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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
Need Analysis of Student Worksheets Based on Case Method to Develop Problem-Solving Skills Fitriatien, Sri Rahmawati; Mustaji, Mustaji; Fajar Arianto
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): 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.v27i2.50741

Abstract

Currently, the pharmaceutical mathematics class has implemented the case method. However, many students still experience difficulties in organizing problem-solving in solving problems offered in the form of case studies. 70% of students have not focused on the problems offered during learning activities due to the lack of guidelines for solving the problems discussed. Therefore, it is necessary to conduct a needs analysis of student worksheets based on the case method to develop problem-solving skills. This study employed a quantitative descriptive method, involving lecturers teaching the pharmaceutical mathematics course and 68 students of the pharmacy study program at Universitas PGRI Adi Buana Surabaya as the research samples. Data collection techniques used were interviews and questionnaires with percentage formulas. The results of the interviews indicate that lecturers need to create student worksheets based on the case method to direct the learning process. Moreover, the questionnaire results showed that students really need case method-based student worksheets as a guide in solving problems in case studies.  This study is an initial study for the development of student worksheets based on the case-based pharmaceutical mathematics course to develop students' problem-solving skills.
Attempts to Harness AI Model in Online Differentiated Learning on Students' Understanding Levels Citra Kurniawan; Ence Surahman; Deka Dyah Utami; Rumaizah Mohd Nordin
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): 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.v27i2.54400

Abstract

This study aims to examine the relationship between Online Differentiated Learning (ODL), Self-Regulated Learning (SRL), and an Artificial Intelligence Model (AIM) and the Level of Understanding (LU). This study employs an quasi experimental research method, utilizing path analysis as the primary data analysis technique. This study involved 125 respondents who volunteered to participate. The selection of respondents was based on their experience using generative AI applications such as ChatGPT. ChatGPT was used in the study because it is a popular generative AI application. This study found that Online Differentiated Learning (ODL) has an influence on the level of understanding of students. Furthermore, Self-Regulated Learning (SRL) does not affect learning outcomes. Different results are obtained if Artificial Intelligence Model (AIM) is involved to achieve learning outcomes in the form of students' level of understanding. The findings in the study are interesting because the role of AIM influences if integrated in the application of ODL and SRL to achieve learning outcomes. This research is expected to have an impact on the study of artificial intelligence, especially in its implementation in learning. Further research is expected to involve a larger number of respondents with diverse characteristics.
Research Trends on Digital Literacy in Quality Education: Bibliometric Analysis Form 2000 to 2024 Hilhamsyah; Deden Ramdani; Edeh Dike Mariske; Winarno; Suparman; Ika Mariyani
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): 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.v27i2.55000

Abstract

Digital Literacy Although many researchers discuss digital literacy, the contribution of digital literacy research to the quality of education is often fragmented, with diverse and unsystematic topics, approaches, and geographical areas. Therefore, this study aims to analyze global research patterns, trends, and focuses over time, thereby providing a foundation for more effective educational development policies and practices. The research method uses bibliometric analysis. The database used is Dimension.ai with the keywords "digital literacy" AND "quality education" in the period 2000-2024. This search results produced 19,498 publications and a total of 5,783 publications were analyzed. The results of the study show that the trend of digital literacy research in the field of quality education has increased every year. The results of this study in the field of Sustainable Development Goals (SDGs), the most publications are in the field of education with 4,159 publications. Meanwhile, the journal that published the most articles was the Journal of Education and Information Technology. The author with the most publications is Lukasz Tomczyk with 11 publications. The conclusion is that emerging themes in this field are digital literacy levels, digital literacy scales, variables, significant differences, equity, governance, and initiatives that demonstrate the research focus on measurement and policy formulation. The author group with the strongest collaboration is C.R. Safrudin Bachtiar, Abadi Moko Dwi, and Akbar Rasnoha Sunara.
The Effect of Snakes and Ladder Media in Teams Games Tournament Model on Mathematical Problem Solving Ability Hanun, Istna Syaikhah; Nugraheni, Nursiwi
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): 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.v27i2.55933

