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Zainuddin Nasution
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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 406 Documents
Indonesia DIFUSI INOVASI PEMBELAJARAN BERBASIS TEKNOLOGI MELALUI PEMANFAATAN BANTUAN KUOTA INTERNET KEMENDIKBUDRISTEK: Diffusion Of Innovation In Learning Based on Technology Through Utilization Of Internet Quota Subsidy Hairun Nissa; Indonesia Jamalulail
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 1, Juni 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.994

Abstract

Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi telah menyalurkan bantuan kuota internet sebagai salah satu kebijakan pemerintah di bidang pendidikan saat pandemi untuk mendukung terciptanya inovasi pembelajaran. Penelitian ini bertujuan untuk mengetahui difusi inovasi pembelajaran berbasis teknologi yang dilakukan oleh Duta Rumah Belajar yang menjadi agen perubahan dalam inovasi pembelajaran melalui pemanfaatan program bantuan kuota internet. Penelitian dilakukan dengan metode deskriptif kualitatif. Populasi penelitian adalah 160 guru dan 10 orang Duta Rumah Belajar yang diwawancarai secara mendalam terkait penyebarluasan inovasi. Rumusan masalah penelitian ini adalah untuk mengetahui bagaimana proses adopsi inovasi pembelajaran berbasis teknologi dilakukan oleh guru Duta Rumah Belajar melalui pemanfaatan bantuan kuota internet yang diberikan Kemendikbudristek. Hasil dari penelitian menunjukkan bahwa sebagian besar guru telah menerima bantuan kuota dan memanfaatkannya untuk pembelajaran dan keperluan pendukung lainnya. Difusi inovasi yang yang dilakukan oleh Duta Rumah Belajar adalah menggunakan saluran komunikasi interpersonal, media massa, dan media sosial. Komunikasi interpersonal dilakukan dengan ceramah, dialog, dan demonstrasi praktik baik; komunikasi dengan media massa dilakukan melalui radio dan tulisan di website; dan komunikasi dengan media sosial dilakukan melalui Youtube, Instagram, dan Facebook. Guru berpendapat bahwa inovasi dalam pembelajaran pada masa pandemi perlu dilakukan, dengan indikator keberhasilan inovasi berupa meningkatnya partisipasi siswa yang aktif belajar. Selanjutnya, guru berharap bantuan kuota internet tetap dilanjutkan dan guru diberikan wadah komunitas serta pelatihan tentang inovasi pembelajaran dengan Teknologi Informasi dan Komunikasi. The Ministry of Education, Culture, Research and Technology has distributed internet quota aid as one of the government policies during the pandemic era to support the creation of learning innovations. This objective of this study is to know the diffusion of technology-based learning innovations by Rumah Belajar Ambassador, teachers who become the agents of change in learning innovation through the use of internet quota aid program. The research is conducted with descriptive qualitative method. The population is 160 teachers and 10 Duta Rumah Belajar who are interviewed in depth in carrying out the dissemination of innovation. The research problem is how the process of adopting technology-based learning innovations is carried out by Rumah Belajar Ambassador through the use of internet quota aid provided by the Ministry. The result shows that most teachers have received quota aid and used it for learning and other supporting purposes. The diffusion of innovations carried out by Rumah Belajar Ambassador is in terms of interpersonal communication channels, mass media, and social media. Interpersonal communication is carried out through lectures, dialogues, and demonstrations of best practices; mass media communication is through radio and writing on the website; and communication in social media is through YouTube, Instagram and Facebook. Teachers need to innovate their learning process during a pandemic era, with the indicator of the increase in the active student participation in the learning process. Furthermore, teachers hope that internet quota aid will continue and teachers will be given community forums and training on learning innovations in utilizing Information and Communication Technology.
A ANALISIS MINAT MAHASISWA DALAM MENGGUNAKAN APLIKASI CHATBOT PADA MATA KULIAH AKUNTANSI : Students’ Attraction, Attention, Pleasure, and Engagement in Using Accounting Chatbot Ardiansyah; Hindri Febri Ana Sari
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 1, Juni 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.1009

