cover
Contact Name
Otto Fajarianto
Contact Email
ofajarianto@gmail.com
Phone
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Journal Mail Official
jtp@unj.ac.id
Editorial Address
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Location
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
Developing a Gamified Digital Learning Media to Cultivate Singing Skills for Junior High School Students Wulandari; Sutimin, Leo Agung; Santosa, Eka Budhi
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.v26i1.43936

Abstract

Digital learning media based on gamification is rarely found in singing education, yet the impact of utilizing such learning tools cannot be underestimated. Therefore, this study aimed to develop a gamified digital learning media product for cultural arts education in junior high schools. The research adopts a Research and Development (R&D) approach using the ADDIE model, focusing on the development and validation process of gamified digital learning media suitable for educational purposes. The research subjects consist of media experts, content experts, and cultural arts teachers from State Junior High School 3 Grogol, Sukoharjo. Data collection techniques involve a media validation questionnaire, which is then analyzed using percentages and described to provide an overview of the suitability level of this gamified media. The research results indicate that the average validation results obtained from media experts I and II are 86%, while the average results from content experts I and II are also 86%. After being validated by the cultural arts teachers, the gamified media received an average total score of 87% from three teachers, all falling under the 'very good' qualification. Therefore, based on the assessments of media experts, content experts, and teachers, it is concluded that the gamified digital learning media product is categorized as 'suitable' for use as an alternative cultural arts learning media in State Junior High School 3 Grogol. The existence of this appropriate media undoubtedly stands as an innovative learning tool, incorporating gaming elements to enrich the process of singing skills.
Teacher Perspective: Implementation of Contextual Teaching and Learning Model Nurjehan, Rizki; Khairil Ansari; Yusnadi
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.v26i1.44084

Abstract

Research on Teacher Perspectives in the implementation of the Contextual Teaching and Learning model aims to analyze teachers' views on the implementation of the Contextual Teaching and Learning model. This research analyzes the difficulties, obstacles, advantages and disadvantages during the process of implementing the Contextual Teaching and Learning model. This research uses a qualitative descriptive method using observation sheets and questionnaires to collect the required information data and process it into the findings described. The findings obtained from the research are that there are obstacles to implementing the Contextual Teaching and Learning model at the Learning Community stage of 50% compared to the level of difficulty at other stages such as constructivism 20%, inquiry 10%, questioning 5%, modeling 5%, reflection 5% and authentic assessment 5%. Furthermore, it can be seen that the lowest level of implementation was in the Learning Community component, with 55 people answering that it was not implemented. Furthermore, in other components, namely constructivism, inquiry, questionnaire, modeling, reflection and authentic assessment, it was seen that an average of 15 to 20 people answered that it had not been implemented. So the research results conclude that there are obstacles to the implementation of the Learning Community stages in the Contextual Teaching and Learning model. The difficulty of implementing the Learning Community stages by teaching staff.
Implementation of Waterfall Method in Model Development to Improve Learning Quality of Computer Network Courses Sallu, Sulfikar; Harsono, Yhonanda; Fajarianto, Otto
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.v25i3.44418

Abstract

This research aims to improve the learning quality of Computer Network course through the implementation of Waterfall method in the development of learning model. Waterfall method, with its focus on systematic and sequential approach in software development, is adapted to design and implement effective learning structure. This study uses qualitative research design with data collection through observation, interview, and documentation. Data analysis was conducted using content analysis method to evaluate the effectiveness of Waterfall-based learning model implementation. The results show that the implementation of Waterfall method facilitates structured planning, systematic development of learning materials, and continuous evaluation, which overall contribute to the improvement of learning quality. The developed learning model encourages students' active participation and improves the understanding of key concepts in Computer Networking. This research confirms that the Waterfall method can be effectively used outside the context of software development, particularly in improving the quality of learning in the academic field.
Development of Teaching Performance Evaluation Application for Lecturers Using K-Nearest Neighbor Method with Manhattan Distance Approach Helmina, Annisa; Dedy Irfan; Fahmi Rizal; Kasmita
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.v26i1.44443

