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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 525 Documents
Development of Canva-Based Learning Media for 11 Grades of SMAN 3 Lamongan on Physics Material Endah Kurniasih; Ibut Priono Leksono; Ujang Rohman
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.7921

Abstract

Media has a significant meaning in its presence in the learning process. This is because the presence of the media acts as an intermediary in assisting the delivery of complex material. Media can simplify the delivery of material and concretize abstract materials. Canva for Education is an online application for making learning media in schools that are used for ADDIE-oriented learning in Physics class XI SMAN 3 Lamongan, so that students' motivation and learning effectiveness can increase, as well as add a variety of meaningful technology-based learning media. The ADDIE development model is used in this development research. Data collection was carried out using a questionnaire instrument to material experts, learning designs, media, and respondents. The respondent for the peer-to-peer trial was a physics teacher at SMAN 3 Lamongan. Respondents for the individual, small group, and field trials were students of class XI at SMAN 3 Lamongan. The results of due diligence by material experts, learning design, and media were 83%, 96%, and 93%. The results of the analysis of peer, individual, small group, and field trials were 92%, 93%, 88%, and 90%. Based on the results of the validation and trials, Canva for Education's ADDIE-oriented technology-based learning media in Physics subject for class XI SMAN 3 Lamongan is concluded to be very suitable as a media for learning Physics.
Efforts to Increase Student Interest, Motivation and Business Skills Through Entrepreneurship Courses at Mandalika University Of Education Nuraeni Nuraeni; I Gusti Putu Sudiarta; I Made Sutawijaya
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.8522

Abstract

Entrepreneurship is a personality who dares to take risks to get financing through existing opportunities by acting as an inventor and playing a role in creating economic growth. Based on the description of student perceptions regarding the effectiveness of entrepreneurship course learning methods to increase interest, and motivation, and foster student business skills. The purpose of this study is to provide an overview of student perceptions regarding the effectiveness of entrepreneurship course learning methods to increase interest, and motivation, and foster student business skills in the Mandalika Education University Management Study Program. This study uses a qualitative research descriptive approach that uses the online survey method and the literature method as its data collection method. The results found that the perception of education students (learning methods) of entrepreneurship courses is considered effective for increasing interest, and motivation, increasing student business skills through practical activities (Maranatha Entrepreneurship Day), entrepreneurship seminars, and surveys to customers, and developing entrepreneurial learning methods (soft skills) and (live skills) can strengthen entrepreneurial interest and make entrepreneurship a promising career choice.
Development of Google Sites Website-Based Learning Media for Local History Material in Class XI SMA N 1 Tanjung Raja Yessi Lestari; Sani Safitri
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.7519

Abstract

Through the internet, learners can access the necessary information including science as needed. However, this is not accompanied by the clarity, validity of the sources on internet sites which sometimes do not provide complete information and even confuse the students. The aim of this research is to develop a product in the form of a google sites website containing material on the Japanese Occupation Period in Palembang class XI SMA Negeri 1 Tanjung Raja that is both valid and effective. The development was carried out using the Rowntree model which consisted of three steps, planning, development and evaluation. This evaluation was carried out using the Tessmer evaluation method which includes self evaluation, expert review, a one-to-one evaluation and a small group evaluation. The score obtained after validation on experts, namely material experts with 4.77 scores (very valid), media experts with 3.90 scores (valid), item test experts 4.44 (very valid) and grammar experts with 3.88 scores (valid). This research and development has produces the google sites product website where at the one to one stage it gets a score of 4.51 very valid categories, small groups get a score of 4.35 very valid categories. After the learning process with the product that has been developed, there is a percentage, which is an improvement in learning results of 52.4%, an increase in success of 84, 55% and n gain obtained of 0.78 in the category of high. Thus, produces the google sites product website on local history material of the Japanese Occupation Period in Palembang is feasible to use and has a potential impact in learning history.
Comparison of Learning Outcomes Using Models Media Assisted Problem Based Learning on Materials Supporting Solution Class XI Senior High School Yossie Juliastri Napitupulu; Jasmidi Jasmidi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.7768

