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Contact Name
Zainuddin Nasution
Contact Email
zainuddin.nasution@kemdikbud.go.id
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zainuddin.nasution@kemdikbud.go.id
Editorial Address
Pusdatin, Kemendikbud. Jl. R.E. Martadinata, Ciputat, Tangerang Selatan, Telepon (021) 7418808; Faksimilie (7401727; Tromol Pos 7/CPA Ciputat 15411
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INDONESIA
Jurnal Teknodik
ISSN : 20883978     EISSN : 25794833     DOI : 10.32550
Core Subject : Science, Education,
Scope: The scope of TEKNODIK Journal is about Educational Technology (Learning), as a discipline, subject material, or profession. The process of activities includes Analysis, Design, Development, Implementation, and Evaluation (ADDIE). The scope of TEKNODIK Journal is not only in the form of study, research, or development, but also book review on education technology. Focus: 1. Distant and Open Learning; 2. Information and Communication Technology (ICT) for Education; 3. Learning Strategy; 4. Learning Media; 5. Innovative Learning System or Model; 6. Development of Digital Learning Content; 7. Utilization of ICT and other media for Education (Learning)
Articles 7 Documents
Search results for , issue "Jurnal Teknodik Vol. 27 No. 2, Desember 2023" : 7 Documents clear
Perancangan Augmented Reality Perangkat Jaringan sebagai Media Pembelajaran Berbasis Android Rahman, Muklis
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 2, Desember 2023
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32550/teknodik.vi.986

Abstract

Augmented Reality can be defined as a real environment to which virtual objects are added with the integration of computer technology. This technology can provide interesting interactions for users because with this technology users can feel virtual objects as if they existed in a real environment. The research aims to design and produce Augmented Reality applications for network devices and find out the functionality of Augmented Reality network devices. The research is conducted at one of the vocational schools in Garut Regency, involving class X Multimedia. The research method is the Waterfall model providing a sequential or ordered software life flow approach starting from analysis, design, coding, and testing. Application testing data collection techniques use Black Box Testing and Network Device Augmented Reality Application Questionnaires. The results of the research are the product of Augmented Reality learning media for network devices equipped with supporting AR Books and the result of the Augmented Reality learning media application for network device testing which is 100% running well in 10 brands of cellphones. Therefore, it can be concluded that the application runs well based on functional aspects.
Pengembangan Bahan Ajar Tematik Digital Berbasis Microsoft Sway untuk Siswa Kelas V di Kecamatan Pucakwangi Rizka S.A, Muhammad Zamzam; Surachmi, Sri; Setiadi, Gunawan
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 2, Desember 2023
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32550/teknodik.vi.1007

Abstract

This research is based on the need for teaching materials that can be used in online learning effectively. The teaching materials needed are the ones that can display various content such as texts, images, sounds, and videos. Students can use the teaching materials anytime and anywhere. The research objectives are: 1) to describe the development design of Microsoft Sway-based digital thematic teaching materials for the 5th grader in Pucakwangi Subdistrict; 2) to describe the feasibility level of Microsoft Sway-based digital thematic teaching materials for the 5th grader in Pucakwangi Sub-district; and 3) to describe the effectiveness of Sway-based digital thematic teaching materials for the 5th grade in Pucakwangi Sub-district. This research is a research and development (R&D) research with ADDIE method (Analysis, Design, Development, Implementation, Evaluation). The result shows that the recapitulation of the media expert validation reaches 95.29% with the category of very feasible, while the result of the content expert recapitulation reaches a percentage of 90.66% with the category of very feasible. The data indicates that Microsoft Sway-based digital thematic teaching materials are feasible to use for learning in Pucakwangi Sub-district. The averages of students’ learning results before using Microsoft Sway-based digital thematic teaching materials in SDN Pucakwangi 01, SDN Pucakwangi 02, and SDN Pucakwangi 03 are 74,54; 73,67; and 74,70. After using Microsoft Sway-based digital thematic teaching materials, their average scores are consecutively 87,73; 88,33; dan 89,70. The results showed a significant difference between learning outcomes before and after using Microsoft Swaybased digital thematic teaching materials in elementary schools in the sub-district of Pucakwangi.
EFEKTIVITAS PEMBELAJARAN MELALUI APLIKASI QUIZIZZ DI ERA PANDEMI PADA PEMBELAJARAN EKONOMI Santoso, Tri Nugroho Budi; Destri Sambara Sitorus
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 2, Desember 2023
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32550/teknodik.vi.1013

Abstract

This research is a continuation of previous research to test the effectiveness of the Quizizz application as a game-based learning media during the Covid-19 pandemic era. The approach used in this research is a mixed research method, type explanatory design, i.e. a combination of quantitative and qualitative data collection methods. The quantitative method uses the effectiveness test through a pair sample t-test, while the qualitative method uses SWOT analysis to describe the process of using educational game applications (Quizizz). The sampling technique used is cluster random sampling and data collection by observation, interviews, documentation, and questionnaires. Based on the output of the paired samples test, the sig value is known (2-tailed) as 0.000 < 0.05. So it can be concluded that there is an average difference between students' abilities in learning economics and accounting before and after using the Quizizz application. The SWOT analysis shows the strengths, which refer to its various features. While in terms of opportunities, it is more referring to the opportunity for the formation of learning communities. The challenge that must be solved is the internet network readiness of the participants.
EFFORTS TO IMPROVE TEACHER COMPETENCE IN UTILIZING CANVA DIGITAL MEDIA IN LEARNING THROUGH IHT AT SDN SYEKH TUBAGUS ABDULLAH, TASIKMALAYA CITY caswita, caswita; Noviyani, Selvi
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 2, Desember 2023
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32550/teknodik.vi.1031

