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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
Designing HOTS-Based Assessment Instrument for Hindu Religious Education in Junior High School Julianingsih P, L. Eka M.; Prapnuwanti, Ni Luh Purnamasuari; Sastrawan, Ketut Bali; Tristanda, Putu Wulandari
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.v12i2.91845

Abstract

The low level of critical and analytical thinking skills among students in understanding Hindu Religious Education materials indicates the need to develop an assessment instrument that fosters higher-order thinking skills (HOTS). This study aims to develop a HOTS-based assessment instrument for Hindu Religious Education in Grade IX of junior high school, with the goal of enhancing students' critical and analytical thinking abilities in comprehending the subject matter. The research employs the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subject comprises the developed instrument, with instrument feasibility as the research object. Data were collected using a questionnaire completed by expert lecturers and students of Hindu Religious Education. The results indicate that the developed instrument has a very high feasibility rating, based on trials conducted by lecturers with average percentages of 88.8% and 88.2%, respectively, falling into the "Very Feasible" category. The average score from the student response trial was 87.4%, placing the product within the "Very Good" category, which suggests its suitability for classroom use. It can be concluded that the developed assessment tool is not only valid and reliable but also effective in promoting critical thinking and cognitive engagement among students. By aligning the instrument with core competencies and HOTS indicators, this study contributes to ongoing efforts to improve educational practices, particularly in religious education.
Enhancing Elementary Students' Dance Movement Skills Through Doratoon Media Based on Local Cultural Arts Hidayatillah, Yetti; Jamilah; Misbahudholam AR, Muhammad
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.v12i2.67714

Abstract

Teachers' lack of understanding regarding the concept and purpose of dance education affects the design of learning programs, which tend to be monotonous and less creative. This condition impacts students' dance movement skills in elementary schools. This study aims to examine the effectiveness of Doratoon media based on local cultural arts in improving students' dance movement skills. The research employed a quantitative method with a pre-experimental design of the one-group pretest-posttest type, where one group was tested before and after using the learning media. The research instrument was a dance movement skills test administered to students. The data were analyzed using hypothesis testing through a t-test. The results showed that the use of Doratoon media based on local culture was highly effective in improving students' dance movement skills, as evidenced by the tvalue being higher than the ttable (9.42 > 2.262). Moreover, the developed dance skills video media has the potential to be published through YouTube as an effort to expand learning access and improve dance skills more actively and creatively. The conclusion of this study is that Doratoon media can be effectively used as an alternative local culture-based learning tool to enhance students' dance movement skills in elementary schools.
Feasibility of Digital Comic Media in Enhancing Early Reading Skills for First-Grade Elementary School Students Ananda, Vadila Nurista; Yudiana, Kadek; Ujianti, Putu Rahayu
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.v12i2.69140

Abstract

Not all new students are able to understand letters or reading materials effectively. Many first-grade elementary school students still face challenges in learning to read. This study aims to develop a digital comic learning media designed to improve the reading skills of first-grade elementary school students, particularly on the topic of "Forgiveness." The research type is developmental research using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research subjects included material experts, media experts, and educational practitioners. The trial subjects consisted of first-grade students, involving an individual trial with three students and a small group trial with nine students. Data collection methods utilized a rating scale with a questionnaire as the instrument. The data analysis technique employed both quantitative and qualitative descriptive analysis. The results of the study showed that the evaluation of the material and media tests using Aiken's V formula yielded a percentage of 98%, categorized as "very good." Additionally, the practitioner test analysis indicated a 100% percentage with a "very good" qualification. The individual trial results showed a 100% score, categorized as "very practical." Based on these findings, it can be concluded that digital comic learning media is feasible to be used in learning to enhance the reading skills of first-grade elementary school students.
Enhancing Learning Accessibility through Digital Libraries: A Study on User Orientation, Resources, and Pedagogical Aspects Anwar, Citra Rosalyn; Febriati, Farida; Mawarni, Sella; Akhmad, Muhammad Akbar
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.v12i2.69935

Abstract

The development of digital technology has driven the transformation of traditional libraries into digital formats to facilitate access to learning resources through internet networks. However, the effectiveness of digital libraries in meeting users' needs still requires comprehensive evaluation. This study aims to evaluate the effectiveness of an Android-based digital library platform used by students of the Educational Technology Study Program. The research employed a quantitative descriptive method with data collection techniques including questionnaires and interviews. The research instruments focused on three main aspects: user orientation, digital learning resources, and pedagogical aspects. The collected data were analyzed using descriptive statistics to measure the platform's effectiveness across these aspects. The findings revealed that the digital library platform received positive responses from students, with detailed results indicating an intuitive interface (90%), relevant learning resource collections (95%), good interactivity (85%), and support for collaborative learning (85%). These findings suggest that the Android-based digital library platform has been effective in providing access to learning resources and supporting students' learning processes. The conclusion of this study is that digital libraries can serve as an innovative solution to expand access to learning resources, enhance user engagement, and improve the effectiveness of educational processes in higher education settings.
Empowering Math Learning with Android: Ethnomathematics Media for 3D Shapes in Elementary Education Julianto, Nur; Efendi, Agus; Gunarhadi
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.v12i2.70060

Abstract

The use of smartphones in learning activities holds great potential, especially through Android-based learning media, which allows smartphones to serve as tools for operating learning media in the educational process. This potential is further supported by the characteristics of today's students, who are accustomed to gadgets in their daily lives, so both teachers and students do not face difficulty in adjustment. This study aims to develop an innovative Android-based ethnomathematics learning media product for the topic of 3D shapes for elementary school students. This research is a research and development (R&D) study adopting the Alessi & Trollip model, which includes the stages of planning, design, and development. The subjects of this study include two media experts, two content experts, two fifth-grade teachers, and six sixth-grade students. Data were collected using non-test techniques with instruments in the form of validation questionnaires/feasibility questionnaires for media experts, content experts, teachers, and students. The data obtained from the questionnaires were analyzed descriptively to find the average score of each assessment. The results of the study show that the Android-based ethnomathematics learning media received an average total score of 4.65 from media experts, which falls into the "very good" qualification, 4.5 from content experts with the "very good" qualification, 4.5 from two teachers with the "very good" qualification, and 4.3 from students with the "good" qualification. Based on the positive assessments from experts and users, the Android-based learning media developed in this study is deemed "feasible" for use in mathematics learning activities at the elementary school level.
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.