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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 857 Documents
Interactive Multimedia in Early Childhood Education: The Effectiveness of Malali (Malajah Basa Bali) in Improving Balinese Speaking Skills of Early Childhood Ni Gusti Ayu Made Yeni Lestari
Jurnal Edutech Undiksha Vol. 13 No. 1 (2025): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i1.94565

Abstract

The low level of Balinese speaking skills among early childhood children is caused by the lack of engaging and innovative learning media available in early childhood education (ECE) institutions. This study aims to develop an interactive multimedia tool designed to enhance the Balinese speaking abilities of young children, hereafter referred to as Malali (Malajah Bahasa Bali) Interactive Multimedia. The research method used is research and development (R&D) following the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The subjects of this study included 12 experts (comprising 3 content experts, 3 media experts, 3 instructional design experts, and 3 Balinese language experts), 1 teacher, and 31 children from group B. Data were collected through interviews, observations, questionnaires, and a Balinese speaking ability assessment instrument, all of which had undergone validity and reliability testing. The results showed that the Malali interactive multimedia tool demonstrated a high level of validity and was deemed feasible for use in the learning process. Thus, the Malali Interactive Multimedia is effective in developing Balinese speaking skills in early childhood. This media can serve as an alternative, engaging, and innovative tool for enhancing young children's Balinese language speaking abilities in ECE settings.
Digital Interactive Picture Card Media to Improve Beginning Reading of Second Grade Students in Elementary School Ni Made Leny Apriyanti; Ketut Herya Darma Utami
Jurnal Edutech Undiksha Vol. 13 No. 1 (2025): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i1.94922

Abstract

The early reading ability of second-grade elementary school students is still relatively low. The lack of learning media becomes a major obstacle in developing students’ early reading skills. This study aims to develop digital interactive picture card media to improve early reading among second-grade elementary school students. The research employed the 4D model, which includes define, design, develop, and disseminate stages. The subject of the study was the digital interactive picture card media, which was tested on 12 second-grade students. Data were collected through questionnaires, tests, observations, and interviews using instruments validated by two material experts, two media experts, and two teachers. Data were analyzed using both qualitative descriptive and quantitative approaches. The results, analyzed using the mean formula, showed media feasibility at 4.80, material feasibility at 4.95, and teacher practicality at 4.95. A t-test with a significance value (2-tailed) of 0.000 indicated a significant effect of using digital interactive picture card media on students’ early reading skills. These findings imply that the developed media is not only feasible and practical but also capable of improving the quality of early reading instruction. Therefore, it can be concluded that digital interactive picture card media is effective for enhancing early reading ability in second-grade elementary school students.
Interactive E-Book on Improving Health Promotion Students' Communication Skills when They Offer Community Counseling Made Dewi Sariyani; Ni Luh Seri Astuti; Kadek Sri Ariyanti; Rai Riska Resty Wasita; Gusti Ayu Mutiara Kharismayani
Jurnal Edutech Undiksha Vol. 13 No. 1 (2025): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i1.94956

Abstract

The low communication skills of health promotion students in providing counseling to the community are characterized by a lack of self-confidence, limited ability to formulate health messages, and the predominance of conventional lecture-based learning methods. This study aims to develop an interactive e-book as a learning medium to enhance students’ communication skills in health promotion activities. The research employed a Research and Development (R&D) method adapted from the Behaviour Centre Design model. The study involved 11 health promotion students selected through purposive sampling. Data were collected through in-depth interviews, observations, and expert validation instruments for content and media. Data analysis was conducted qualitatively using a source triangulation approach to ensure validity. The results indicate that the interactive e-book is highly suitable for students’ needs, effectively improves their confidence, motivation, and communication skills, and is well received by both lecturers and students. The study implies that the interactive e-book can serve as an innovative learning medium relevant to the health promotion curriculum while preparing students to become more capable agents of change in raising community awareness and promoting healthy living behaviors.
Walk Band for Better Learning: An Android-Based Music Module to Enhance Student Outcomes Firdaus Budhi Armanto; Nurmida Catherine Sitompul; Nunung Nurjati
Jurnal Edutech Undiksha Vol. 13 No. 1 (2025): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i1.95023

