cover
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 9, No 3 (2024): Juli" : 21 Documents clear
Development of Integrated Smart Apps Creator Media with Guided Inquiry Learning Model on Reaction Rate Material Ramadhoni, Yudi; Muchtar, Zainuddin
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.11998

Abstract

This research is about developing Smart Apps Creator media integrated with a guided inquiry learning model on reaction rate material. The type of research carried out is Research and Development or what is known as Research and Development (R&D). The aim of this research is to develop learning media using Smart Apps Creator which is integrated with a guided inquiry learning model on reaction rate material, as well as getting validation from experts regarding this media and knowing the responses of teachers and students to its use. The development model used in this research is the 4-D model. The stages of 4-D development are the stages of definition, design, development and dissemination. This research produces smart apps Creator learning media that is integrated with the guided inquiry learning model on reaction rate material. The results of the media expert validation assessment obtained an average of 89.6% (very valid). The results of the teacher response assessment obtained an average of 89.5% (very practical) and the results of the student response assessment obtained an average of 82.2% (very practical).
How Developing and Implementation Microlearning in Educational Setting?: A Literature Review Putri, Lara Febri Dwi; Mustaji, Mustaji; Sumarno, Alim
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.11698

Abstract

The use of microlearning can help students to focus more on the learning process. Thus, this article aims to analyze various studies related to microlearning in educational institution from 2019 to 2023. The method used in this research is literature review. The literature review method is used identify and interpret microlearning research available in educational settings. The focus is to analyze how microlearning is developed and implemented in educational institutional. The results of this study indicate that the use of the development model does not determine the success of the microlearning product developed and the success of the learning process and improving student achievement is not solely influenced by microlearning, but also influenced by factor outside microlearning. Likewise, the duration of microlearning implementation can be adjusted to the learning objectives to be achieved.
Teachers' Perceptions of ICT-assisted Reading Skills Teaching Strategies in Elementary Schools: A Qualitative Approach Purmadi, Ary
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.12451

Abstract

This study aims to describe elementary school teachers' perceptions of ICT-assisted reading skills teaching strategies. This research uses a qualitative approach with data collection methods through semi-structured interviews and classroom observations. This research uses a qualitative approach. A qualitative approach was chosen because this research aims to understand and describe teachers' perceptions of reading skills teaching strategies in depth and contextually. The research results show that teachers have a positive perception of the importance of teaching reading skills. Teachers use various strategies for teaching reading skills, such as extensive reading, intensive reading, and metacognitive strategies. However, teachers still face several challenges in implementing reading skills teaching strategies, such as limited time, lack of learning resources, and differences in student abilities.
Implementation of Project-Based Case Method to Improve Student Problem- Solving and Creativity Nirawana, I Wayan Sugianta; Romisa, Fahmi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.11384

Abstract

Current learning is not only in the form of theory but also, in direct practice to provide students with experience that can provide them with skills in the world of work.  Problem-solving as applied to work environment also needs to be accompanied by person and team creativity. This research aims to improve the problem-solving and creativity of multimedia engineering students in videography material. The students involved in this research were class A computer education students, FKIP, Universitas Mulawarman. This type of research is classroom action research carried out over 2 cycles. The result obtained increased using case method in cycle I with an average value 78.74 to 84.24 in cycle II. Project with creativity also experienced a slight increase in the average score from 83.89 in cycle I to 84.76 in cycle II. Student responses to multimedia engineering learning using the project-based case method are positive and provide real contributions.
Development Study of Technology-Based Adaptive Learning Modules for Students with Special Needs Masruroh, Umi; Firdaus, Rangga; Fitriawan, Hely; Yulianti, Dwi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.12250

Abstract

This research aims to examine the development of effective technology-based adaptive learning modules to support the learning of students with special needs in the context of inclusive education. Using the Systematic Literature Review (SLR) method, this study identifies, evaluates and interprets evidence from previous research related to the development of adaptive modules. The results show that educational technology, particularly adaptive learning modules, has an important role in improving access and quality of education for students with special needs. The results show that educational technology, particularly adaptive learning modules, has an important role in improving access to and quality of education for students with special needs. Adaptive modules allow for the customization of learning materials, methods and pace according to students' individual needs, which can improve their learning effectiveness and learning outcomes. This training can improve teachers' understanding of interventions for students with special needs and help them design adaptive learning services. It is hoped that the results of this study can make a significant contribution to the development of inclusive education in Indonesia and improve the quality of education for students with special needs through the use of adaptive technology
Development of Media Authoring Tools to Improve Learning Outcomes in Mathematics Class V Elementary School Purwanti, Eni; Firdaus, Rangga; Sutiarso, Sugeng; Herpratiwi, Herpratiwi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.11701