Abstract

Based on the initial observation, there are several underlying issues that form the basis of this research. The teaching performance evaluation at Padang State University has limitations regarding the courses to be evaluated. Each student can only evaluate 5 (five) courses per semester, where these five courses are randomly selected by the system, allowing each student to evaluate different courses even in the same class. The evaluation of teaching performance at Padang State University is not specific to individual lecturers but to the courses. One course can be taught by several lecturers, so students evaluating the learning cannot provide assessments for each lecturer. This results in each lecturer not having their own performance results. Furthermore, the teaching performance evaluation at Padang State University does not have a classification for the filled evaluations, thus requiring a long time to calculate the final results. This study uses the Research and Development (R&D) method with the 4-D development model consisting of four stages: definition, design, development, and dissemination. The type of data used is primary data obtained from 3 media validators, the evaluation administration of Padang State University, and 46 students. The data analysis technique used is descriptive data analysis to describe the validity and practicality of the developed lecturer performance evaluation application. The results of this development study produced a lecturer performance evaluation with 202 training data, 47 test data, resulting in an accurate system with a precision value of 88.76%, a recall value of 89.93%, and a program accuracy value of 94.04%. The validity results of the web-based learning evaluation conducted by media experts obtained a score of 0.864 with a valid category. The practicality value of using web-based lecturer performance evaluation by students obtained a score of 87.42 with a practical category. Meanwhile, the practicality value obtained by the evaluation administration of Padang State University is 89.33 with a practical category.
Cycle Model Of Integrative-Interconnective Strategy within Character Learning Anam, Nurul; Degeng, I Nyoman Sudana; Kuswandi, Dedi; Sulton
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.v26i1.44494

Abstract

Received: Revised: Accepted: This paper describes the cycle model of integrative-interactive character learning strategies at ‘MTs’ (Islamic Junior High School) Islamic Boarding School. The data is focused on MTs Al-Qodiri 1 and Nuris 1 Jember. This study used a qualitative approach having a multi-site research principle. The findings of this study showed that the application of the cycle model of integrative-interactive character learning strategies in MTs Islamic Boarding School has its own characteristics and can be considered to be a successful model of student character development. Character learning materials, especially the character values are the integration of values within the formal curriculum and Sufi based Islamic Boarding School typical curriculum. The materials are organized through the process of determining the material, structuring the order, constructing analogy, and summarizing the contents of character learning. Various interactive, collaborative and learning media are used, so that the transfer process of character learning material is easily understood and practiced in daily life. In order to ensure that the organization and the process of learning provision are more optimal, the character learning regulation is carried out by a 24-hour scheduling process followed by a continuous process of monitoring, motivational management, and supervision.
Revolutionary Flipbook-Based Digital Comic: Changing Student Engagement in Learning Elfina, Eni; Waskito, Waskito; Darni, Resmi; Maksum, Hasan; Novaliendry, Dony
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.v25i3.44809

Abstract

The development of digital technology has had a significant impact on various aspects of life, including education. The use of digital media in learning is a necessity to motivate and increase students' interest in learning. One form of digital media that attracts attention is flipbook-based comics. This research aims to develop digital flipbook-based comics as an innovative learning tool to increase students' interest in learning. This research uses a 4D development approach (Define, Design, Develop, and Disseminate) to design, develop, and implement digital flipbook-based comics as an innovative tool aimed at increasing students' interest in learning. This research also involved testing with a number of students to evaluate the effectiveness and attractiveness of digital flipbook-based comics as a learning tool. The data collected involves aspects of learning interest, understanding of the material, and student satisfaction with the use of digital flipbook-based comics. The research results show that the use of digital flipbook-based comics can significantly increase students' interest in learning. Students responded positively to the interactive and fun learning experience. Therefore, the development of digital flipbook-based comics is an innovative solution in increasing students' interest in learning in this digital era.
Effect of Implementing the Google Classroom Based on Learning Motivation, Interest in Learning and Student Learning Outcomes in Craft and Entrepreneurship Subjects Ponimin; Riki Mukhaiyar; Yeka Hendriyani; Hasan Maksum
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.v25i3.44965

Abstract

Advancements in modern technology provide teachers with opportunities to develop their skills in using media and teaching materials. This shift helps transform the instructional paradigms used in school learning processes, making education more modern and high-quality. Therefore, teachers need to be proficient in using information technology to enhance classroom learning, especially in subjects like crafts and entrepreneurship. This study is a quantiative research that focuses on examining the impact of Google Classroom on students' learning motivation, interest, and outcomes. The research was conducted at SMK Negeri 1 Tualang, Tualang District, Siak Regency, with a sample size of 95 eleventh-grade students. The data collected from this study were deemed valid and reliable, particularly concerning the influence of Google Classroom on learning motivation. The research findings were obtained through the use of questionnaires, with 33 respondents, providing data on the Google Classroom variable with a maximum score of 40. This indicates that there is a significant difference between the learning outcomes of students who were taught using the Online Google Classroom Learning Method and those taught using the conventional learning model in the subject of Crafts and Entrepreneurship for the 10th-grade students of SMK Negeri 1 Tualang in the Odd Semester of the Academic Year 2023/2024.
Digital Learning Media in Interactive Multimedia Based on Inquiry Approach for Sociology Learning in High Schools Pinilih, Yogi; Rejekiningsih, Triana; Musadad, Akhmad Arif
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 2 (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.v26i2.45014

