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Ary Purmadi
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+6281917931525
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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 23 Documents
Search results for , issue "Vol. 10 No. 3 (2025): Juli" : 23 Documents clear
DEVELOPMENT OF CLASSPOINT-BASED INTERACTIVE LEARNING MEDIA IN SCIENCE SUBJECTS FOR PRIMARY SCHOOL STUDENTS Anam, Syaiful; Fatirul, Achmad Noor; Fiantika, Feny Rita
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15247

Abstract

This research aims to develop ClassPoint-based interactive learning media in science subjects, especially Solar System material in elementary schools. Media development is carried out using the ASSURE model, which includes analysis, design, development, implementation and evaluation stages. The products that have been developed are then validated by experts in the fields of design, materials and media. Next, trials were carried out in stages through small groups, medium groups and large groups to determine the feasibility and effectiveness of the media. The research results show that the use of ClassPoint-based media has a significant positive impact on learning effectiveness. This media is able to increase students' active participation in the learning process through interactive features such as polls, quizzes and direct assessments, which support the creation of two-way interactions between teachers and students. Apart from increasing learning motivation, this media also strengthens students' conceptual understanding of the material being studied. Thus, ClassPoint can be an innovative solution for creating more interesting, interactive and meaningful learning at the basic education level.
Effects of Dizziness, Authenticity, and Satisfaction on Students’ Intention to Use VR in Vocational High School Rahman, Muhammad Haristo; Mahmud, Amiruddin; Setialaksana, Wirawan
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15295

Abstract

The study aims to identify the influence of variables such as dizziness, activity-related authenticity, object-related authenticity, and satisfaction on students' behavioural intentions to continue using Virtual Reality (VR) technology in a learning context. In this study, path analysis was employed to ascertain the impact of dizziness on satisfaction and behavioural intentions in VR technology users. The findings of the study demonstrate a substantial negative correlation between dizziness and satisfaction, indicating that an escalation in dizziness levels is concomitant with a decline in satisfaction and behavioural intention to persist in utilising VR. Furthermore, activity-related authenticity and object-related authenticity have been demonstrated to exert a significant positive influence on behavioural intention, thereby indicating that students are more inclined to continue utilising VR technology if they perceive the activities and objects within VR as more authentic. The study also found that student satisfaction is the strongest factor in increasing behavioural intention to continue using VR, with path coefficients indicating a significant positive influence. The findings of this study provide important insights into the factors influencing students' behavioural intentions to continue using VR in learning. Consequently, it is anticipated that this study will contribute to the development and application of VR technology in the domain of vocational education. Moreover, it is expected to provide recommendations for technology developers and educators to design more effective and enjoyable learning experiences, taking into account the physical comfort and authenticity of the VR content used.
Development Of Digital Comic Learning Media Using Canva In Science And Technology Insiyah, Endah; Fatirul, Achmad Noor; Fiantika, Feny Rita
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15317

Abstract

This research aims to develop Digital Comic Learning Media Using Canva in the Science and Technology. The purpose of this development is to produce a product in the form of digital comic learning media using Canva with a Four-D learning design, so that students' motivation to learn will increase and understand the material being studied. The Four-D model, which is one of the development models of the Research Design Development method. The Four-D Model was developed by Thiagarajan et.al in shinta et.al (2023). This model consists of four main stages: 1) Define; 2) Design; 3) Develop; 4) Disseminate. Based on the results of the research conducted, the development of digital comic learning media using Canva has proven to be effective and feasible to use in the learning process. This media is able to present material in an interesting and interactive manner, which can increase students' interest and understanding. The process of creating digital comics with Canva also makes it easier for teachers and students to access, create learning content that suits the characteristics of students. Overall, Canva-based digital comics can be used as an innovative and effective alternative learning medium, which supports a more fun and student-centered approach to learning.
Development of Flipbook-Based Interactive Media in Science and Science Subjects, Story Materials about My Region Erdiyavita, Naili Zakiyah; Rusmawati, Retno Danu; Rohman, Ujang
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15318

