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Otto Fajarianto
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INDONESIA
JTP - Jurnal Teknologi Pendidikan
ISSN : 14112744     EISSN : 26203081     DOI : -
Core Subject : Education,
Jurnal Teknologi Pendidikan (JTP) Diterbitkan sebagai upaya untuk mempublikasikan hasil-hasil penelitian dan temuan di bidang Teknologi Pendidikan. Jurnal ini terbit 3 kali setahun pada bulan April, Agustus dan Desember. Memuat hal kajian, analisis, dan penelitian tentang perancangan, pengembangan, pengelolaan, pemanfaatan, evaluasi, dan penelitian dalam bidang pendidikan yang berkaitan dengan peningkatan kinerja dan memfasilitasi belajar di lembaga pendidikan formal, non-formal dan informal serta lembaga-lembaga pelatihan.
Arjuna Subject : -
Articles 434 Documents
Development of Animation Video on YouTube Channels as an Alternative Learning Media during the Covid-19 Pandemic Asrori; Nunuk Suryani; Nur Arifah Drajati
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 3 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i3.23679

Abstract

Distance learning is held as an effort to continue to present the teaching and learning process for students during the COVID-19 pandemic. Many students admitted that they were not happy with the implementation of distance learning. This study aims to describe the development of Animaker application-based learning videos on the YouTube channel as an alternative to distance learning media during the covid-19 pandemic. This study uses a Design-Based Research (DBR) model. This study shows an overview of the stages of developing a learning video which includes needs analysis, material preparation and product design according to the learning objectives to be achieved, product implementation, and evaluation. Questionnaire technique is used as a method of collecting data at the stages of needs analysis and evaluation. At the needs analysis stage, the researcher gave questionnaires to 114 students who took part in learning Islamic Religious Education by distance learning or online, while at the evaluation stage, validation was carried out by two experts and the video learning trial was conducted by six students. The material expert validation in the two learning videos developed received very good and proper predicates (92% and 87%) from material experts. Meanwhile, the validation of media experts received very good and proper predicates (94% and 94%). Then, the results of student assessments in small groups showed good scores with an average score of 90% with very good and decent predicates. This indicates that the learning video developed is suitable for use as an alternative learning media during the covid-19 pandemic.
Genetic Based EFL Classroom Management Roslina
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 3 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i3.23818

Abstract

This article was inspired by Jamil Pooniran's concept of STIFIn genetic intelligence and language learning methodology, especially regarding classroom management. All of these inspirations became the author's reference for pursuing his mind in building a genetic-based EFL classroom management concept. This article was not based on empirical data. Still, it was built and constructed from the previous concept, namely the STIFIn concept of genetic intelligence, which was synthesized into a genetic-based class management concept for the EFL class. This study aimed to determine how to apply the concept of genetic-based classroom management to the EFL class. Based on the STIFIn concept of genetic intelligence, the authors formulated a genetic-based classroom management concept for EFL classes adapted for EFL students' five types of machine intelligence. In summary, the author concluded that the genetic-based classroom management concept for the EFL class could be applied to the three managerial class phases, namely involving stage and using calibration at the evaluation stage.
Competence and Perceived Benefits in Project-Based Learning for Postgraduate Students in History Education Kurniawati
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 3 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i3.23926

Abstract

The paradigm developed at the State University of Jakarta (UNJ) in recent years has focused on competence to achieve workability. This paradigm shift requires a more flexible and active teaching-learning context. This paper presents empirical research into the application of a case-based project-based learning model (Case-Project Based Learning, CPjBL) in the learning of Evaluation, Process, and Learning Outcomes courses at the History Education Postgraduate Program of UNJ. Considering the important role of motivation and performance, we pursue three main goals. First, this study aims to analyze students' perceptions of the effectiveness of the CPjBL learning model to improve key competencies for employability. Second, we explored whether the perceived benefits of these competencies changed after the PBL trial. Finally, we aim to explore students' opinions about the usefulness, advantages, and disadvantages of this model. Our findings support the perceived effectiveness of PBL for improving teamwork, communication, creativity, organization, and information management competencies.
Analysis of Android-Based Educational Game Media Development Needs for Social Studies Learning in Elementary Schools Elvani Hertati
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 1 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i1.22552