Abstract

The main problem in music learning at the high school level is the limited availability of musical instruments and the absence of representative teaching materials that can integrate theory and practice in a balanced way. This condition hampers students’ ability to apply musical knowledge optimally, thereby necessitating the innovation of digital technology-based teaching materials. This study aims to develop and evaluate an Android-based music learning module using the Virtual Instrument Walk Band application to enhance music education for high school students. The instructional design model ADDIE was employed to guide the development process. Data collection techniques included expert validation, small- and large-group trials, as well as pre- and post-tests to assess effectiveness. Expert validation indicated high validity in terms of content (93.33%), design (91.43%), and media (94.28%). Field testing with small and large student groups yielded positive responses, with mean scores of 87.5% and 88.51%, respectively. A paired-sample t-test was conducted to analyze the module’s effectiveness, revealing a statistically significant improvement in student learning outcomes (t = -8.290, p < 0.001). These findings demonstrate that the module is both feasible and effective in supporting critical thinking and engagement in music learning. This study highlights the potential of integrating virtual instrument applications into instructional design to address the lack of practice instruments and teaching materials in music education.
Critical Literacy-Based Digital Module for Elementary Students Nurhaedah; Widya Karmila Sari Achmad
Jurnal Edutech Undiksha Vol. 13 No. 1 (2025): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i1.96629

Abstract

Teaching modules are essential tools that support teachers in delivering material and managing classroom learning activities. However, many modules currently used in elementary schools do not fully meet the required standards. This study aims to validate the development of a digital teaching module based on critical literacy, designed for fifth-grade elementary school students. The validation process involved expert validators as well as a classroom teacher as respondents. Data were collected through validation sheets and structured questionnaires, assessing key aspects such as content relevance, integration of critical literacy, ease of use, student engagement, and technical quality. Data analysis employed descriptive statistics to calculate mean scores and levels of agreement. The findings show that the digital teaching module achieved high average scores across all components, with content relevance and clarity of instructions each scoring 4.0, ease of use 3.9, and integration of critical literacy 3.8. Although student engagement and technical quality received slightly lower scores (3.6 and 3.8, respectively), these values remain within acceptable standards. These results indicate that the digital teaching module is a valid and promising tool for integrating critical literacy into elementary education.
Improve Student’s Learning Motivation and Critical Thinking Using RUBELS ANAK Interactive Learning Multimedia Matis Iga Raspati; Sekar Purbarini Kawuryan; Ujang Sugara
Jurnal Edutech Undiksha Vol. 13 No. 2 (2025): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i2.90250

Abstract

Learning motivation and critical thinking skills are essential components of elementary school learning because they encourage students’ active engagement and support problem-solving abilities. However, in practice these aspects remain challenging, particularly when the learning process does not utilize interactive and engaging learning media. This study aims to develop and examine the feasibility, practicality, and effectiveness of the RUBELS ANAK interactive multimedia (Rumah Belajar Sosial Aktif nan Kreatif) in improving students’ learning motivation and critical thinking skills in social studies learning. This study employed a Research and Development (R&D) method using the Borg & Gall model. The research subjects consisted of two teachers and 98 fifth-grade elementary school students. Data were collected through observations, questionnaires, and critical thinking tests using instruments including expert validation sheets, teacher and student response questionnaires, a learning motivation questionnaire, and a critical thinking test. The data were analyzed using quantitative descriptive analysis, an independent samples t-test, and the N-gain test. The results indicate that the RUBELS ANAK interactive multimedia is categorized as very feasible based on expert validation, very practical based on user responses, and effective in improving students’ learning motivation and critical thinking skills. These findings imply that technology-based interactive multimedia can support teachers and learning media developers in designing more innovative and effective learning strategies.
Digital Comic Animation Media Based on THK Improves Conceptual Understanding and Learning Outcomes of Fifth Grade Elementary School Students on the Water Cycle Topic I Made Ariana Jaya Santika Ariana; I Wayan Widiana; I Nyoman Laba Jayanta
Jurnal Edutech Undiksha Vol. 13 No. 2 (2025): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i2.92090