Abstract

The use of concrete games can increase student enthusiasm and attract students' attention to learning, but many teachers have not yet utilized them as a learning support media.This study was conducted to understand how much influence the Snakes and Ladders media, with the Teams Games Tournament learning model, has on students’ problem-solving abilities. The subjects in this study were grade 5 learners in a state-run primary school in Semarang City, a total of 54 students. This study contributes new insights by analyzing the effect of the tgt-assisted snake and ladder game, which has not been studied before in fifth grade, in different research locations. This current project used a numerical research approach analysis through a quasi-experiment. The results of the study conducted on the treatment group showed an effectiveness value of 65.68. Meanwhile, the control group produced an effectiveness value of 56.59. Based on data analysis using the t-test shows a two-sided significance level (2-tailed) of .000, so H0 was not supported and in favor of H1. So, it shows an influence through the implementation of the Snakes and Ladders media educational tool, along with the TGT instructional approach, to improve the ability of fifth-grade students to understand mathematical problem-solving. Snakes and Ladders media with the TGT cooperative model is also effective for students’ problem-solving abilities. Future research can analyze and calculate the effectiveness of using the snake and ladder media with the tgt model in other subjects more effectively
Gamified Massive Open Online Course to Enhance Learner Engagement and Learning Outcomes Pratama, Rikky Ihza; Retnowardhani, Astari
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): 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.v27i2.56193

Abstract

The use of Ruangguru app significantly increases learner engagement in the learning process. Ruangguru app uses gamification method in its learning design. In this app, there are features such as point system, rewards, and levels that are designed to increase learner motivation and engagement in the learning process. In addition, there are also game elements such as challenges, missions, and leaderboards designed to make the learning process more interesting and interactive. These features provide a more enjoyable learning experience for participants and encourage them to be more active in learning. Many MOOCs (Massive Open Online Course) use gamification methods in their learning design. A unique feature of Ruangguru app is the use of animated characters as learning guides. These animated characters are designed with local characteristics, so that participants can more easily identify and feel familiar with the characters. The method used in this research is quantitative method using data processing with SEM PLS software. The results showed that there was an influence of MOOC Gamification on participant engagement and there was also an influence between MOOC Gamification on participant learning outcomes.
Augmented Reality Implementation in Financial Regulatory Education for Indonesian High School Students Permana Putri, Dian; Nisa Febianti, Yopi; Herawan, Endang
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): 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.v27i2.57830

Abstract

Financial Services Authority (OJK) education among Indonesian tenth-grade students. Using a mixed-methods research and development approach with the ADDIE model, the study involved 40 students selected through purposive sampling for needs assessment incorporating Technology Acceptance Model constructs. An Android-based AR application was developed using Unity 3D engine and ARCore SDK, integrating interactive 3D visualizations with comprehensive OJK educational content. Expert validation was conducted by content and design specialists using structured evaluation rubrics. The needs assessment revealed strong student support for AR integration, with 67.5% expressing positive attitudes toward AR-based learning materials. A significant positive correlation (r = 0.734, p < 0.01) was found between media diversification and learning motivation. Technology readiness showed high perceived usefulness (M = 4.2, SD = 0.8) but moderate perceived ease of use (M = 3.1, SD = 0.9). Expert validation demonstrated high content validity (87.5%, CVI = 0.875) and acceptable design quality (77.8%, DQI = 0.778). The application successfully integrated four main OJK content modules with AR functionality, including interactive 3D organizational structure visualization. Findings provide strong empirical support for AR technology adoption in financial literacy education, validating constructivist and multimedia learning theories. The study establishes a replicable framework for AR educational material development, supporting continued educational technology innovation.
Optimizing Karawo Art-Based Digital Learning Media to Strengthen Local Cultural Identity Mursidah Waty; Soesanto, Soesanto; Haryanto, Eko; Sugiarto, Eko
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): 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.v27i2.58263

Abstract

This study examines the optimization of digital learning media based on karawo art to strengthen local cultural identity. Karawo art, as an intangible cultural heritage rich in philosophical and aesthetic values, faces preservation challenges amidst the development of digitalization. The research uses a qualitative approach with a case study through in-depth interviews with 5 karawo artisans, 2 school principals, 5 arts and culture teachers, and 10 students in Gorontalo, as well as document analysis and field observations. The findings indicate that the use of digital technologies, such as online learning platforms, interactive media, and social media can motivate student learning compared to conventional methods. Thus, accelerating the process of knowledge transfer across generations and able to expand the reach of learning beyond the Gorontalo region. Digital integration also strengthens students' sense of cultural identity and enhances practical skills, despite challenges related to infrastructure readiness and limited digital competency among some teachers. The practical implications of this research emphasize the need for the development of a technology-based adaptive curriculum, ongoing teacher training, and the development of authentic digital content to ensure the survival and relevance of karawo art in the modern era. With these strategies, digitalization has the potential to become a humanistic instrument for preserving and actualizing karawo art for future generations.
Technology-Enhanced Disaster Education for Early Childhood: Interactive Media to Build Safety and Resilience Humaedi; Nirmala, Besse; Annuar, Haerul; Marwany; Agusniatih, Andi; Rizal
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): 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.v27i2.58488