Abstract

This study aims to find out information about the need for educational games, perceptions of educational games, and educational game design according to teachers and students. The method used in this research is a survey to find out the initial data which is the process of developing educational game products. The instrument used is a questionnaire sheet and an interview sheet. The data analysis technique used quantitative and qualitative descriptive statistical analysis techniques. The schools that were used as research samples were 3 schools spread across Magelang Regency. Each school selected 2 class teachers. The results showed that teachers and students at SD Magelang Regency had a good perception of educational games. The need for educational games according to the teacher is a game that contains evaluation questions and the type of game that students need is an adventure genre game. The design of educational games developed according to the teacher must pay attention to aspects of appearance, content, and affordability of the game. Meanwhile, according to students, educational games are games that are interesting and have challenges or missions that must be completed.
Interactive Animation Learning Media on Android as a Creative Learning in Regression Analysis Topic Ayuni, Ni Wayan Dewinta
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 1 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i1.22567

Abstract

Technology has a significant role to build the quality of education which is one of the world’s purpose in sustainable development goals in 2015-2030 by United Nations. The implementation of technology in education is to develop the learning media. The purpose of this study is to create interactive animation learning media that can be accessed using Android Smartphone as one of creative learning alternative in online learning. This media was applied in Statistics Subject, Regression Analysis Topic, Accounting Department of Politeknik Negeri Bali. The method used in this research was research and development (R&D). There were some steps in this research which are (1) planning and designing; (2) production and editing; (3) validating and revision; (4) implementation; and (5) evaluation step. The first step was planning and designing. In this step, the animation characters, background, color theme, and storyboard were determined. The next step was production and editing step. After that the validation steps were done. There were three validators in this research, which were Statistics Expert, Statistics Lecturer, and Media expert. The validation score of this media was 95.33 that was classified as a very good learning media and proper to be implemented. The next step was revising step as the validators’ suggestion. The learning media then was implemented in experiment class using hybrid learning environment. And as the last step, the evaluation step was done by comparing the analysis test score of experiment class and the control class. The method used in evaluation step was two independent sample t-test. As conclusion, this media can improve the ability of student in Statistical Analysis.
Developing Augmented Reality (AR) as Assisted Technology in Reading Based on Content-Language Integrated Learning Yulian, Ryani; Ruhama', Ufi; Sucipto
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 1 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i1.23626

Abstract

Assisted technology has become one of the primary needs for inclusive education, especially for language learning. Language learning mediated by technology can provide affordances to EFL learners with low English language skills. Therefore, an assisted technology with content-language integrated learning was developed with the ADDIE approach to producing meaningful and motivational language learning with a dual focus, namely content and language. The materials presented in the assisted technology were developed stick to the Line-of-Sight by the Branch model (2009), which covers needs, goals, strategies, and assessment. The technology and material development result were named assisted technology-enhanced language learning (ATELL) and created with a marker-based augmented reality application. The AR application is an assisted technology for reading comprehension skills that guide the students in critical thinking for critical reading activities. The findings of the study show that students who read with the AR application performed better than those who read with the traditional method. The students also reported that they have a positive perception of the integration of the AR application for language learning for several attributes such as technology interactivity, compatibility, learning ambience, and cognitive condition.
Development of Digital Comic on Thematic Learning to Improve Literature Skills of 5th Grade Students in Elementary School Kartika Sari, Pratiwi; Arofatinajah, Siti; Fajarianto, Otto
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 1 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i1.23700

Abstract

The development of information technology is very influential in the world of education, so that it can be used as a medium of learning. One way to improve the quality of education through technology is by organizing digital literacy. Digital literacy teaches a person to operate digital technology and think critically. Digital comics are one of the media that can improve students' literacy skills. This study aims to (1) determine the development of digital comics on student literacy, (2) determine the feasibility of the digital comic product being developed, (3) determine the effectiveness of the developed digital comic product. The research method used is research and development which refers to the Richey and Klein development model using three stages, namely: planning, production, and evaluation. The research was conducted for grade V elementary school students, before being tested on students the product was evaluated first by media experts, linguists, and material experts. The results of the assessment of the media expert obtained a score of 92.85% in the very good category, the linguist got a score of 80% in the good category, the material expert got a score of 94.23% with the very good category. Based on the results of experts, digital comic media is said to be very feasible. Furthermore, the one to one test got a score of 93.06% in the very good category and the small group test got a score of 92.08% in the very good category, so the product was said to be very feasible. Meanwhile, the effectiveness test of conducting the T test with the pretest and posttest obtained a value of 0,000 < 0,05. So it is concluded that digital comic media can improve student learning outcomes and can improve student literacy skills.
Development of Web Programming Interactive Learning Multimedia in Vocational Middle School Alam, Alfikri; Astuti , Indri; Suratman, Dede
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 1 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i1.24242

