E-Tech : Jurnal Ilmiah Teknologi Pendidikan
The aim of this journal is to publish articles dedicated to all aspects about planning, application, and production of communications media for instruction, curriculum, educational technology and research development, tech trend, computer – supported in collaboratif learning, instructional, sciens, computing in education, formativ design in learning, technology instructional, cognitiv and learning, and smart learning environmet, learning resources center.
Articles
16 Documents
Search results for
, issue
"Vol 8, No 2 (2020): E-Tech"
:
16 Documents
clear
MODEL KOMPETENSI DIGITAL MAHASISWA DALAM SISTEM PEMBELAJARAN JARAK JAUH
' Novrianti, Darmansyah, Fetri Yeni
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (118.238 KB)
|
DOI: 10.24036/et.v8i2.111005
This article presents the development of a digital competency model for Distance Learning (DL) students in Indonesia which is also called CompDigAl_EAD. The following topics were discussed in this study: educational competence, digital competence, and students in distance learning. This model was developed between 2015 and 2020. It was created based on theoretical reference and competency mapping in two classes, one of which was a distance learning undergraduate program and the other a postgraduate program, to enroll students' digital competencies in this modality. As a result, a set of competencies is obtained. It is analyzed by DL students and specialists. Based on the results, the model consists of seven general competencies: 1. Computer use, 2. Internet and online communication, 3. Communication, 4. Information management, 5. Digital content creation and development, 6. Management virtual profiles and, 7. Attendance On line. Currently, this model is in the final validation stage. The aim is that research results will support students and professors in the development of digital competences in DL modality. Keywords: Digital Competence, Distance Learning, Distance Learning
Kompetensi Media Pembelajaran Berbasis Teknologi Informasi dan Komunikasi oleh Guru di SMA
Winanda Amilia;
Fitri Maiziani
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (856.348 KB)
|
DOI: 10.24036/et.v8i2.110984
Government Regulation of the Republic of Indonesia Number 74 of 2008 concerning teachers article 3 describes the 4 competencies that a teacher must have. These competencies are pedagogical competence, personality competence, social competence and professional competence. Pedagogic competence and professional competence are closely related to the use of technology in learning. Learning media is a tool or intermediary that functions to facilitate the teaching and learning process so that communication between teachers and students is more effective. This research was conducted to determine the competence of learning media based on Information and Communication Technology by teachers at Senior High Schools in Padang City. The research was conducted in the form of a combination approach that combines quantitative and qualitative methods. these are selected according to the problem under study. The combination of these two approaches will strengthen the study related to the overall phenomenon under study. To obtain quantitative data, a questionnaire was developed based on research indicators.
Pemanfaatan Gadget oleh Anak Usia Dini pada Era Digital Native dalam Rangka Pemerolehan Bahasa Inggris
' Fitri Maiziani, Winanda Amilia
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (785.384 KB)
|
DOI: 10.24036/et.v8i2.110997
Perkembangan dan pemanfaatan teknologi telah merambah ke berbagai lini kehidupan. Generasi yang lahir pada era Digital Native telah mengenal dan memanfaatkan teknologi sedari usia dini. Sehingga tidak dapat dipungkiri membuat proses berfikir, tingkah laku, dan cara belajar generasi tersebut berbeda dengan generasi sebelumnya yang dikenal sebagai generasi Digital Imigrant. Pemanfaatan teknologi pada usia dini memberikan dampak positiv maupun negative. Pemanfaatan teknologi oleh anak usia dini butuh bimbingan dari orang tua. Karena teknologi tidak hanya menyajikan konten positive, namun di dalam teknologi juga terdapat aspek negative. Perlu dilakukannya filterisasi pemanfaatan teknologi bagi anak usia dini oleh orang tua. Jika dilakukan pengarahan pemanfaatan teknologi yang baik dan tepat oleh orang tua, maka teknologi dapat menjadi sebuah sarana belajar yang menyenangkan bagi anak usia dini. Aplikasi bermain dan hiburan anak-anak banyak tersedia pada teknologi, dan tidak sedikit dari aplikasi permaianan dan hiburan yang tersaji pada gadget menggunakan bahasa inggris. Artikel ini berupa studi kepustakaan (library research), yaitu serangkaian penelitian yang berkenaan dengan metode pengumpulan data pustaka. Pendekatan yang digunakan dalam penelitian ini adalah pendekatan filosofis dan pedagogis. Berdasarkan tinjauan pustaka yang dilakukan, pemanfaatan teknologi oleh anak pra sekolah di era digital native dapat menambah pemerolehan bahasa inggris anak usia dini dalam bentuk vocabularry.Keyword : Gadget, Anak Usia Dini, Digital Native