Abstract

Early childhood is one of the most vulnerable groups during disasters, yet disaster education at this level is often overlooked. This lack of early preparedness can increase risks when emergencies such as earthquakes occur. To address this problem, this study developed a disaster learning model for early childhood that integrates disaster risk reduction into a contextual and enjoyable learning process. Using a Research and Development (R&D) approach with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), the research was conducted at TK Putra Kaili Permata Bangsa in Palu, involving 27 children aged 5–6 years. The model was designed through a play-based approach using child-friendly media such as videos, songs, storytelling, and a modified snakes-and-ladders game, structured in three stages: pre-play, during play, and post-play. Expert validation of instructional design, content, media, and language indicated high feasibility, with most aspects scoring above 80%. Effectiveness testing revealed significant improvements in children’s disaster preparedness across six key aspects, with N-Gain scores ranging from 0.59 to 0.74. These findings highlight the importance of introducing disaster education in early childhood, as the model not only strengthens safety and resilience but also offers a participatory and enjoyable strategy for disaster mitigation learning.
Development of a STEM Based E-Module on Motorcycle Electrical Systems to Enhance Creative Thinking Skills in Vocational High School Students Adi Abdullah; Eges Triwahyuni
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): 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.v27i2.58516

Abstract

Facts in the field show the low creative thinking skills of students. Students' difficulties in understanding the material lead to low creative thinking skills. The background of this research in the era of the Industrial Revolution 4.0, students are expected to have creative and solution-oriented thinking skills, so they are able to solve various everyday problems intelligently and productively. The purpose of this research is to develop an electronic module based on Science, Technology, Engineering, and Mathematics (STEM) to improve students' creative thinking skills in motorcycle electrical systems in State Vocational High Schools. The research method used is development research with the ADDIE model. The research subjects were grade XI students in State Vocational High Schools. Data analysis techniques in this study used qualitative and quantitative methods. The results of the creative thinking skills improvement test showed an N-Gain score of 0.45, which is included in the moderate category. Media expert validation results 86.25%, material expert validation 87.50%. The conclusion of this study is that the STEM-based motorcycle electric E-module is feasible to use and can improve creative thinking skills in State Vocational High Schools. This research provides implications that the development of an electronic module based on Science, Technology, Engineering, and Mathematics (STEM) in motorcycle electrical systems can be a reference for teachers in improving creative thinking skills in terms of content, strategies, methods, and teaching approaches.
The Implementation of Wordwall as a Learning Medium to Enhance Arabic Learning Motivation Among Fourth Grade Students Susilowati, Retno; Sa'diyah, Zaimatus; Islahuddin; Noviana, Irma
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): 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.v27i2.58696

Abstract

This study aims to analyze the implementation of Wordwall as a learning medium to improve the learning motivation of fourth-grade students in the Arabic language subject at MI Darus Sa’adah. Based on field data, it was found that students faced difficulties in learning Arabic because it is a foreign language, which consequently led to low motivation and enthusiasm for learning. This research employed a qualitative descriptive approach with a focus on the theme of Indonesian cultural diversity, delivered through interactive activities using Wordwall.The results revealed that the use of Wordwall significantly influenced students’ engagement and enthusiasm. Before the implementation, only six students actively participated in the learning process; after using Wordwall, 14 students showed increased motivation and enthusiasm for learning. Students’ level of motivation improved, as evidenced by their enthusiasm during the learning activities and their mastery of the material at the end of the lesson.This study highlights two crucial stages in the implementation process: (1) the planning stage, which includes analyzing students’ needs and designing appropriate learning media for Arabic lessons, and (2) the classroom implementation stage, where the game-based and interactive features of Wordwall encouraged active participation and fostered a positive learning environment. These findings indicate that Wordwall is an effective and feasible learning medium to enhance students’ motivation in learning Arabic at the madrasah ibtidaiyah level.

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