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Contact Name
Otto Fajarianto
Contact Email
ofajarianto@gmail.com
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Journal Mail Official
jtp@unj.ac.id
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Kota adm. jakarta timur,
Dki jakarta
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
School Self Evaluation Concepts in The Context of Program Evaluation Mobile School J. Lokollo, Lambertus; Rudolf Kempa; Manunay, J. Marthen
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 2 (2023): 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.v25i2.35683

Abstract

Evaluation of the driving school program is important in proving the success or failure of the program. The stages in the evaluation of driving schools consist of the initial program evaluation stage, the mid-program stage and the final program stage. Driving schools must prepare themselves to face the evaluation process according to the intended stages. Self-evaluation is one of the alternative choices that schools can make to assess the school's self-assessment in achieving the driving school program in order to take steps to change on an ongoing basis in order to achieve the goals of the driving school program as stipulated. This research is a descriptive research carried out using the library research method using content analysis (content analysis). Based on information obtained from the literature related to the concept of school self-evaluation, program evaluation and school performance according to the results of the analysis, school institutions through the concept of self-evaluation with an action research approach can be carried out through the stages of preparation, data collection, formulation of evaluation results, planning and implementing change plans . School self-evaluation with this approach can be carried out repeatedly so that significant changes can be made in order to realize improvements so that the results and impact of the driving school program can be felt.
Virtual Reality-Based Learning about "Animals Recognition" and Its Influence on Students' Understanding Sukmawati, Fatma; Santosa, Eka Budhi; Rejekiningsih , Triana
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 2 (2023): 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.v25i2.36106

Abstract

The development of Educational technology has experienced a rapid increase which has consciously contributed positively to the motivation for learning achievement, as well as virtual reality media which can bring reality into learning activities. The aim of this research is to produce virtual reality media for learning to know animal’ diversity. This research type is Research and Development with the ADDIE’ developing model which consists 5 steps : 1. Analysis, 2. Design, 3. Development, 4. Impelmentation, 5. Evaluation. The research subject consists of media experts, material experts, teachers, and 27 elementary school second-grade students. Data collection techniques consist of tests and non-tests, with interview guidelines, questionnaires, and test instruments for data analysis tailored to each instrument using average, descriptive, and n-gain. Research results show that Virtual Reality products are declared suitable for use as learning media and are effective in increasing students' understanding of animal introduction for elementary school students. The results of assessments by media experts, material experts, and teachers also showed that these media belong to the category of "appropriate" to be used as learning media. In addition, the media is also included in the "effective" category to help students understand material about animal recognition based on n-gain analysis.
Development of Wetland Contextual Interactive Learning Media with Student Activity Monitoring Harja Santana Purba; Sari, Delsika Pramata; Novan Alkaf Bahraini Saputra; Syahril Hanla Azis; R. Ati Sukmawati
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 2 (2023): 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.v25i2.37498

Abstract

The purpose of this study was to develop a web-based interactive learning multimedia for statistics material for 8th grade. The material was presented with a contextual approach so that students could connect material concepts with real-life problems to instill an understanding of the material. Nothing that excels in this learning media was monitoring student activities while studying, such as student progress in learning the material, activities that have been and have not been carried out in the learning series, and monitoring of keyboard and mouse activities. Learning media was developed using the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Evaluation). The learning media functionality was tested using the Black Box method. Based on the results of testing all features, it could be concluded that the developed learning media application can function well with very high validity. Where the results of media validation were 90.3% and material validation was 87.5%. Furthermore, the developed interactive learning media is suggested to be able to display monitoring of activities that have been done by students in their respective accounts.
Development of the Life Skills Learning Model for Elementary School students as Strengthening the Pancasila Student Profile Suriswo; Aulia, Fikri; Utami, Wikan Budi
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 2 (2023): 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.v25i2.37532