Abstract

Education is an important aspect in the development of a nation, with the main goal of the Indonesian government to complete 9 years of Basic Education. One of the efforts to improve the quality of education is through the development of media authoring tools in learning mathematics in elementary schools. This research aims to create interactive learning media that can help grade V students understand mathematics concepts better. By using authoring tools, teachers can create interesting learning materials and make it easier for students to learn. The graduate competency standards set by the government are also a reference in the development of this media. It is expected that through the use of authoring tools, students' mathematics learning outcomes can improve significantly
The Effect of Picture and Picture Learning Model on Learning Outcomes of IPAS Subjects of Fourth Grade Students in SDN 3 Rajabasa Bandar Lampung Fajariah, Marisa; Herpratiwi, Herpratiwi; Pamungkas, Arimbi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.11903

Abstract

This study was motivated by the problem of low student learning outcomes, lack of student interest in learning and the lack of teachers in utilizing learning models. The research was conducted at SD Negeri 3 Rajabasa Bandar Lampung with a research focus on class IV. The aim of the research is to analyze whether or not there is an influence if applying the Picture and Picture learning model to students of SD Negeri 3 Rajabasa Bandar Lampung. The sampling technique in this study used random sampling. The method used in this study is an experiment with a type of quantitative research and the design used is one group pre-test and post-test. The data collection technique used in this study was to use a test. The results of this study based on hypothesis testing using paired t test, namely, obtained tcount = 3.522 at a significant level of 5% which is 1.761. Thus, tcount> ttable (3.522> 1.761). Based on the results of the hypothesis, Ha is accepted and H0 is rejected, meaning that there is an effect of the application of the Picture and Picture learning model on student learning outcomes in Natural and Social Sciences subjects in grade IV students of SD Negeri 3 Rajabasa.
Optimizing Digital-Based Learning to Improve Alpha Generation Psychomotor Skills Eimirilleikbeiraney, Eimirilleikbeiraney; Herpratiwi, Herpratiwi; Rosidin, Undang; Firdaus, Rangga
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.11564

Abstract

Teachers are the main component in the learning process at school that determines the success of their students. The learning process occurs when interaction between teachers and students or vice versa is produced by changes in behavior in the form of new knowledge, strengthening insight and experience. The utilization of digital media in learning is required to be able to have an impact on the development of the alpha generation who are most familiar with the internet of all time. this research uses the literarure review method to thoroughly explore the effect of digital game-based learning media to improve the psychomotor abilities of the alpha generation. There are 10 journals used by researchers, most of the studies were conducted in Indonesia. The results of the research on the use of digital technology in learning have opened up new opportunities to improve interactivity, engagement and learning effectiveness. Alpha generation, born in the era of advanced digital technology, has high adaptability to technology. This allows them to more easily adapt to digital-based learning.
Digital Literacy Assisted by Mobile Learning Based on Articulate Storyline in Learning to Understand Poetry Kurniawati, Erika; Pairin, Udjang; Indarti, Titik; Efendi, Agik Nur; Prakoso, Yogo Arif
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.11532

Abstract

The independent curriculum goes hand in hand with the rapid development of technology. Students must go alongside with various technologies. Digital literacy is not just about students being able to operate technology.This learning is applied to the material of understanding poetry in class X SMK. This research uses a descriptive qualitative approach with interview and observation models as data sources. The results show that android-based learning is in accordance with the needs of students. This research aims to provide an overview of how effective the application made by the author to be applied for education in school. The results show that mobile learning is a digital learning media which is in accordance with students’ needs.
Development of An Android-Based Virtual Laboratory Using The Adobe Animate Application For Urine Tests at SMA Negeri 3 Mataram Kurniati, Sri; Hadiprayitno, Gito; Lestari, Tri Ayu
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.11498

Abstract

: This research aims to determine the validity of Android-based virtual laboratory products with the Adobe Animate application. Practicality of Android-based virtual laboratory products with the Adobe Animate application. Student responses to Android-based virtual laboratory products developed with the Adobe Animate application. The research methods used are R&D with the ADDIE Analyze model (identifying problems and finding solutions to the problems found), Design (designing the components needed to develop products and other instruments used at the implementation stage), Development (product development) , Implementation (implemented in the learning process involving students), and Evaluation (measuring the quality of products that have been developed and processed before and after learning using a virtual laboratory). The research results show that the Android-based virtual laboratory product developed has an average readability score of 89.98% with very good criteria. The Android-based virtual laboratory media developed has met the very valid criteria with an average score of 95%. The practicality of the laboratory being developed has met the very practical criteria with an average score of 82.5% and students' responses to Android-based virtual laboratory products include the criteria of agreeing with an average percentage score of 83.33%.

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