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Contact Name
Ary Purmadi
Contact Email
jtp@ikipmataram.ac.id
Phone
+6281917931525
Journal Mail Official
jtp@undikma.ac.id
Editorial Address
Jl. Pemuda No. 59 A Mataram
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran
ISSN : 25030620     EISSN : 26561417     DOI : https://doi.org/10.33394
Core Subject : Science, Education,
Jurnal Teknologi Pendidikan (JTP) : Jurnal Penelitian dan Pengembangan Pembelajaran is scientific journal published by Program Studi Teknologi Pendidikan, Fakultas Ilmu Pendidikan dan Psikologi (FIPP) Universitas Pendidikan Mandalika (UNDIKMA). It has been published since 2016 with ISSN: 2656-1417 (Online) and ISSN: 2503-0620 (Print). JTP contains scientific articles from research and critical review in Education, Teaching and Learning which include : Learning Media, Multymedia, E-learning, Curriculum, Educational Technology, Learning Technology, Learning Design, Assessment, Development, Management, & Learning Evaluation. Language used in this journal are Bahasa and English (Preferred). JTP is available for free (open access) to all readers.
Articles 21 Documents
Search results for , issue "Vol 8, No 4 (2023): Oktober" : 21 Documents clear
The Effect of Virtual Lab (VL) Game-Based Guided Inquiry Learning on Students’ Science Literacy in Indonesia Faresta, Rangga Alif; Safana, Mega; Suhardi, Rizal M.
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.8926

Abstract

Indonesian students consider studying science as a challenging subject. They regarded science as a difficult subject to be perceived. Consequently, Indonesian students showed a low result in science performance. The inquiry learning method incorporated in the virtual lab has been used to tackle this issue. However, there is a crucial debate that both teacher and students are not familiar with this integration. Therefore, the aims of this systematic review is to investigate the effect of  virtual lab based on Inquiry learning on students’ science literacy. This systematic literature method was used to provide evidence from many literatures related to virtual lab and science literacy. This provided an overview of current knowledge of  virtual lab effectiveness on student’s science literacy and insight into the methodological developments in this field of research. The result indicates that virtual lab can improve students’ science literacy. There are three factors to support this findings. First, virtual Lab provides students on learning with a deeper understanding of scientific concepts and critical thinking. Second, virtual Lab provides more interactive and engaging learning experience for students. Third, virtual Lab enhanced collaboration among students, teachers and researchers that improved the learning experience
Development and Implementation of Chemistry STEM-Based Module on Buffer Solution Material in Senior High School Siregar, Litani; Silaban, Saronom
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.8572

Abstract

One of the issues class XI SMA Negeri 1 Purba students encounter is that the teaching materials still used aren't very diverse; they mostly consist of textbooks, which makes it difficult for students to comprehend the material in the textbook. The goal of this study is to create a STEM-based chemistry module that will enhance student learning outcomes and activities. Research and development (R&D) using the ADDIE development model is the research methodology applied. This STEM-based chemistry module scored on average 89.47% for content feasibility, 90.17% for presentation feasibility, 95.31% for STEM assessment, 82.69% for language feasibility, and 95.16% for graphics, placing it in the category of being "very feasible to use in learning." With average student pretest and posttest scores of 43.57 and 86.43 in small groups and 39.67 and 84.67 with an N-Gain score of 0.75 for student learning outcomes in large groups, the STEM-based chemistry module developed was deemed effective for improving student learning outcomes and student learning activities. The average value of all student learning activities was 77.4% with high criteria.
Impact of Use of Prezi-based Media on Learning Outcomes Indonesian Language Class Student XI at Muhammadiyah Rappang Vocational High School Tang, Nurhidayah; Takdir, Muhammad; Tahir, M. Hijaz; Nurmayanti, Nurmayanti
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.9390

Abstract

This study aims to determine the effect of using of Prezi-based Media on Learning Outcomes Indonesian Language Class Student XI at Muhammadiyah Rappang Vocational High School.The  study  uses  a quantitative  methodology  with  a  true  experimental  design  with  a  posttest-only control group design. The population of this study was class XI students totaling 30 people with a sample taken from the entire class XI as many as 30 students of class XI Muhammadiyah Rappang and using saturated sampling technique. There are 2 variables in this study, namely the use of Prezi-based media (independent variable) and Indonesian language learning outcomes of grade XI students (dependent variable). This research was conducted in class XI of Muhammadiyah Rappang Vocational High School. Data collection techniques used observation, documentation, and test techniques. The test data that has been collected is then analyzed using the mean formula and t-test. Based on the results of data analysis, the mean value of the experimental group = 77,333 and the mean value of the control group = 52,444. And in the t-test obtained t-count 4,383> from t-table 5% (2,046) and 1% (2,763) with db 28.Based on the results of this study, it can be concluded that the hypothesis (H1) which states the Effect of Prezi-Based Media Use on Indonesian Language Learning Outcomes of Class XI Studentsof Muhammadiyah Rappang Vocational High School is "accepted".
Development of Interactive Multimedia Using Problem Based Learning Model in Class VIII Integrated Science Subjects Junior High School Hakim, Lukman; Bentri, Alwen; Hidayati, Abna; Amilia, Winanda
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.8751

