cover
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 128 Documents
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

Abstract

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

Abstract

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

Abstract

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

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

Abstract

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 
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.

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