Abstract

The rapid evolution of technology presents significant challenges in its integration into educational environments. Despite these challenges, interactive multimedia digital learning materials stand out as an effective means to meet educational objectives in high schools. By combining these materials with methodologies like inquiry-based learning, educators can offer a richer and more dynamic learning experience. Therefore, the objective of this research is to develop interactive multimedia with an inquiry-based approach that is suitable for use in education. The research method used in this study is research and development, adopting the Alessi & Trollip model. The research sample consist of 7 people which was media experts, subject matter experts, practitioners (subject teachers), and 42 students. Data collection is conducted through non-test methods such as observation and questionnaires. The research data is then analyzed qualitatively and quantitatively. The research results show that in the alpha testing phase, the developed interactive multimedia received a "Very Good" qualification from the experts and practitioners who acted as validators, with an overall average score of 87%. Meanwhile, the beta testing results with the research subjects, the students, gave a rating of 87% which falls under the "Very Good" qualification. Thus, interactive multimedia with an inquiry-based approach is deemed suitable for use as a learning medium in sociology subjects. This research showed that the inquiry-based multimedia for sociology could be a tool to facilitate learning activities in high schools.
Evaluation of the Competency and Skills Needs for Seaplane Maintenance in Pilot Education at the Indonesian Pilot Academy Banyuwangi Prayitno, Hadi; Sunardi; Mubarok, Ahmad; Setyo, Demmy; Hariadi, Setyo
JTP - Jurnal Teknologi Pendidikan Vol 26 No 2 (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.v26i2.45197

Abstract

This research assesses the competency and skill requirements for Seaplane aircraft maintenance in the pilot education program at the Indonesian Pilot Academy Banyuwangi. Utilizing qualitative methods, including in-depth interviews and direct observation, the study involves students and teachers in the pilot education program. Analysis reveals crucial competencies for students, encompassing a profound understanding of Seaplane aircraft systems, adept problem-solving during operations, and the capacity for quick and precise decision-making. Special skills, such as adaptability to complex working conditions and meticulousness in maintenance procedures, are also deemed essential. The research identifies alignment between the academy's curriculum and Seaplane aircraft maintenance needs, yet highlights specific areas requiring enhancement. The study recommends strengthening the curriculum and teaching methods to better address competency and skill needs. Implementing these recommendations is anticipated to elevate the quality of graduates, ensuring they are well-equipped to meet the challenges of Seaplane aircraft maintenance in the aviation industry.
Study of The Concept of Vocational Guidance and Counseling in Vocational Schools Linda Gea Vetrycia, Damai; Sukardi; Riki Mukhaiyar; Nurfarhanah
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.v26i1.45471

Abstract

The concept of vocational guidance and counseling in vocational high schools (SMK) plays a crucial role in shaping the future of students. A recent study conducted at SMKS Teknologi YPL Lirik aimed to explore the general overview of guidance and counseling implementation, the steps taken by school principals and teachers, and the challenges faced in this aspect. Using a qualitative descriptive approach, the researchers directly collected data through interviews, documentation, and involving key stakeholders such as the school principal, vice principal of student affairs, subject teachers, class advisors, guidance counselors, and students. The gathered data was then analyzed through a process of reduction and interpreted qualitatively to draw conclusions. According to the interviews conducted with school officials, it was revealed that the current guidance and counseling practices at SMKS Teknologi YPL Lirik are inadequate. This is evident from the students' behavior, which tends to be naughty or undisciplined due to family or community environmental factors. To achieve holistic character education through guidance and counseling, the school must establish good cooperation with parents, maintain direct communication with them in case of any issues at school, and find solutions collaboratively to foster positive character growth in both the family and school environments. In conclusion, the study emphasizes the importance of enhancing guidance and counseling practices in vocational high schools to better support students in their personal and academic development. By addressing challenges and strengthening collaboration between school stakeholders, SMKS Teknologi YPL Lirik can create a more conducive environment for students to thrive and succeed in their vocational endeavors.

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