Abstract

This study aims to determine the development of life skills of elementary school students in social science subjects through the development of life skills education. Learning Social Sciences Education certainly gets the spotlight related to the role of the teachers and the conditions of the students. The teacher still holds power in learning, while students can only follow all directions given by the teacher. As a result, students only memorize and do the teacher's orders. Conditions like this must be changed because it is in accordance with the changing times in the kurikulum merdeka. Learning Social Sciences in schools at various levels of educational development needs to be based on aspects of the curriculum, philosophy and learning theory, as well as various aspects in accordance with the nature of social studies education.. This study uses a research and development (R & D) approach that begins with a preliminary study, followed by limited trials and wider trials, and ends with model validation tests. Limited trials and wider trials which were carried out repeatedly at an elementary school in Tegal City and accompanied by revisions at each trial; and model validation tests were carried out at three elementary schools as the experimental group and three elementary schools as the control group without the presence of the researcher. The focus of development is social studies learning carried out by teachers of class V SD in Tegal City. Data were collected by interview, observation, questionnaire, and learning achievement tests. The model design test is carried out through limited trials and wider trials. Validation of the model design developed using a quasi-experimental design. Data analysis was carried out descriptively, and t-test statistical analysis. The results of the study show that the life skill learning model in social studies learning has improved learning outcomes and students' life skills so that the profile of Pancasila is strengthened.
The Effectiveness of the Flipped Classroom Method on Students' Speaking Ability: A Meta-Analysis Study Senjaya, Elisabet Ani Ayu; Ali Muhtadi
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 1 (2023): 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.v25i1.38632

Abstract

Many studies have investigated the effectiveness of the flipped classroom method on students' speaking ability when compared to traditional learning methods. However, previous research has provided ambiguous results. This study aims to test the effectiveness of the flipped classroom method on students' speaking abilities compared to traditional methods, as well as investigate what factors can influence the effectiveness of using the flipped classroom method on students' speaking abilities. The design used in this study was group contrast meta-analysis by analyzing 15 primary studies that met the inclusion criteria. The results of the analysis using the random-effects approach obtained a combined effect size of (g = 1.25; p < 0.01). The effect size is in the "Large Effect" category. It can be concluded that the use of the flipped classroom method on students' speaking ability has a significant and more effective effect compared to traditional learning methods. Heterogeneity analysis found that the moderator variable educational level influenced the effectiveness of implementing the flipped classroom method on students' speaking abilities, but not the moderator variables educational level, experimental class capacity, and region. The findings of this meta-analysis provide more accurate results regarding inconsistent effect size variations and can enrich insight into knowledge about the effectiveness of using the flipped classroom method in improving students' speaking skills.
Information and Communication Technology in the Learning Process Azis, Abdul; Nurasiah; Teuku Kusnafizal; Sakdiyah; Alfian
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 1 (2024): 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.v26i1.33561

Abstract

During the COVID-19 pandemic, the Indonesian Government issued a policy to implement Distance Learning (PJJ) or Online Learning. This applies to all levels of education, elementary, junior high, high school and university. During online learning, students are not only required to have learning independence but also self-regulation and social support to meet the expected learning outcomes. This study aims to describe the utilization of information and communication technology in learning history class X SMA Negeri 1 Banda Aceh. This research uses qualitative research methods with a case study approach. Data collection in this study used observation, interview, questionnaire, and document methods to obtain data on the utilization of information and communication technology in history learning. The results showed that: first, the utilization of information and communication technology in the history learning process of class has been implemented well. Second, there are advantages in the use of information and communication technology during the history learning process in the COVID-19 era, namely: (1) more flexible schedule; (2) easier assessment; (3) students do not need to go to school; (4) parents can accompany students during the learning process, and (5) students can access the internet to answer questions given by the teacher.
Metaverse-Based Learning in the Digital Era Jusuf, Heni; Lucia Sri Istiyowati; Muh Fauzi; Maria Magdalena; R. Eko Indrajit
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): 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.v25i3.35071