Abstract

This research aims to develop FlipBook-based Interactive Media in the Science and Technology subject of News about My Region. To produce a valid instrument, the instrument that will be given to students will be tested for the validity and reliability of the instrument. This test will be carried out on students as test subjects on students. This research has succeeded in developing flipbook-based interactive media that is designed to support a more effective and interesting learning process. Based on the results of the feasibility test involving material and media experts, as well as trials on users (students), this media is considered suitable for use in learning. The results of the study show that flipbook-based interactive media can increase students' interest and involvement in the learning process, make it easier to understand the concepts taught, and increase interactivity between students and the material presented. This media also provides convenience in terms of managing learning materials that are more dynamic and flexible, so that they can be adjusted to the needs of students. The results of the evaluation in terms of practicality and effectiveness show that the use of this media can improve the quality of learning, because students are more active in participating in learning activities.
Development of Kinemaster Video in Learning Social Science in Grade 4 at SD Negeri Kauman 2 Sutrisno, Nanang; Fatirul, Achmad Noor; Fiantika, Feny Rita
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15319

Abstract

This research is a development study using the Kemp Instructional Design Model, aimed at creating KineMaster-based learning videos on the topic of Hindu and Buddhist kingdoms for Grade 4 IPAS learning. The development process involved validation from design, material, and media experts, as well as peers. Product testing was conducted in three stages: small, medium, and large group trials. Data were collected using questionnaires to assess aspects such as content clarity, accessibility, and engagement. The results show that KineMaster videos improve student interest and understanding, especially for abstract or difficult topics. The combination of visuals and audio helps make learning more interactive and enjoyable. Additionally, students can access the material anytime, supporting flexible learning. For teachers, KineMaster enables more creative content delivery and offers opportunities for students to participate in creating learning media. However, some challenges remain, such as limited technical skills and the time required to produce high-quality videos. Therefore, training for both teachers and students is important to maximize the benefits of this technology. In conclusion, KineMaster-based videos are a promising tool to enhance learning quality, increase student motivation, and foster creativity in the classroom.
Development of Android-Based Computer-Based Testing (CBT) to Prevent Academic Dishonesty Narwati, Lily May; Herpratiwi, Herpratiwi; Nurwahidin, Muhammad
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15407

Abstract

This study aims to design and develop an Android-based Computer-Based Testing (CBT) system as a preventive strategy against academic dishonesty in the learning evaluation process. The background of this study stems from the high incidence of cheating during conventional digital exams, which have yet to effectively address the exploitation of technological loopholes by students. The research employed a Research and Development (R&D) approach using a modified Borg & Gall development model through stages including needs analysis, product design, expert validation, limited trials, revisions, and field testing. The developed system features several security measures such as randomized questions and answers, screen locking (kiosk mode), restriction of access to other applications, and monitoring of activities during the exam. Evaluations by subject matter and media experts yielded an average feasibility score of 89%, indicating that the application is highly suitable for use. Meanwhile, trials conducted with high school students showed that the application effectively reduced opportunities for academic dishonesty and received positive user feedback. Therefore, this Android-based CBT system holds strong potential as a technological innovation for conducting fair, efficient, and credible educational evaluations.
The Impact of The Problem-Based Learning Model on The Mathematical Problem-Solving Skills of Students Meisari, Elawita; Herpratiwi; Oktaria , Sheren Dwi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15552