PENGEMBANGAN LKS BERBASIS DIGITAL PADA MATA PELAJARAN IPA KELAS VII SMP
' Monica Pratiwi, Zuliarni
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (850.15 KB)
|
DOI: 10.24036/et.v8i2.111009
In this research and development (Researh and Development) based on the Borg and Gall model. The purpose of research on developing digital-based student worksheet (LKS) media products that has been produced has gone through validation procedures and product practicality which is shown to seventh grade students of SMP. The process of the validation sheet and the practicality sheet was prepared by previous researchers with stages in accordance with the rules of assessment. Based on the results of the feasibility review of the products that have been developed from 2 lecturers of the Education Technology Study Program and 1 teacher of Natural Sciences (IPA) SMPN 22 Padang, from the assessment of the overall media aspect of the two validators of the score acquisition it can be concluded that the media has the criterion is classified as "Very Valid" media for use with a value of 4.92. The results of the material assessment validation are also classified as "Very Valid" for use with a value of 4.78. The practical results of the students were also classified as "Valid" media with the acquisition of a media practicality score of 4.03. The conclusion from the results of the validity test and practicality test of Digital LKS media products is feasible to use.Keywords : Development, Digital LKS, Science Subjects.
APPLYING CUE CARDS TO IMPROVE STUDENTS’ WRITING SKILL
' Shofiyatul Huriyah
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (92.1 KB)
|
DOI: 10.24036/et.v8i2.110897
Abstract This study was aimed to find the use of cue cards can improve students writing ability at eleventh grade of SMAN 3 OKU. The method of this study was classroom action research consisted of three cycles. One cycle consisted of three and two meetings. It meant that were seven meetings for three cycles. This classroom action research was done at SMA Negeri 3 OKU. Subject in this study was class XI MIPA 3 Senior High School in academic year 2019-2020. The study findings indicated that the using of cue card in teaching and learning process was effective in improving the students’ writing ability. It was proved that the mean score in Cycle I was 54.24, Cycle II improved to 62.35 and Cycle III the mean of students score was 75.30. Based on the result of the study, it can be concluded that the use of cue card can improves students’ writing ability. Therefore, it is recommended that the teachers use cue card media in teaching writing. Keywords: Cue Cards, Improve, Writing Skill
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID DENGAN MENGGUNAKAN ADOBE FLASH CS6
Muhammad Nang Al Kodri
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (1033.701 KB)
|
DOI: 10.24036/et.v8i2.110879
Tujuan penelitian ini adalah ini Mengembangkan Media Pembelajaran Berbasis Android dengan Menggunakan Aplikasi Adobe Flash CS6 pada Mata Pelajaran TIK Kelas XI SMA LPB Belitang. Jenis penelitian ini adalah penelitian research and development (R&D) metode yang digukanan adalah metode prosedural dengan teknik pengumpulan data berupa angket. Dari hasil uji coba, ahli media dengan persentase sebesar 81,85% dengan kriteria “Baik”, ahli desain persentase 80 % dengan kriteria “Baik”, dan ahli materi persentase sebesar 80,83% dengan kriteria “Baik”. Lalu pada uji coba perorangan dengan objek penelitian 3 responden diperoleh sebesar 84,83% dengan kriteria “Baik”, Sedangkan uji coba kelompok kecil dengan objek penelitian 8 responden dengan persentase yang diproleh adalah 83,79% dengan kriteria “Baik” dan uji coba lapangan dengan objek penelitian 30 responden dengan persentase yang diperoleh adalah sebesar 82,60% dengan kriteria “baik”. Secara keseluruhan dapat disimpulkan bahwa Pengembangan Media Pembelajaran Berbasis Android dengan Menggunakan Aplikasi Adobe Flash CS6 ini telah valid dan dapat digunakan untuk membantu guru dalam proses pembelajaran TIK Kelas XI SMA LPB Belitang.
