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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 13 Documents
Search results for , issue "Vol. 10 No. 2 (2025): April" : 13 Documents clear
The Effect of Applying Role Playing Model to Improve Indonesian Language Learning Outcomes Class IV SD Negeri 1 Metro Pusat Khasbullah, Firada; Herpratiwi, Herpratiwi; Firdaus, Rangga; Khasbullah, Fizzaria
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 2 (2025): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i2.15208

Abstract

The problem in this study is the low learning outcomes of Indonesian language in IV class students of SD Negeri 1 Metro Pusat. The purpose of this study was to determine the effect of the application of the role playing model on Indonesian learning outcomes. This study used a quasi-experimental method with the design form used was a non-equivalent control group design. The research sample amounted to 57 students. Data collection techniques using tests. Researchers collected data for 2 meetings in the experimental class and 2 times in the control class, students' Indonesian learning outcomes were assessed from pretest and posttest questions given by researchers. The questions used were in the form of multiple choice questions as many as 10 questions. The results showed that there was an influence in the application of the role playing model on Indonesian language learning outcomes in class IV A (experimental) at SD Negeri 1 Metro Pusat in 2022/2023.
Effects of The Application of Logic Gate Simulator Media in Improving The Results and Learning Activities of XI Grade Vocational High School Students Nur, Akmal; Herpratiwi, Herpratiwi; Firdaus, Rangga
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 2 (2025): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i2.15211

Abstract

This literature review evaluates 12 previous studies on the use of simulation software in learning digital electronics and logic gates, with the aim of analysing its impact on student learning outcomes and activities. Various simulation software such as Proteus, Logisim, Circuit Wizard, and others are used to improve students' understanding of complex concepts, practical skills, and motivation in the subjects of electronics and digital logic. The results show that simulation software effectively improves student learning outcomes, engagement, and motivation by providing practical and interactive experiences without the need for expensive physical components. However, challenges such as limited access to the required hardware and the need for proper teacher training were also highlighted. Despite these challenges, this study shows that simulation software is a promising tool for improving the quality of electronics and digital logic learning if it is properly implemented and supported by adequate infrastructure.
The Influence of Kahoot!-Based闪存卡shǎncún Kǎ Media on The Use of还是háishì And 或者huòzhě in Constructing Mandarin Sentences at College Student Level Nadzifah, Hidayatun; Suyatno, Suyatno; Amri, Miftachul; Laily, Ulul
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 2 (2025): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i2.15424

Abstract

Technological advances in education have provided enormous benefits for educators and students to access information more widely and effectively. It proves that technology encourages the development of a more interactive and interesting educational approach. With the existence of learning media, students will be stimulated to think, feel, have interests and attention through messages conveyed on the media used in learning. This study uses Kahoot!-based 闪存卡Shǎncún kǎ media in constructing Mandarin sentences. The purpose of this study is to identify the influence of Kahoot!-based 闪存卡Shǎncún kǎ media on the use of 还是háishì and 或者huòzhě in constructing Mandarin sentences. This learning is applied to 3rd semester students of the Polytechnic, University of Surabaya, Accounting Study Program and Marketing Management Study Program. This study uses a qualitative descriptive approach. The data sources for this study are observations, interviews, documents, and questionnaires on Google Form. The results of this study indicate that learning using Kahoot!-based 闪存卡Shǎncún kǎ media is very effective and makes it easier for students to understand the mastery of constructing Mandarin sentences.

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