Abstract

Tujuan penelitian ini adalah a) untuk mengetahui persentase tingkat akurasi chatbot akuntansi; dan b) untuk mengetahui nilai level dan kategori variabel minat dengan indikator ketertarikan, perhatian, perasaan senang, dan keterlibatan dalam menggunakan chatbot akuntansi. Jenis penelitian ini adalah kuantitatif deskriptif. Data primer merupakan jenis data yang digunakan dalam penelitian ini. Instrumen pengumpulan data yang digunakan adalah kuesioner. Responden adalah sebanyak 54 mahasiswa. Teknik analisis data dalam penelitian ini terdiri atas dua pengujian, yakni: 1) uji blackbox; dan 2) user acceptance test (UAT). UAT terhadap variabel minat terdiri atas empat indikator: ketertarikan, perhatian, perasaan senang, dan keterlibatan. Hasil penelitian ini menunjukkan bahwa pengujian akurasi blackbox yang mencakup pengujian validasi dan pengetahuan sistem chatbot mencapai 100%. Hasil UAT menunjukkan nilai level variabel minat sebesar 2,89 dengan indikator ketertarikan sebesar 2,90, perhatian sebesar 2,86, perasaan senang sebesar 2,82, dan keterlibatan sebesar 2,96 yang semuanya berada pada kategori tinggi dalam menggunakan chatbot akuntansi. Indikator keterlibatan merupakan satu-satunya indikator yang berada pada nilai level tertinggi. Kebaruan penelitian ini terletak pada implementasi chatbot akuntansi sebagai media belajar di luar kelas. The objective of this study is a) to find out the percentage of accounting chatbot accuracy; and b) to find out the value level and category of interest variable with its indicators of attraction, attention, pleasure, and engagement in using accounting chatbots. This is a descriptive quantitative study. Primary data is the type of data used in this study. The data collection instrument is a questionnaire. The respondents are 54 students. The data analysis technique in this study consists of two tests: 1) blackbox test; and 2) user acceptance test (UAT). UAT on the interest variable consists of four indicators: attraction, attention, pleasure, and engagement. The result of this study shows that the blackbox accuracy test, which includes validation test and chatbot knowledge system test, reaches 100%. The UAT result indicates the level value of interest variable of 2.89 with the attraction indicator’s level value of 2.90, attention of 2.86, pleasure of 2.82, and engagement of 2.96 which are all in the high category in using accounting chatbots. The engagement indicator is the only indicator with the highest level value. The novelty of this study lies on the implementation of accounting chatbots as learning media outside of the classroom.
Penerapan Model Megacita pada pembelajaran PPKn di SD Negeri Keputran 1 Yogyakarta: The Implementation of the Megacita Learning Model in Public Elementary School of Keputran 1 Yogyakarta Arie Kurniawan
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 1, Juni 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.1001

Abstract

Penelitian ini bertujuan untuk mengelaborasi peran model pembelajaran Megacita dalam meningkatkan peran aktif siswa dalam aktivitas pembelajaran yang strategi Think-Pair-Share. Balai Pengembangan Media Radio Pendidikan dan Kebudayaan mengembangkan Megacita sebagai suatu model pembelajaran PPKn yang mengadopsi strategi Think-Pair-Share. Penerapan model ini bertujuan untuk meningkatkan kemampuan komunikasi, kolaborasi, berpikir kritis, memecahkan masalah, serta kreativitas, dan inovasi siswa. Rumusan masalah dalam penelitian adalah bagaimana penerapan Megacita pada pembelajaran PPKn di SDN Keputran 1 Yogyakarta mulai dari persiapan hingga hambatan yang dihadapi. Pendekatan yang digunakan dalam penelitian ini adalah kuantitatif dengan metode analisis data berupa deskriptif kuantitatif. Pada penerapan pertama, siswa masih belum paham dengan aktivitas pembelajaran yang harus mereka lakukan. Sebagian besar siswa juga masih pasif dalam proses diskusi, serta belum berani melakukan presentasi di depan kelas. Pada penerapan kedua, siswa lebih aktif dalam mengikuti pembelajaran, mereka makin aktif dalam diskusi kelompok, dan sudah berani melakukan presentasi di depan kelas. Hambatan yang dihadapi dalam penerapan pembelajaran Megacita ini adalah kesiapan siswa dalam mengikuti pembelajaran karena masih awam dengan Megacita. Dari penelitian ini dapat disimpulkan bahwa penerapan Megacita pada pembelajaran PPKn di SDN Keputran 1 Yogyakarta sudah berjalan sesuai dengan panduan. Tujuan dari pengembangan model Megacita juga sudah tercapai dengan meningkatnya kemampuan komunikasi, kolaborasi, pemikiran kritis, memecahkan masalah, dan inovasi siswa. The objective of this study is to elaborate the roles of Megacita learning model in increase students’ active roles in the learning process with Think-Pair-Share strategy. Balai Pengembangan Media Radio Pendidikan dan Kebudayaan develops Megacita as a learning model of Pendidikan Pancasila dan Kewarganegaraan (PPKn) which adopts Think-Pair-Share strategy. This learning model application is to increase the students’ competencies in communication, collaboration, critical thinking, problem solving, creativity, and innovating. The problem in this study is how Megacita learning model for PPKn in Public Elementary School of Keputran 1 Yogyakarta is implemented starting from the preparation until the obstacles. The approach of this study is quantitative approach and data quantitative descriptive analysis method. In the first application, the students have not understood the learning activities they have to do. Most of them are passive in discussion process, and are not brave enough to deliver presentation. In the second application, the students are more active in attending the learning process. They are more active too in the discussion process, and braver in delivering presentation in front of the class. The obstacles in implementing this Megacita learning model is the students’ readiness in attending the learning process because they have not been familiar with Megacita. Based on the result, it can be summarized that Megacita implementation for PPKn subject in Public Elementary School of Keputran 1 Yogyakarta is running in accordance with the guidance. The objective of Megacita learning model development has been achieved, indicated by the increase of students’ competencies on communication, collaboration, critical thinking, problem solving, and innovation.
Implementasi Media Pembelajaran Interaktif Berbasis Android pada Pokok Bahasan Tekanan Osmosis untuk Melatih Soft Skills Siswa Kelas XII SMAN 7 Palangka Raya: Implementation of Android-based Interactive Learning Media on Osmosis Pressure to Improve the Students’ Soft Skills Yessi, Miokti
Jurnal TEKNODIK Jurnal Teknodik Vol. 28 No. 1, Juni 2024
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.765