URGENSI MERDEKA BELAJAR DI ERA REVOLUSI INDUSTRI 4.0 DAN TANTANGAN SOCIETY 5.0
Vania Sasikirana
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (354.297 KB)
|
DOI: 10.24036/et.v8i2.110765
v>Persoalan dalam penelitian ini didasarkan pada era dimana belum usainya hingar bingarakibat revolusi indutri 4.0 bersamaan dengan berkembangnya juga era society 5.0 yangdapat dartikan dimana era ini masyarakat dapat menyelesaikan berbagai bahkan seluruhmasalah, ancaman, dan tantangan dengan memanfatkan penggunaan teknlogi denganberbagai inovasi-inovasi yang baru dan kreatif. Penelitian ini menggunakan pendekatankualitatif yang berupa referensi dari literatur-literatur dan buku sebagai pokok utama danmetode deskriptif yang merupakan penjelasan seluruh kejadian masa kini dan hasil daripenilitian ini dikaji dari referensi. Dalam pelaksanaan merdeka belajar yang digagas olehMenteri Pendidikan dan Kebudayaan, yaitu Nadiem Anwar Makarim mampu membantupara peserta didik dalam menghadapi era Society 5.0.
Perancangan Sistem Informasi Penjualan Barang Pada Toko Bangunan MR Berbasis Desktop
Ansirwan Ansirwan;
Thomson Mary;
Irsyadunas Irsyadunas
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (387.987 KB)
|
DOI: 10.24036/et.v8i2.111008
Sistem transaksi pada toko MR Bangunan masih menggunakan sistem manual untuk pencatatan transaksi penjualan dan pembelian, pencarian data dan persediaan barang serta pengecekan stok barang yang masih tersedia. Hal ini menyebabkan dampak pada pelaporan keuangan setiap hari, minggu dan bulan yang tidak efisien dan mengalami banyak kendala serta kesalahan karena terlalu banyak menggunakan buku catatan dan ingatan semata. Maka dari itu membangun sistem informasi yang bisa dihandalkan sudah sesuatu yang emergency pada Toko MR Bangunan ini mengingat pendapatannya dalam sehari melebihi sepuluh juta. Metode yang digunakan dalam pembuatan aplikasi adalah V- Model Life Cycle dan tools yang digunakan adalah tools UML (Unified Modelling Language) seperti usecase, sequence dan activity diagram. Hasil yang diperoleh dalam penelitian ini adalah pembuatan aplikasi menggunakan bahasa pemrograman Java dan server dari Xampp yang dilengkapi dengan database MySql. Pengujian menggunakan Black Box Testing, dan menghasilkan tingkat valid hingga >90 % margin error 2.5 % untuk setiap akses sistem hingga pelaporan lengkap transaksi penjualan dan pembelian, stok barang dan keuangan.
EFEKTIFITAS PENGGUNAAN APLIKASI ZOOM SEBAGAI MEDIA PEMBELAJARAN MASA PANDEMI COVID-19 DI KAMPUS IPDN SUMATERA BARAT
' Dedi Robandi, Darmansyah, Fetri Yeni, J
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (81.931 KB)
|
DOI: 10.24036/et.v8i2.110957
Abstract The Indonesian government in an effort to prevent the spread of the Covid-19 pandemic issued regulations for all students to carry out online-based learning. IPDN campus is one of the official colleges that implements an online-based learning process using various media, one of which is the zoom application. The effectiveness of online-based learning needs special attention so that the online learning process can continue effectively. This study aims to determine the effectiveness of learning through the Zoom application at the IPDN Campus of West Sumatra. This study uses a qualitative method with data collection techniques through interviews through the WhatsApp application. Based on the results of this study, it is found that the learning process through zoom media is effective. With online learning, the IPDN Praja is more independent and motivates the IPDN Praja to be more active in their recovery, besides that in the lecture process, the IPDN Praja lecture will better understand and accept the material well.Keywords: Learning, Covid-19, Online
PENERAPAN PEMBELAJARAN KOOPERATIF TIPE THINK PAIR SHARE DENGAN MEMANFAATKAN MEDIA GAMBAR TERHADAP HASIL BELAJAR BIOLOGI
' Azrul, Ulfia Rahmi
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (815.62 KB)
|
DOI: 10.24036/et.v8i2.111001
The purpose this is to increase students learning outcomes biology class by using cooperative learning model think pair share type using picture media. This research is class action research (CAR). Subject of this research is students in junior high school whit totals 20 students consist of 9 male students and 11 female students. The collecting data of this research using descriptive analysis. The data that analyzed are result of science understanding concept and scientific performance. The student’s capacity of learning outcome before CAR is 69,25 and increase amount of 13,24% first cycle become 82,49 and on the second cycle increase amount of 5,21% become 87,70. Can be summery that application of cooperative learning think pair share type using picture media can increase the result of students learning biology class.Key Words: Cooperative Learning Model, Think Pair Share