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Ary Purmadi
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jtp@ikipmataram.ac.id
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+6281917931525
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jtp@undikma.ac.id
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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 25 Documents
Search results for , issue "Vol. 10 No. 4 (2025): Oktober" : 25 Documents clear
Using Video Tutorials to Improve Students' Scalp and Hair Care Skills Dewi, Siska Miga; Merita, Yanita
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.17591

Abstract

This study aims to determine the effect of using video tutorial media on improving students' skills in performing scalp and hair care. The study used a quasi-experimental method with a one-group pretest-posttest design. The subjects were 32 students of the Make-up and Beauty Study Program who were taking the Scalp and Hair Care course. Data were collected through knowledge tests and practical skills observation sheets, then analyzed using a paired t-test. The results showed an increase in the average score from 62.66 (pretest) to 89.84 (posttest) with a t-value = 13.43 and p < 0.05. Thus, video tutorial media is proven to be effective in improving students' skills in practicing scalp and hair care.
Development of H5P-Based Animated Learning Videos to Stimulate Computational Thinking Skills of Junior High School Students Kaputri, Aysetu Sindana Mahia; Herlina, Kartina; Rinaldi, Daniel
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.16326

Abstract

The 21st century is marked by technological advancements that are transforming education into more flexible and project-based, with computing thought as a key skill. However, many students still have difficulty understanding computational concepts, such as algorithms, due to less attractive teaching methods. Therefore, learning media innovations, such as H5P-based animated learning videos, are urgently needed. This research uses the Research and Development (R&D) method with a pre-experimental one-group pre-test post-test design in two schools, namely State Junior High School 1 Metro and Muhammadiyah Junior High School 1 Metro. The results of the video development showed a media validity score of 3.91 and material 3.88, both in the very valid category. The effectiveness test showed an average N-Gain of 0.62 (62%), which is classified as moderate in improving computational thinking skills. This animated learning video is suitable for use in the learning process.
Practice-Based Learning for Enhancing Teachers’ Capabilities in AR Media Production and LMS-Based Learning Management: Evidence From Remote Schools in Maluku Arjanto, Paul; Rumtutuly, Fransheine; Makulua, Izak Jakobis; Matitaputty, Christi; Makaruku, Vando Kristi; Lorwens, Aprilya Christy; Yaki, Missy Yane Lusye
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.17512

Abstract

Remote island regions in Maluku face persistent challenges such as limited internet connectivity, fragile infrastructure, and varied ICT competencies among teachers, which hinder the sustainability of digital learning. This study aimed to design and implement an integrated learning management sequence using the Moodle LMS combined with Assemblr AR media, and to evaluate its impact on teachers’ capacities in the context of remote schools. The research employed a quasi-experimental one-group pretest–posttest design involving 10 teachers at SDN 1 Waelata. The intervention included practice-based training and mentoring in LMS use (courses, activities, assessments) and no-code AR media production, measured through two pre–post instruments. Results demonstrated consistent and significant improvements: in AR production, mean scores increased from 7.9 to 16.8; in LMS management, from 8.7 to 17.2. Wilcoxon tests were significant for both (AR: Z = −2.848, p = 0.004, r ≈ 0.90; LMS: Z = −2.879, p = 0.004, r ≈ 0.91), with no negative ranks or ties, supported by operational evidence (activated courses, teacher–student accounts, and functioning classes). The findings conclude that an LMS–AR practice model is effective in strengthening teachers’ technical-pedagogical competencies and orchestrating digital classrooms under low-bandwidth conditions. The contribution lies in offering a replicable, auditable, and resilient TPACK–SAMR practice package for island schools. Future research should involve controlled trials with comparison groups, track student learning outcomes, examine sustainability and infrastructure issues, and explore the integration of local content across subjects.
Digital Learning Modules: Perspectives On Usability, Content Quality, And Effectiveness Utami, Rima Agustia; Ernawati; Nelmira, Weni; Hafidza , Hikmah
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.17561

