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Contact Name
Nofri Hendri
Contact Email
nofrihendri@fip.unp.ac.id
Phone
+6285274458379
Journal Mail Official
nofrihendri@fip.unp.ac.id
Editorial Address
Jurusan KTP FIP UNP, Jl. Prof. Dr. Hamka Kampus FIP UNP Air Tawar Barat Padang 25131, Telp. (0751) 4456111
Location
Kota padang,
Sumatera barat
INDONESIA
E-Tech : Jurnal Ilmiah Teknologi Pendidikan
ISSN : 25413600     EISSN : 26217759     DOI : https://doi.org/10.24036/et.v9i2.112984
Core Subject : Science, Education,
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
ANALISIS PEMBELAJARAN ; MENUJU PEMBELAJARAN VIRTUAL REALITY BERBASIS PENDEKATAN KONSTRUKTIVIS DAN PENERIMAAN TEKNOLOGI ' Nofri Hendri, 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 (657.795 KB) | DOI: 10.24036/et.v8i2.110954

Abstract

In the constructivist paradigm, Virtual Reality technology focuses on the active interactive learning process of learners and attempts to reduce the gap between learner knowledge and real life experiences. Recently, virtual reality technologies have been developed for various applications in education, but more research is needed to establish appropriate and effective learning techniques and practices to motivate meaningful learning. The results showed that self-efficacy and perceived interaction are two important factors affecting perceived ease of use, perceived usefulness and learning motivation. In addition, learning motivation is also a predictor for influencing perceived usefulness. After that, perceived ease of use, perceived usefulness, and motivation to learn are three important factors that influence students' intentions to use virtual reality learning environments.Keywords: virtual reality (VR), constructivism, technology acceptance model (TAM), perceived self-efficacy, learning motivation, perceived interaction
Perancangan Game Edukasi Berbasis Animasi Multimedia Belajar Huruf Hijaiyah Al-Qur’an Pada Taman Pendidikan Al-Qur’an Se-Kabupaten Solok Thomson Mary; Febria Azilda; Heri Mulyono
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 (937.655 KB) | DOI: 10.24036/et.v8i2.110985

Abstract

Perkembangan teknologi yang begitu pesat pada saat ini, menjadi kebutuhan manusia yang selalu menginginkan kemudahan-kemudahan akan fasilitas yang mendukung dalam menyelesaikan pekerjaannya dengan sangat mudah. TPA menjadi tempat yang juga terpengaruh oleh perkembangan teknologi tersebut. TPA yang ada pada saat ini yang masih menetapkan pembelajaran model ceramah atau menual membuat siswa-siswa yang belajar disana menjadi bosan dan malas untuk belajar al-quran.Dengan ditemukan masalah pada TPA tersebut maka dibuatlah sebuah sistem belajar dengan menggunakan game yang dapat memberi solusi kepada guru TPA dalam mengajar anak TPA yang memiliki daya tangkap lemah dalam proses pembelajaran model ceramah atau manual. Game edukasi yang akan dirancang nantinya menggunakan metode SDLC Waterfall, dengan bahasa pemograman Javascript yang terhubung pada Adobe Flash CS3.Pada game edukasi terdapat pilihan menu game yang dapat dimainkan oleh siswa TPA, diantaranya menu play yang nantinya akan menyediakan pilihan menu game mana yang akan dimainkan.Keywords: Game Edukasi, TPA, Javascript, SDLC Waterfall
PENGALAMAN CLASSROOM-CHATBOT TERPADU: SOLUSI ALTERNATIF BAGI PELAJAR ASING DALAM BERBAHASA INGGRIS ' Dewi Sari Wahyuni, 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 (898.913 KB) | DOI: 10.24036/et.v8i2.110986

Abstract

Both in traditional and online English as a Foreign Language (EFL) classroom, interactions between teachers and peers are indeed needed to practice the targeted language. However, in classes attended by a big number of mixed ability learners, these interactions can hardly as effective as is expected. Along with limited available time for studying more about the language in the classroom as Foreign Language Learning (FLL), learners rarely use the target language in their day-to-day life or interacting with a native speaker, and this lack completes its complexity. Therefore, the writer argues that integrating chatbot in the classroom as an alternative solution to cope with learners' lack of interactions using English in the classroom and real life. This paper is a position paper in which the writer presents her arguable opinion on why integrating chatbots in EFL learning can be an alternative solution.Keywords : EFL, FLL, Integrated Classroom, Chatbot Experience
IMPLEMENTASI MODEL PEMBELAJARAN ADVANCE ORGANIZER PADA MATA PELAJARAN IPA SEKOLAH MENENGAH ' Abna Hidayati, Syafril, Fakhrul Azhar
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 (83.77 KB) | DOI: 10.24036/et.v8i2.111007

