio-visual animations on the sub-theme of togetherness in elementary school Indonesian language content houses. The development of problem-based audio-visual animation refers to the procedures contained in the ADDIE model, namely: analysis, design, development, implementation and evaluation. However, the stages carried out in this research only reached the development stage. The subjects in this research were audio-visual animations which were assessed by 2 material experts, 2 media experts, 2 design experts, 1 teacher and 12 students. The object of this research is the validity of audio-visual animation. The data collection process was carried out using a questionnaire method using a Likert scale. Data analysis was carried out using a percentage formula. The percentage results obtained from material expert, media expert, design expert, teacher and student responses were respectively 95.83%, 93.74%, 88.54%, 92.21% and 93.74% with very good qualifications. Thus, it can be concluded that this problem-based audio-visual animation is feasible and valid for use in the learning process.
Edutainment-Based Comic Media to Improve Skills in Writing Historical Narrative Information Zahra, Efeline Nuzula Az; Purwati, Panca Dewi; Trimurtini
Jurnal Edutech Undiksha Vol. 12 No. 1 (2024): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i1.70499

Abstract

Many students still struggle with low writing skills due to a lack of knowledge about writing. This research aims to develop edutainment-based comic learning media to improve historical narrative writing skills for fifth-grade elementary students. This type of research is development research using the Borg and Gall model and involves one expert in learning materials and one in learning media. The study's test subjects were 6 students from class 5B for a small-scale test and 25 students from class 5A for a large-scale test. Data collection methods included observation, interviews, questionnaires, documentation, and tests. The instruments used were questionnaires and test questions. Data were analyzed using qualitative and quantitative descriptive analysis techniques. The results showed that learning media validation by material experts scored 94% (very feasible) and by media experts scored 82.5% (feasible). The effectiveness of edutainment-based comic learning media was evident with an increase in the average student pretest and posttest scores in the skills aspect by 0.40, categorized as "medium." The questionnaire results and responses from teachers and students indicated that the media were very appropriate. In conclusion, comic media with edutainment innovation significantly improves student learning outcomes in writing skills and is suitable for use in elementary schools. This research has implications for enhancing the quality of teaching services and improving Indonesian language learning outcomes in elementary schools through the development of effective teaching media.
Duet: A Mobile Application to Facilitate Parents in Practicing Coparenting Widhigdo, Jessica Christina; Setiawan, Jenny Lukito; Engel, Mychael Maoeretz; Indriati, Lisa
Jurnal Edutech Undiksha Vol. 12 No. 1 (2024): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i1.70706

Abstract

Increasing achievement motivation in children, parents need tools to educate them about co-parenting and how to develop achievement motivation in children. Parents also need a means to discuss their parenting patterns and monitor their children. This research aims to develop a coparenting-based mobile application. This type of research is development research that follows the ADDIE development model. The data collection method uses a questionnaire. The data collection instrument uses a questionnaire sheet. The validation sheet is filled in by psychology, technology, and design experts. 92 parents of elementary school students also tested this application in grades 4-6. The data analysis technique uses qualitative and quantitative descriptive analysis. The results of the research, namely expert validation, show that the Duet application has content that is very suitable and useful for helping parents improve co-parenting in order to develop children's achievement motivation (96.30%), is very technologically reliable (83.20%), and has very good design effectiveness (93.33% ). The results of trials on parents showed that this application was very well accepted by parents (81.09%). It was concluded that DUET, a co-parenting-based mobile application, can be used as a tool for parents to develop co-parenting to increase children's achievement motivation. The implication of this research is that the coparenting-based mobile application developed can be used by teachers and parents to improve children's achievement.