Abstract

The research aimed to develop interactive multimedia learning on web programming materials in Vocational High schools. This research was conducted at SMK Negeri 1 Sajingan Besar, with the research subjects were students in class XI of Software Engineering expertise competency as many as 48 students. The research method used is a 4D model consisting of four stages, namely define stage, design, develop, and disseminate. Interactive learning multimedia developed validated by three media experts with an average result of 3.9 with a category of "valid," 3 material experts with an average result of 4.09 with a category of "very valid" and three design experts with an average score of 4.32 with a category of "very valid." Developer trials with an average value of 82.9% with "positive" criteria. Multimedia has an initial view that contains several menus, namely material, SK-KD, Quiz, Help, About, and Download. The effectiveness of the use of interactive learning multimedia is done by looking at the responses of students and learning outcomes. The response result of 48 students was with an average score of 81.91% with the criteria "positive." The average student learning outcome for pre-test was 37.33 and for post-test was 59.97, with a difference of 22.64. Based on the results of the T-test that the sig value (2-tailed) is 0.000 < 0.05 and the t value counts > t table, (23,778) > (2.35), These results show there is a significant difference between before and after using interactive learning multimedia on web programming materials. As for the effect size test was conducted to find out the level of effectiveness in the use of interactive learning multimedia with a value of 2.83 with the category "Strong Effect."
Design Android-Based E-book Application for Sundanese Pupujian Teaching Materials Ripai, Ipan; Ropiah, Opah; Sukma Nur Alam, Fajar
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 1 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i1.24456

Abstract

An android-based e-book application for teaching materials is a type of electronic book in softcopy. This study aims to design an android-based e-book application for Pupujian Sundanese teaching materials and determine its feasibility. This research is development research (R&D). The flow in this research are: 1) potential problems: 2) data collection; 3) product design: 4) design validation; 5) design revision; 6) product trial; 7) product revision; 8) trial use; 9) product revision; 10) mass production. Based on design validation, this application is feasible to test because the percentage is 85.00% - 100.00%. This product was tested on students of the Regional Language and Literature Education Study Program, STKIP Muhammadiyah Kuningan. Based on the pretest and posttest results, the average value of the pretest was 56.42, while the posttest obtained an average value of 77.21. It can be concluded that the android-based e-book application for Sundanese Pupujian teaching materials is "appropriate" to be implemented in learning and can be mass-produced.
Implementation of Flipped Classroom Model in Vocational High School: A Systematic Literature Review Cobena, Desy Yanty; Surjono, Herman Dwi
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 1 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i1.25185

Abstract

This research aims to provide a comprehensive overview of flipped classroom implementation in Indonesian Vocational High School (VHS). Articles were searched using Google Scholar and selected using the PRISMA (Preferred Reporting Items for Systematic reviews dan Meta-Analyses) method. Only articles indexed by Sinta (a scientific database designed by the Ministry of Researcher, Technology and Higher Education of The Republic of Indonesia) or Scopus were used. Twenty-nine articles were included, published from 2017 to 2021. The results revealed that flipped classroom in Indonesian VHS impacts students' interests and motivation. Moreover, it impacts students' affective, cognitive, and psychomotor competencies and personal skills in the form of self-efficacy, critical thinking, problem-solving, communication, and resilience. Various learning media and tools can be integrated into out-of-class and in-class activities, embodied in learning design. As the topic of future research, the authors recommended investigating the impact of the flipped classroom on other research areas, integrating flipped classroom with other learning models and evaluating the effectiveness, also developing learning media to improve the learning outcomes.

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