Abstract

The implementation of conventional learning, especially in science subjects in secondary schools, has many obstacles, as a result, learning motivation and student interest are low. In connection with this, an innovative learning model is needed, one of which is the Advance Organizer learning model with multimedia assistance. This research uses a quantitative method in the form of Quasy Experiment. This type of research is quantitative, with a population of all VIII grade students at State Junior High Schools in Padang City. The sample was taken using a purposive technique, namely SMP N 34 Padang. class VIII1 as the experiment and class VIII2 as the control class, each of which numbered 20 people. This type of research data is in the form of data on student learning outcomes and the source of the data is student scores. The data obtained were analyzed using the t-test. The results showed that the average value of the experimental class using the multimedia-assisted Advance Organizer model was quite significant with t count greater than the table. This means that the application of the Advance Organizer model assisted by Prezi media has an effect on student learning outcomes.Keywords : Advance Organizer, Multimedia, Science Learning, Secondary School
PERANCANGAN APLIKASI MODUL INTERAKTIF BERBASIS ANDROID PADA MATA PELAJARAN PEMROGRAMAN DASAR KELAS X TKJ DI SMK NEGERI 6 PADANG Irsyadunas Irsyadunas; Ade Pratama; Lourena Mutiara Rilda
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 (1435.969 KB) | DOI: 10.24036/et.v8i2.110960

Abstract

An interactive module is a learning tool or tool in which material, methods and evaluations are made in a systematic and structured manner in an effort to achieve the expected competency goals. The design of an Android-based interactive module application aims to provide a variety of learning processes in basic programming subjects in class X TKJ SMK Negeri 6 Padang. This system is an application program that can be accessed online at the android application store, which provides complete learning needs for students neatly packaged in an application in the form of providing material, competencies, evaluations to learning videos. In addition, from this study, several conclusions were obtained, namely (1) The application of an interactive module based on Android in class X makes it easy for students to do learning wherever and whenever, (2) makes it easy for teachers to present assignments and learning material, (3 ) With the application of interactive module applications in the learning process will increase student interest in learning.
Peran Keluarga, Sekolah dan Masyarakat dalam Penanganan Kekerasan Terhadap Anak (Child Abuse) pada Masa Pandemi COVID-19 ' Ririen Arinalhaq, Hadiyanto
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 (806.088 KB) | DOI: 10.24036/et.v8i2.110999

Abstract

This paper is based on the problem that there has been an increase in violence against children during the pandemic of the corona viruse desease-19 which is popular with covid-19. The review begins with the development of Covid-19 in Indonesia and the world and is continued with Covid-19 on violence perpetrated by the environment against children. Children are entrusted by the Almighty who must be cared for and considered for their growth and development. It is not uncommon for violence against children from adults to be broadcast on mass media or social media in the form of physical violence "physical abuse" and "physical abuse" psychological violence. There are three places where violence against children occurs, namely: 1) household; 2) schools, and 3) communities. In each of these areas, violence can be committed by children of the same age, older children, adults, or people with mental disorders. It is the duty of all parties to take precautions against violence or to take measures against them if violence has occurred. One of the agencies in Indonesia that tackles violence against children is the Indonesian Child Protection Commission (KPAI). During a pandemic, the government issued a “General Guidelines for Child Protection for Handling Covid-19” which contained, among other things, 1) every child has the right to protection and clear information about the prevention and transmission of Covid-19; 2) protected from all forms of violence, exploitation, neglect, mistreatment and TIP; and 3) Ensuring psychosocial, health, education and privacy guarantees for children. If it is related to the pedagogical function, it is very urgent to educate everyone who is in the three realms of causes of violence in children during the Covid-19 period.Keywords: Covid-19; Violence in Children; Prevention; pedagogical function. 

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