Abstract

This study aims to determine the effect of the Problem-Based Learning (PBL) model on the mathematical problem-solving ability of fifth-grade students at SD Negeri 3 Balerejo, Central Lampung. The research method used was a quasi-experimental design with a non-equivalent control group design. The study involved 60 students divided into two groups: an experimental class that used the PBL model and a control class that used conventional learning methods. The research instrument was an essay test on mathematical problem-solving ability. The data analysis results showed a significant difference between the mathematical problem-solving abilities of students taught using the PBL model and those taught using conventional methods. Thus, the PBL model has a positive effect on improving elementary school students’ mathematical problem-solving abilities.
E-BOOK WITH A REALISTIC MATHEMATICS EDUCATION APPROACH HELPED BY SMART APPS CREATOR TO IMPROVE STUDENTS' PROBLEM SOLVING ABILITIES Putri, Puput Diana; Suwanto, Fevi Rahmawati
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15563

Abstract

The low problem solving ability of students at SMP Negeri 1 Kisaran is influenced by the use of less varied teaching materials. This research aims to produce E-Book products with the Realistic Mathematics Education (RME) approach assisted by Smart Apps Creator to improve students' problem solving skills that meet valid, practical, and effective criteria. This development uses the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The sample consists of two classes, namely class VIII-5 (experimental) and class VIII-2 (control), each with 30 students. Data were collected through tests, namely pretest posttest and non-test consisting of observation, interview, and questionnaire. Analysis data were analyzed through independent sample t-test with the help of SPSS 25. The results showed that: (1) The developed E-Book meets the valid criteria with an average expert assessment of 87.4% “very valid” category. (2) The practicality of the E-Book is obtained from the results of the teacher and student response questionnaire with an average value of 88.8% “very practical” category. (3) Based on the results of the Independent Samples T-test test, the sig. (2-tailed) 0.000 <0.05, which means there is a significant difference between the experimental class and the control class. Thus, the use of E-Books with the RME approach assisted by Smart Apps Creator is effective in improving students' problem solving skills.
Implementation of Learning Media with the Concept of "Prop Hunt - QR Coin" to Increase Student Learning Participation in IPS Subjects Pratama, Bima Wahyu; Kurniawan, Bayu; Wati, Arista; Rahayu, Linda Zulkifa
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15567

Abstract

This study aims to develop the “Prop Hunt – QR Coin” learning media to enhance student participation in Social Studies (IPS) learning. Employing a Research and Development (R&D) approach with the Design Thinking model, the media integrates gamification and QR Code technology. Conducted in class 8F Tahfidz at SMP Laboratorium Universitas Negeri Malang in 2025, the results showed an increase in student participation from an average score of 40 to 82, with 88% of students meeting the completion criteria. The media effectively motivated students and facilitated interactive learning. Recommendations for future research include expanding implementation to other subjects and incorporating digital literacy training.
DEVELOPMENT OF A TEAM GAMES TOURNAMEN MODEL BASED ON MULTILEVEL GAMES TO INCREASE THE MOTIVATION TO LEARN IPS OF STUDENTS Wati, Arista; Kurniawan, Bayu; Rahayu, Linda Zulkifa; Pratama, Bima Wahyu; Sari, Erna
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15580

Abstract

The low motivation of students to learn in social studies subjects shows that the learning model applied is not fully in accordance with the learning needs of students. Learning motivation is one of the important factors that greatly influence the success of the learning process. Therefore, this research aims to develop a learning model that is able to increase student learning motivation through a learner-centered approach. This type of research is a development research (Research and Development) using the Design Thinking model, which consists of five main stages: Empathize, Define, Ideate, Prototype, and Test. The data collection techniques used include observation, interviews, diagnostic tests, and Likert scale questionnaires. While data analysis was carried out descriptively qualitative and quantitative. The product developed is a Team Games Tournament (TGT) learning model based on multilevel games, namely Sambung Kata, Tebak Gaya, and Family Hundred. This model was validated by experts and tested on students of class VIIF SMP Laboratorium UM. The results showed that this model is valid, very practical, and effective in increasing student learning motivation. The increase in student motivation is characterized by an increased awareness to participate in learning, the desire to achieve high grades, complete assignments on time, and high enthusiasm in participating in learning activities without feeling bored. Thus, this multilevel games-based TGT model can be an innovative alternative to increase student learning motivation in social studies subjects

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