Abstract

The rapid advancement of science and technology has driven innovation in education, particularly in the development of digital learning modules. This study aimed to evaluate a digital learning module based on three key aspects: usability, content quality, and effectiveness. A descriptive quantitative approach supported by qualitative analysis was employed, involving 59 undergraduate students in the Family Welfare Education program at Universitas Negeri Padang who had used the module for at least three learning topics. Data were collected using a Likert-scale questionnaire and complemented by student interviews. Quantitative data were analyzed using descriptive statistics, while qualitative responses were examined through thematic analysis. The finfings revealed that the overall evaluation of the module was categorized as “very good” and average score of 4.78 across all aspects. Specifically, usability scored 4.70, content quality 4.82, and affectiveness 4.80. interactive feature such as Quizizz and Kahoot received the highest ratings, while multimedia integration (Youtube videos, images, and audio) effectively enchanced comprehansion. Despite ist overall sucsess, certain features, such as bookmarks, were underutilized. In conclution, the digital learning module was found to be user-friendly, of high quality, and effective in suporting both independent and collaborative learning, making it promising instructional medium for higher education.  
Virtual Laboratories on Student Engagement: A Systematic Review of Inquiry-Based and Problem-Based Learning Effectiveness Faresta, Rangga Alif; Ginola, David; Sinambela, Indah Astri Natalia; Apriliana, Apriliana
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.12530

Abstract

This literature review aims to investigate the impact of virtual labs integrated with Inquiry-Based Learning (IBL) and Problem-Based Learning (PBL) models on student engagement in Science and Physics education. The review examines the effectiveness of applying IBL and PBL models through a systematic literature review, using the PRISMA framework as the protocol. The selected database for this study is SCOPUS, covering the period from 2018 to 2024. The initial screening yielded 1359 articles, of which 20 met the eligibility criteria. This study highlights the paper distribution regarding the virtual laboratories integrating with IBL and PBL showing a positive trend that indicates the field of study has potential for further exploration. Moreover, the study revealed the positive impact on student engagement both from IBL and PBL assisted by Virtual Laboratories. 
Pengaruh penggunaan pembelajaran berdiferensiasi, expository dan motivasi belajar terhadap hasil belajar pada mata pelajaran matematika kelas 11 di sma giki – 1 surabaya Sutini, Sutini; Fatirul, Achmad Noor; Prajitno, Sunyoto Hadi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.15724

Abstract

This study aims to examine the effect of the use of differentiated learning and learning motivation on student learning outcomes in Mathematics class XI at SMA GIKI – 1 Surabaya. The focus of the problems raised includes: (1) whether there is a significant influence between the use of differentiated learning compared to expository learning on Mathematics learning outcomes; (2) whether high and low levels of learning motivation affect student learning outcomes; and (3) whether there is an interaction between learning strategies and learning motivation on Mathematics learning outcomes. This study uses a quantitative approach with quasi experiment methods and 2x2 factorial design. The research sample consisted of students in grade XI of SMA GIKI-1 Surabaya who were selected through purposive sampling techniques. The instruments used include learning outcome tests to measure students' academic achievement and learning motivation questionnaires to classify students' motivation levels. The data obtained was analyzed using two-way ANOVA to determine the influence of each variable and its interactions. The results showed that: (1) there was a significant influence between the use of differentiated learning strategies on students' Mathematics learning outcomes compared to expository learning; (2) students with high learning motivation have better learning outcomes compared to students with low motivation; and (3) there is a significant interaction between learning strategies and the level of learning motivation on student learning outcomes. These findings indicate the importance of applying adaptive learning approaches and strengthening motivation in improving Mathematics learning achievement at the secondary education level.
Literature Study of Teaching Media Development of Education Based Learning Games to Improve Learning Skills of Primary School Students Muttaqin, Ikin; Haryani, Sri; Widiarti, Nuni; Yuwono, Agus
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.16401