Abstract

Penelitian ini bertujuan untuk menguji penggunaan media pembelajaran interaktif berbasis Android dalam meningkatkan soft skill dan penguasaan konsep siswa kelas XII melalui pembelajaran pokok bahasan tekanan osmosis. Penelitian ini merupakan penelitian pre-experimental design. Rancangan yang digunakan dalam penelitian ini adalah one-shot case study. Sampel dalam penelitian ini adalah siswa kelas XII program MIPA SMA Negeri 7 Palangka Raya sebanyak 20 orang. Teknik pengumpulan data dalam penelitian ini adalah tes dan non-tes. Tes diberikan kepada siswa di akhir pembelajaran atau setelah diterapkan pembelajaran menggunakan media pembelajaran berbasis Android. Teknik non-tes dilakukan dengan wawancara, angket respons siswa, dan lembar observasi keterampilan soft skill siswa. Berdasarkan hasil implementasi, ketuntasan belajar peserta didik klasikal kelas sebesar 81,75% (tinggi). Artinya, semua siswa telah mencapai kompetensi belajar minimal yang telah ditentukan. Kemampuan soft skills siswa dalam pembelajaran sebesar 72,92% (tinggi), secara garis besar termasuk dalam kriteria tinggi. Ada beberapa sub-indikator yang berada dalam kriteria cukup, pada sub-indikator etika moral, yaitu disiplin berada pada kisaran 65%. Siswa memberikan tanggapan yang baik terhadap pembelajaran menggunakan media pembelajaran interaktif berbasis Android. Tanggapan siswa adalah bahwa media pembelajaran berbasis Android mudah dioperasikan; dapat mengatur waktu belajar dan memilih bagian mana dalam materi yang akan dipelajari; hemat kertas (paperless) karena kuis dan penugasan langsung dapat dikerjakan di aplikasi yang digunakan; dilengkapi dengan video dan audio penjelasan guru terkait dengan materi dipelajari; dan hemat kuota karena dapat dioperasikan secara offline dan online.   This research aims to prove the use of Android-based interactive learning media to improve the soft skills of class XII students through learning the subject of osmosis pressure. This research is pre-experimental design with the research design of one-shot case study. This research subject are twenty students of Senior High School 7 Palangka Raya. Data collection techniques in this study are test and non-test. The test is given to students at the end of learning or after the learning is implemented using Android-based learning media. Non-test techniques are with interviews, student response questionnaires, and observation sheets of students' soft skills skill. Based on the results of implementation, classical class student learning completeness is 81.75% (high). It means that all students have surpassed the determined minimum learning competency. The ability of students' soft skills in learning is 72.92% (high). There are several sub-indicators that are in sufficient criteria, namely the sub-indicator of moral ethics, namely discipline which is in the range of 65%. Students give positive responses about the learning which uses Android-based interactive learning media. Students’ responses are that Android-based learning media is easy to operate; they can arrange their time and which part of the material to learn; it is a paperless learning because the quizzes and assignments can directly done in the application; it is equipped with teacher’s explanation audio and video on the material; and it is bandwidth economical because it can be operated offline as well as online. 
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.

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