Abstract

This study addresses low student learning outcomes due to limited use of interactive multimedia and lack of interest in learning using the same model. The aim is to develop valid and practical interactive multimedia through a problem-based learning approach for science subjects. This research is a development research (R&D) with the ADDIE development model. The results of research on learning media development by media validator 1 were obtained " 4.95" with the category "Very Valid". While the results of the assessment of media validator 2 obtained "4.95" with the category "Very Valid", and material validators obtained "4.71" with the category "Very Valid  ". The results of the practicality test to students on interactive multimedia can be concluded that the assessment carried out by students obtained 3.51 results with the category "Practical". The results of the effectiveness test were obtained from the comparison  of pre-test and post-test  scores of  students and obtained the results of the Wilcoxon signed rank test showed that Sig.  (p value) of 0.00 < 0.05, so interactive multimedia is declared "Eeffective" because there are significant differences. It can be concluded that interactive multimedia products are suitable for use in the learning process.
Development of History Learning E-Comics Based on Contextual Teaching And Learning to Improve Learning Outcomes of Class XI Students of SMA N 14 Bandar Lampung Mayasari, Dian; Yulianti, Dwi; Sinaga, Risma Margaretha; Herpratiwi, Herpratiwi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.9010

Abstract

In today's global era, learning history faces great challenges and is required to contribute to further developing awareness of nation and homeland for students. Lack of understanding of the history and culture of the nation, such as students who do not understand the history and culture of their nation tend to be difficult to develop an attitude of nationalism, especially the declining learning outcomes of history. The challenge for history teachers to follow up on the decline in learning outcomes is to utilize information and communication technology to bridge the problem of declining learning outcomes in class XI SMA country 14 Bandar Lampung by developing CTL-based history learning e-comics media. This study aims to 1) analyze the potential and conditions, 2) know the development process, 3) know the effectiveness and 4) analyze the attractiveness of the development of e-comic media based on contextual teaching and learning to improve the learning outcomes of class XI history at SMA country 14 Bandar Lampung. This research is a development research (R&D) using the ADDIE approach, data collection techniques using Observation, Interview Questionnaires and tests, the sample used in this study amounted to 30 students of class XI SMA country 14 Bandar Lampung, which were randomly selected. The results of the study are known 1) Potential and development conditions Based on the decline in student learning outcomes, the need for digital-based media with the context of involvement from students as learners. 2) The results of the validation of media experts, material experts, design experts, small groups, practitioners and implementation in large groups, show that the development of e-comic media for learning history based on contextual teaching and learning is feasible to be implemented in history learning. 3) The effectiveness of the development of CTL-based history e-comics received a fairly effective response with an N-Gain value of 68.35, and had an effect on improving student learning outcomes with a value of 0.003 <0.005 4) The attractiveness of product development can be classified as interesting with an average respondent response of 86.00%.
Analysis of Online Learning Applications During The Covid-19 Pandemic Huda, Syafaat Ariful; Jaenudin, Jaenudin; Muqtashid, Amry; Widiatna, Alexius Dwi; Nababan, Holong Saor
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.8630

Abstract

This study aims to analyze the perceptions of English language education students towards applications that are used effectively and the most effective applications for online learning in the era of the Covid-19 pandemic. This research uses the SEM (Structural Equation Modeling) method. The subjects of this study were 105 sixth-semester students of English Language Education at UIN Sultan Maulana Hasanudin Banten. The instrument used in this study was a questionnaire. Analyze data using descriptive statistics and structural equation modeling in inferential statistics. The findings showed that students had a positive or positive perception of effective applications for online learning during the Covid-19 pandemic. Based on the findings, it can be seen that the application used by students in online learning in this pandemic era is very effective because the distance learning process has become easier with the application. Then 77% of respondents said that the most efficient application used in online learning is Google Meet because, technically, Google Meet is easier to use, does not require much internet costs, does not interfere when online learning, and is convenient to use.
The Development of Powtoon-Based Mathematics Learning Media Oriented Toward Learning Outcomes on Cartesian Coordinate Material for Grade VIII Students Junior High School Khairi, Nashrul; Turmuzi, Muhammad; Lu’luilmaknun, Ulfa; Hikmah, Nurul
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.9391