Abstract

Penelitian ini bertujuan untuk mengkaji pengembangan media pembelajaran berbasis Game Based Learning (GBL) yang dapat meningkatkan keterampilan belajar siswa sekolah dasar. Melalui metode kajian pustaka dan kajian pustaka sistematis (SLR), berdasarkan hasil kajian pustaka dan penelitian yang telah dilakukan, dapat disimpulkan bahwa pengembangan media pembelajaran berbasis Game Based Learning (GBL) memiliki potensi yang sangat signifikan dalam meningkatkan motivasi, keterlibatan, dan hasil belajar siswa di jenjang sekolah dasar. Penggunaan permainan edukatif tidak hanya mampu mengintegrasikan aspek kognitif, tetapi juga berkontribusi terhadap pengembangan keterampilan psikomotorik dan afektif, sehingga mendukung pembelajaran yang lebih holistik.
Development of Integrated Augmented Reality Multimedia in Thermodynamics Material For Physics Learning in Grade XI Husna, Nadiatul; Nasir, Muhammad; Islami, Nur
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.16471

Abstract

The sophistication of information technology is still not widely utilized and integrated into the learning process in the world of education, even though technology can be one of the driving factors in improving educational progress. This research and development aims to develop mobile learning multimedia integrated with augmented reality on thermodynamic material and determine the level of validity and reliability of the multimedia that will be used to help increase student motivation and concept understanding. AR multimedia was developed using the ADDIE model stages (analysis, design, development, implementation, and evaluation), then validated by experts, namely one media expert lecturer and two teachers who have approximately 10 years of experience in the field of education. Furthermore, a limited trial was conducted on 25 11th grade students of SMA 11 Negeri Pekanbaru. Data were collected using a validation instrument sheet and a response questionnaire sheet. The collected data was analyzed using the Aiken V formula and Pearson product moment correlation. Therefore, if students have difficulty understanding learning concepts, this augmented reality integrated multimedia is highly recommended for use in the learning process
Research Study on the Development of PJBL Teaching Modules Integrated with Augmented Reality to Increase Activity and Learning Outcomes of Grade V Students Narpiyanto, Narpiyanto; Subali, Bambang; Widiarti, Nuni; Yuwono, Agus
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.16634

Abstract

This study examines the development of project-based learning (PJBL) modules integrated with Augmented Reality (AR) technology for solar system material for grade V elementary school students. The main objective of the research is to improve learning activities and student learning outcomes through a more interactive learning experience and real visualization. The methodology used is a systematic literature review (SLR) to collect and evaluate related research from various sources from 2015 to 2025. The results show that the application of AR in learning modules can increase motivation, student engagement, and understanding of abstract astronomy concepts. However, there are challenges related to infrastructure and user training that need to be addressed for optimal implementation. The findings support the development of innovation in basic education through the effective and practical use of AR technology.
Edugame Development: Genius Learn Platformer to Increase Students' Learning Motivation and Learning Outcomes Yusuf, Ahmad; Hardianto, Deni
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.16788

Abstract

This study aims to develop and test the effectiveness of the “Platformer Genius Learn” edugame to improve students’ motivation and learning outcomes in the Fundamentals of Educational Technology course using the ADDIE development model. This limited trial subject consisted of one class with a total of 26 subjects who were first-semester students of the Educational Technology Study Program at Padang State University. The tools used in this study included validation sheets for subject matter experts and media experts, student learning motivation questionnaires, and pre-test and post-test assessments to measure the results.The results of the study show: 1) edugame: Platformer Genius Learn Suitable for use based on media expert validation showing an average score of 4.13 in the "Valid" category and the validation of a subject matter expert with an average score of 4.25 in the "Highly valid" category; 2) practicality of Edugame: Platformer Genius Learn at one to one trial obtained an average of 3.13 in the category of "quite practical", small group trial obtained an average of 4.03 in the "practical" category, and field trial obtained an average of 4.51 in the category of "very practical"; and 3) edugame effectiveness: Platformer Genius Learn proven through test analysis Paired Sample t-test show a significant improvement in student learning outcomes after using edugame media, and the results of the N-Gain Score calculation showed a value of 0.75, which is included in the high category. In addition, the results of the learning motivation questionnaire also show an average of 4.53, categorised as "very appropriate". Thus, Edugame Media: Platformer Genius Learn has been declared effective as an innovative, interactive learning medium that enhances learning motivation and outcomes among students in the Educational Technology Study Program at the State University of Padang.

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