Abstract

Abstract: The problem in this research is the teacher's weakness in utilizing Canva-based learning media. Meanwhile, the aim of this research is to try to increase the teacher's competence in using Canva media for learning through In House Training (IHT). The research method used was a pre-experimental design with the type of one-group pre-test post-test design. It is said to be a pre-experimental design because this method is often referred to as "quasi-experimental". This design is not yet a real experiment. The results of the study show that based on the data obtained, it can be stated that in stage I the teacher at Syekh Tubagus Abdullah Elementary School can master the material for making Canva learning videos well. There is only one teacher whose score is below average. However, to further strengthen the teacher's skills in making animated learning videos, the author feels the need to re-do IHT phase II activities. Meanwhile in stage II the results of the IHT implementation were based on instruments filled in by 11 participants (teachers) and achieved an average score of 100, meaning that most of the indicators that had been set could be achieved very well. Based on the available data, it can be concluded that the In House Training (IHT) activity in the use of learning animation videos which was carried out for two days had a very extraordinary impact on the knowledge and skills of teachers as participants. During the In House Training (IHT) process, the participating teachers showed high enthusiasm and curiosity, so they were very motivated and enthusiastic to take part in the activity. In addition, new knowledge and skills needed to make animated videos for learning encourage participants to have a strong ability to be able to make their own animated videos.
MENINGKATKAN KETERLIBATAN MAHASISWA DALAM PEMBELAJARAN MELALUI PLATFORM MENTIMETER Warsihna, Jaka; Ramdani, Zulmi; Amri, Andi
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 2, Desember 2023
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32550/teknodik.vi.1071

Abstract

The presence of various technologies in education can create a condition in which learning process can take place more effectively and meaningfully. The use of various online learning platforms in class is often a strategy for educators to increase students’ interaction and engagement during the learning. In fact, there are still many educators who don't know how to start and utilize the platform in learning. This study aims to redefine best practices that can be used by educators when using Mentimeter platform in learning. The descriptive method is used in this study by involving 40 students who attended lecture activities with Mentimeter platform. The result shows that Mentimeter platform can be used to increase students’ engagement and interaction in the learning process. This can be seen from the number of responses given by the respondents compared to conventional learning activities that do not involve technology in the process. In addition, Mentimeter platform can be a tool for conducting simple formative assessments for educators. Future studies need to present an experimental activity that tests the existence of this Mentimeter platform in learning further.
Evaluasi Penerapan Model Pembelajaran Meaningful Learning Berbasis TV Edukasi untuk Jenjang SMA Kurniawati, Ika; Syamsul Hadi
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 2, Desember 2023
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32550/teknodik.vi.1083

Abstract

Educational TV is a learning resource that is used especially during the Covid 19 pandemic. To maximize the use of Educational TV in the learning process, it is necessary to apply educational TV content-based learning models. One of the models developed is the Meaningful Learning Learning Model. This learning model is applied in high school level schools. To determine the effectiveness of the application of this learning model, it is necessary to evaluate its application. This research is an evaluation research. The evaluation approach used in this research is goal-oriented evaluation. The data collection method used is a combination of qualitative and quantitative, because the type of data collected is qualitative data and quantitative data. The targets (respondents) of this evaluation were Indonesian language teachers and SMAIT Nurul Fikri students with details of 30 students in class X MIPA 3, 31 students in class X MIPA 4, and 32 students in class X MIPA 2. The evaluation results show that the TV-based Meaningful Learning learning model is easy. applied. There is an increase in the quality of learning processes and products by applying the Meaningful Learning learning model based on Educational TV. The application of the TV Education-based Meaningful Learning learning model makes a significant contribution to solving learning problems. Thus it can be stated that the application of the TV-based Meaningful Learning learning model for learning at the high school level (SMA) is effective.
Pengembangan Media Sistem Kerja Sensor Berbasis Internet of Things (IoT) pada Program Industri 4.0 SMK Basirung, Muhammad Romario; Wahyudi
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 2, Desember 2023
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32550/teknodik.vi.1084

Abstract

The development of the industrial revolution 4.0 era and the technology has been influencing various sectors, including education in Vocational High Schools. This educational institution needs to improve students' knowledge and skills in the industry so that they have high competitiveness in the era of the industrial revolution 4.0. One of the most important fields of science in the industrial revolution 4.0 is the Internet of Things (IoT). Therefore, this research aims to develop an IoT-based microcontroller trainer media as an essential learning material in SMK that is valid, practical, and effective. The research method used is Research and Development (R&D) with the modification of 2 development models, namely Waterfall and Prototype. The modification results in syntax/development stages suitable for designing and developing learning products, namely IoT-based sensor learning media. This research is conducted in 5 stages, namely 1) Needs Analysis; 2) Design; 3) Feasibility Test; 4) Implementation; and 5) Evaluation and Revision. The result shows that the IoT-based microcontroller trainer media developed has a very high validity in terms of media and material presented. In addition, the implementation of this trainer media also receives positive responses from students who state that the use of this media trainer is very good.

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