Abstract

Mathematics is an essential subject, but some students face difficulties in learning due to the lack of engaging and innovative learning resources. However, using PowToon-based learning media in videos can be an effective alternative for distance education. This study aimed to develop PowToon-based mathematics learning media that would be valid, practical, and effective for the eighth-grade Cartesian coordinate material at SMP Negeri 13 Mataram, using the 4D research method (Define, Design, Development, Dissemination). The research resulted in an MP4 video about Cartesian Coordinate material that received a validity score of 0.82, which was considered highly valid by four validators. The product is also considered practical, with an 84.6% practicality score based on the responses of 24 students who used it for the Cartesian coordinate material. The media has proven highly effective, with a student completion rate of 83.33% during the test trial. Furthermore, the learning media is disseminated through YouTube for easy student access. Thus, PowToon-based learning media can be considered valid, practical, and effective for mathematics education.
The Use of Interactive Learning Video Amat Cantik To Enhance Pisa Based Cognitive Learning Outcomes and Science Literacy Skills of Grade VIII Students Setyowati, Denok; Widayat, Edy; Huda, Nuril
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.8762

Abstract

The Use of Interactive Learning Video Amat Cantik to Enhance PISA Based Cognitive Learning Outcomes and Science Literacy Skills of Grade VIII Students at UPTD SMPN 5 Camplong. Thesis. Master’s Program in Educational Technology, Faculty of Education, Universitas Dr. Soetomo. Supervisors: (I) Dr. Edy Widayat, M.Sc., (II) Dr. Nuril Huda, M.PdI. This research employs a quantitative approach with a quasi-experimental design, where the research sample is not selected randomly. Data collection is conducted through pre-tests and post-tests. The study is conducted in the experimental class, which receives treatment through the use of Interactive Learning Video Amat Cantik, compared to the control class using conventional learning media (images). The research results are analyzed using a T-paired test with a significance value below 0.05, indicating a difference between the class using the Interactive Learning Video Amat Cantik and the class using conventional media (images).
Development of Animated Video Learning Media for Energy Saving Behavior at Robbani Tutoring in Ogan Ilir Regency Ahmania, Ayunda; Husin, Azizah; Nurrizalia, Mega
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.8537

Abstract

The aim of this research is to develop learning media for animated videos of energy saving behaviour at Robbani Tutoring in Ogan Ilir Regency. The model suggested by Thiagarajan in terms of defining, designing, developing and disseminating (the 4-D model) is used as a development model. The data were collected by means of questionnaires and interviews. The results of this study indicate that validation from linguists obtained a percentage score of 88.8% with a very feasible category, media experts obtained a percentage score of 90% with a very feasible category, and material experts obtained a percentage score of 97% with a very feasible category. The results of one-to-one trial showed an overall percentage score of 79% with a very practical category and the same was true for the small group trial, which scored 89% in that category. Therefore, it is considered that it is feasible and practical to use the animated video product of energy saving behaviour as a learning media in science subjects for students to learn about energy saving behaviour.
Development of Project-Based IPAS Module to Increase Students' Learning Creativity SMKN 1 Gedongtataan Natalia, Desy; Herpratiwi, Herpratiwi; Widodo, Sugeng; Nurwahidin, Muhammad; Yulianti, Dwi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.9299

Abstract

This research is a development research that aims to analyze; (1) the potential and conditions for developing learning modules, (2) the process of developing project-based IPAS modules (3) module characteristics, (4) module effectiveness, and (5) module attractiveness. This research uses the ADDIE model development design which includes the stages of analysis, design, development, implementation and evaluation. The subjects in this study were 23 students of class X of the Plant Agribusiness Expertise Program of SMK Negeri 1 Gedongtataan. Data collection methods used questionnaires, interviews and tests. The results of this research and development indicate that the potential of students can use modules as learning materials and the condition of infrastructure at SMK Negeri 1 Gedongtataan is very supportive and allows for the development of project-based learning modules, Product criteria after being validated by a team of material experts with a score of 87.67 (very feasible), media experts score 95.29 (very feasible), and design experts score 96.84 (very feasible). The characteristics of the project-based module developed meet the requirements of being self-standing, independent, adaptive and familiar with the user. Based on the results of the t test, the sig result of 0.000 is smaller than the 5% significance level, which means that the use of project-based modules significantly increases students' learning creativity. The developed module is effective for increasing the learning creativity of IPAS students with a normalized gain value of 0.6297 (medium). The attractiveness of the developed module is in the interesting category with a score of 84.5 and the category is easy to use.

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