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
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.
The Impact of Using Digital Comic as A Media for Learning Short Stories Mawarsih, Putri Beny; Hidayati, Ika Emirulliah; Pairin, Udjang; Indarti, Titik
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.v9i3.11445

Abstract

The aim of this research is to describe the impact of using digital comic as a learning media of Indonesian language subjects for junior high school students. The research method used qualitative method with a case study approach. Data collection uses questionnaires at the beginning of the research process, observations, and interviews with the aim of obtaining information on students' experiences regarding digital-based learning media. The primary data used is an overview of the use of webtoon applications in learning activities and secondary data in the form of literature studies originating from books, articles, proceedings, theses, and other media that are able to support the availability of information related to related topics. The data that has been collected is analyzed according to the discussion of related topics using data reduction, data display, and conclusion methods. The results of the research show that the majority of grade 7th of junior high school students prefer digital comics compared to using text in conveying short story material. Webtoon-based digital comics are considered more effective and interesting compared to text only. The majority of students understand the story presented using the webtoon application and can answer questions related to the story correctly.
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%.
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.
The Implementation of Wordwall Media to Facilitate Students’ Understanding of The Use of的de,地 De, And 得de in Constructing Simple Mandarin Sentences at Vocational High School Nadzifah, Hidayatun; Pairin, Udjang; Indarti, Titik; Laily, Ulul
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.v9i3.11549

Abstract

Technological advances have influenced various fields, including education, which is now increasingly utilizing learning media to make the learning process easier. The use of learning media can stimulate students to think, feel, and increase their interest and attention through the messages conveyed. In this study, Wordwall digital media was used in languge learning to facilitate students in constructing simple Mandarin sentences. This research aims to evaluate the effectiveness of the implementation of Wordwall media on the use of 的 (de), 地 (de), and 得 (de) in constructing simple Mandarin sentences. This research was conducted on class X students at SMK Sunanul Muhtadin Sidayu Gresik using a qualitative descriptive approach. Data was observation, interviews, document collection, and questionnaires via Google Form. The research results show that the use of Wordwall media is very effective in making it easier for students to understand the use of 的 (de), 地 (de), and 得 (de) in constructing simple Mandarin sentences.
The Impact of Using Sevima Edlink E-Learning as A Media For Indonesian Language Learning Pitaloka, Novita Dyah; Mawarsih, Putri Beny; Mustaji, Mustaji; Mariono, Andi
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.v9i3.11553

Abstract

The aim of the current research is to describe and examine the impact of using Sevima Edlink e-learning as a medium for learning Indonesian at the junior high school level. The research method used in the current research is a qualitative method using a case study approach.. The data collected used observation and interviews with the aim of obtaining information about teacher and students' experiences regarding digital-based learning media. The primary data used is a description of the use of the Sevima Edlink application in Indonesian language learning activities. Secondary data is in the form of literature studies originating from books, articles, proceedings, theses and other media. The data that has been collected will be analyzed according to the discussion of related topics using data reduction, presentation and conclusion methods. The research results show that students prefer the learning process using digital media compared to conventional learning. One way is to use the Sevima Edlink application as a learning medium in class. There are advantages and disadvantages of the Sevima Edlink application from the perspective of teachers and students.
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.
Utilisation of Game-Based Learning Media to Optimise the Learning Process at Bodhisattva Junior High School Bandar Lampung Jepisa, Tomi; Herpratiwi, Herpratiwi; Fitriawan, Helmy; 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.v9i3.11605

Abstract

Effective and innovative learning is important in improving the quality of education in today's digital era. This study aims to describe the implementation of game-based learning media utilisation in optimising the learning process at Bodhisattva Junior High School in Bandar Lampung. The research method used is the literature review method by analysing 10 journal articles related to the use of game-based learning media. The results showed that the utilisation of game-based learning media at Bodhisattva Junior High School Bandar Lampung proved to be an effective strategy to optimise the learning process. Game-based learning media makes the learning process more interesting and fun, thus increasing students' motivation and engagement in learning. Games allow active interaction with the subject matter and can be tailored to each student's learning ability and pace, enabling more personalised and effective learning..
Development of Powtoon-Based Learning Videos to Improve Learning Outcomes in Siroh Subjects at Markazur Quraan Baitun Najaah Sugihati, Yuni; Nurwahidin, Muhammad; Herlinawati, Herlinawati; 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.v9i3.11613

Abstract

Powtoon-based learning media has become a popular choice in education to improve learning effectiveness. This scientific article was prepared using the Systematic Literature Review (SLR) method. The SLR method is used to identify, review, evaluate and interpret all available research with the topic area of the phenomenon of interest, with specific relevant research questions. The researcher used 10 articles as references in this study. Results Previous studies have shown that the use of Powtoon in learning maths, science and history has yielded positive results. It not only improves comprehension of the material, but also enhances students' visual appeal, creativity, innovation, learning experience and learning motivation. With attractive animation features, Powtoon creates a dynamic, interactive, and fun learning environment for students. Therefore, the use of Powtoon media can be an effective strategy in improving the quality of learning and student learning outcomes in various subjects.
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.

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