Abstract

Digital disruption in the world of education refers to the impact of technology on traditional education systems and models, where the current education system is felt to need to be adjusted to the progress of the times and the needs of students. The business model of education in this digital era requires the innovation and creativity of teachers. After the Covid 19 pandemic, in addition to providing challenges in the world of education, it also provides an opportunity where students and educators are accustomed to online learning applications, teleconference applications, or collaboration applications that were previously not or rarely used by the world of Education. Many apps have been created to make online learning easier. Metaverse has been around since 2010, but due to the pandemic, the use of metaverse in learning is again being used with the development of Virtual reality, extended reality, and augmented reality technology. These three technologies can display a virtual environment just like the original environment. The method used to design metaverse-based learning is to use the ADDIE research and development model while learning development follows the stages of the Dick and Carey model. The results of field trials using survey methods and experiments on 20 junior high school students for one semester using the metaverse, resulted in a score of 4.82 with the conclusion of excellent learning material, students felt very happy, motivated to complete tasks, and always followed the learning stages designed in the form of games. Implementing the metaverse in learning can increase student engagement, creativity, technology skills, collaboration, and interaction as well as improve learning experiences that are more fun and engaging.
The Use of the Arisan Card Method in Economics Learning Aplonia Lau, Elfreda
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 1 (2023): 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.v25i1.36779

Abstract

Education is a conscious effort to realize something of cultural inheritance from one generation to another. Thus the importance of education in an effort to eradicate ignorance and fight poverty. Through intense economic education in the family environment, one can form economic human beings (homo economicus) who are productive and economical in the use of money and other resources. One of the important subjects in school is economics. The learning method uses the social gathering card. The social gathering card is one of cooperative learning, where students work together in groups to discuss the suitability of the answers to each question that comes out of a glass that has been shaken by the teacher. The type of research used is a quantitative descriptive approach which aims to find out how active students are using the social gathering card method in economics learning. The results of the analysis in this study indicate that there are positive results for the use of the arisan type card method for student learning in economics subjects. The average student learning activity is 79.78 in the "active" criteria. For a teacher must admit and strengthen that what they do is in accordance with the rules and continue to provide motivation so that students are able to develop.
Development of Audio-Visual Media on the Physical Motor Development of Students in Big Kindergarten Epi Supriyani Siregar; Imanuddin; Ika Purnama Sari
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): 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.v25i3.36947

Abstract

This study aims to determine the effect of the development of audio-visual media on the motor-physical development of students in BIG Kindergarten. This study involved early childhood students aged 5-6 years as participants. An audio-visual-based online learning approach was used in this study to introduce students to interesting physical activities and support the development of their motor skills. This research method use appropriate methods. The proposed solution is the use of audio-visual media which contains games as access to learning materials to develop children's gross motor skills. LCD/Projector is used to display learning videos. The results showed that the audio-visual media developed, including jumping over shapes, hot ball cold ball, cloth rolling ball, light ball, stepping on a tiger's tail, kangaroo ball game, and motion exercises and songs, had a positive influence on students' physical-motor development. Assessments from physical education experts, sports experts, and teachers show that this media gets a high score in the very good category. Based on the results of this study, it can be concluded that the development of audio-visual media in learning gross motor skills has a positive impact on the physical-motor development of early-age students. This media also received a positive response from students and educators, indicating a higher level of motivation and involvement in sports learning. This research contributes to the development of an innovative and effective learning approach in improving gross motor skills of early childhood students.
History Learning Innovation with Steam Approach Nur Aeni Marta; Otto Fajarianto; C. Santi Muji Utami
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): 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.v25i3.37059

Abstract

So far, history lessons are only textual in nature. For this reason, teachers must start preparing students to face the rapidly changing technological developments. Meanwhile, the need for human resources in the future is to be able to think analytically, collaboratively, and interdisciplinary. For this reason, this research will raise the application of STEAM through Project Based Learning as an innovation in learning history. Researchers use qualitative methods. First, reflection aims to bring students into the context of the problem and provide inspiration to students. At the research stage, more learning processes occur. In this stage, the teacher also guides the discussion more and determines whether students have developed conceptual and relevant understanding. The discovery stage connects research and information known in project preparation. Students begin to study independently and determine what is still unknown. At this stage, the students collaborate to find solutions. At the application stage, students test products made from previously determined conditions. The results obtained are used to improve the previous step. The final step is communication. The communication process is carried out to convey ideas. At this stage, the teacher and colleagues conduct a final assessment. In addition, teachers are also expected to be able to provide appreciation and constructive feedback. The results showed that STEAM in Project Based Learning for history learning proved to be effective in encouraging students' creativity, collaboration, and communication skills. However, this method requires careful planning. Some students are also not familiar with project learning.

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