Abstract

Elementary science learning has not optimally developed students’ conceptual understanding and learning outcomes due to limited use of instructional media. This study aims to develop and evaluate the feasibility of a Tri Hita Karana (THK)-based digital comic animation on the water cycle topic. This study employed a development research design using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects included material experts, media experts, and elementary school students. Data were collected through non-test and test methods using questionnaires and multiple-choice tests. The data were analyzed using qualitative and quantitative descriptive statistics, as well as inferential analysis through the Paired Sample t-test. The results indicate that the developed media has a very high level of validity based on evaluations from both material and media experts. The practicality level falls into a good category, with positive responses from students during its implementation. Furthermore, the effectiveness test shows a significant improvement in students’ conceptual understanding and learning outcomes after using the developed media. Therefore, the THK-based digital animated comic media is considered valid, practical, and effective for use in learning. The findings imply that the use of innovative, local wisdom-based instructional media can enhance the quality of learning and encourage teachers to develop more creative, contextual, and meaningful learning media.
Interactive E-Book Media Based on Book Creator to Improve Reading Skills of Third-Grade Elementary School Students with Dyslexia Gede Oditya Aresta Aresta; Kadek Suranata; Kadek Yudiana
Jurnal Edutech Undiksha Vol. 13 No. 2 (2025): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i2.94554

Abstract

Reading ability is a fundamental skill that plays a crucial role in supporting students’ learning success at the elementary school level. However, students’ reading ability, particularly among those with dyslexia, remains relatively low and requires more adaptive and interactive learning approaches. This study aims to develop and examine the effectiveness of an interactive E-Book based on Book Creator in improving students’ reading ability. This research employs a development research design using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation), combined with a single-subject experimental design (A-B-A). The research subjects consist of third-grade students with dyslexia. Data were collected through tests, questionnaires, observations, and interviews using instruments that had been validated by experts. Data analysis was conducted using both descriptive and inferential techniques, including the Wilcoxon test to examine differences before and after the intervention. The results indicate that the developed media has high validity, receives positive user responses, and is effective in significantly improving the reading ability of students with dyslexia. Therefore, the interactive E-Book based on Book Creator has implications as an innovative alternative to support more inclusive and adaptive reading instruction in elementary schools.
Development of Educational Game 'Say Math' Using RPG Maker MV with MDLC Method Rizka Sholehah Putri; Ali Shodikin
Jurnal Edutech Undiksha Vol. 13 No. 2 (2025): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i2.100404

Abstract

Low student interest and understanding of plane geometry in mathematics learning remain key challenges in improving learning outcomes. Classroom instruction that is still monotonous often leads to low student engagement in understanding concepts. This study aims to examine the effectiveness of developing a role-playing game (RPG) based educational game, “Say Math,” in improving students’ motivation and conceptual understanding of plane geometry. This research used a Research and Development (R&D) method with the Multimedia Development Life Cycle (MDLC) model. The participants were seventh grade students. Data collection techniques included student response questionnaires and concept understanding tests. Data were analyzed using descriptive quantitative analysis to evaluate media feasibility and learning improvement. Alpha testing results showed that the media functioned properly without technical issues, while beta testing indicated a user satisfaction rate of 88% and an average learning improvement of 23%. Based on these findings, it can be concluded that the “Say Math” educational game is effective in improving students’ motivation and conceptual understanding of plane geometry. This study implies that game-based learning media can serve as an innovative, interactive, and enjoyable alternative in mathematics education.
Game-Based Learning Models on Increasing Creativity and Learning Outcomes of Elementary School Students Eges Triwahyuni; Rina Ika Wahyunigtyas
Jurnal Edutech Undiksha Vol. 13 No. 2 (2025): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i2.101332

Abstract

Field evidence indicates low student creativity and learning outcomes due to difficulties in understanding the material, influenced by the dominance of conventional teaching models in elementary schools. The aim was to examine the effect of the Game-Based Learning (GBL) model on improving creativity and learning outcomes in elementary school students. This study used a quantitative approach with a quasi-experimental (non-equivalent control group) design. The subjects consisted of 28 fourth-grade students divided into two groups: an experimental group and a control group. The experimental group received GBL-based learning, while the control group received conventional learning. Data were collected through pretests and posttests using validated learning outcome test instruments and a creativity questionnaire. Data analysis was performed using normality tests and independent sample t-tests. The results showed that the GBL model significantly improved student creativity and learning outcomes. The N-Gain score in the experimental group was higher than in the control group, with a very large effect size (Cohen's d > 8). Specifically, creativity indicators such as fluency, originality, and elaboration experienced significant improvements. Learning outcomes also improved in cognitive aspects. It can be concluded that the GBL model has proven effective in creating enjoyable, challenging, and pedagogically meaningful learning experiences. This study recommends the use of GBL as an alternative learning strategy that can develop students' creative potential or creative thinking while simultaneously improving elementary school students' academic achievement.