Abstract

The aim of this study was to find out the differences in student learning outcomes taught using the Problem Based Learning (PBL) model using Powtoon media and Powerpoint media. This method of research is a quasi-experimental research with a non-equivalent control group design. The research sample was taken randomly from a homogeneous population, namely 2 classes XI MIA 2 and XI MIA 3 with a total of 64 students.The N-gain result for the experimental class I was 0.73% and for the experimental class II was 0.63%, based on the results of the experimental class I which was included in the high category. It was obtained that the average value of student learning outcomes in experimental class I was 84.38 while in experimental class II was 77.81 so that there was a significant difference in the value of student learning outcomes using the Problem Based Learning learning model assisted by Powtoon and Powerpoint media.
Development of Problem-Based Mathematical Learning Tools to Improve Critical Thinking Skills of Grade V Elementary School Students Riska Wahyu; Tatag Yuli Eko Siswono; Sendi Sendi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.8625

Abstract

The aims of this study is to describe the feasibility of learning tools that include valid, practical, and effective, and  describe the increase in students' critical thinking skills after using problem-based mathematics learning tools. This research is a development research developed with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation ). The learning tools developed in this study are the Learning Implementation Plan, teaching materials, Student Activity Sheets and evaluation. While the learning model used in this study is the Problem Based Learning (PBL) model. The results of the study show that the developed learning device is feasible, in terms of validity it meets very valid criteria with a score of 89%. The learning device developed in terms of practicality meets the very practical criteria with an average student response score of 88%. The learning tools developed in terms of effectiveness meet the criteria of being effective with an average grade completeness score of 87. Students' critical thinking skills increased after using the PBL model learning tool, indicated by a significance value of 0.000 (less than α = 0.05). It can be concluded that problem-based mathematics learning tools can improve the critical thinking skills of fifth grade elementary school students.
Development of STEM-Based E-Modules on Colloid Material to Train Scientific Literacy Skills Aria Nanda; Siti Rahmah
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.7614

Abstract

The causes of low literacy in Indonesia are influenced by several factors including teaching materials that are not under the development of students, teacher-centered learning, and low levels of reading ability. This research was conducted to determine the differences in teaching materials used in schools and STEM-based e-modules that were developed and to see the level of feasibility and practicality of STEM-based e-modules. This research used to research and development (R&D) methods by adopting the borg and gall model consisting of over seven stages namely, research and data collection, planning, development, product validation, product revision, field trial, and final product. based on the results of STEM-based e-module validation on colloidal material, the percentage of media and material experts was 89.6% and 90.6%. The practicality of the teacher obtained a percentage of 89%. Based on the validation results of media experts, material experts, and teacher practicality, it was found that STEM-based e-modules were declared feasible and practical to use in the learning process. Based on the results of an analysis of differences in teaching materials in schools and the developed e-modules, it was stated that they were different both in terms of the format and the learning model used.
Development of Student Work Sheet Based Discovery Learning on The Material Human Respiratory System Class XI Madrasah Aliyah Siti Aisyah Tanjung; Khairuna Khairuna; Ummi Nur Afinni Dwi Jayanti
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.8000

Abstract

This study aims to develop Discovery Learning Based Worksheets and to determine the level of validity, practicality and effectiveness. This study uses the Research and Development (R&D) research method with the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The research subjects were class XI MIA at MAS Al-Washliyah 22 Tembung, which consisted of 34 people. The research instrument was an analysis of teacher needs, validation sheets, educator response questionnaires and student questionnaires. Based on the results of research in terms of validity, material experts get a score of 100% in the "Very Valid" category, media experts get a score of 81.05% in the "Valid" category. Meanwhile, in terms of practicality, from the results of the educator's response, an average response of 95% was classified as "Very Practical". In the results of the assessment of students have an average proportion of 90.47% with the criterion "Very Interesting". In terms of effectiveness, the pretest results averaged 61.18 while the posttest results averaged 74.26. With an n-gain value obtained of 0.34 which is the "Effective" criterion. Thus, the LKPD based on Discovery Learning that has been developed is declared valid, effective, and practical to use, and can increase activeness in solving problems. 34 which is the "Effective" criterion. Thus, the LKPD based on Discovery Learning that has been developed is declared valid, effective, and practical to use, and can increase activeness in solving problems. 34 which is the "Effective" criterion. Thus, the LKPD based on Discovery Learning that has been developed is declared valid, effective, and practical to use, and can increase activeness in solving problems.
Enhancing Neatness and Accuracy in Drawing Bushy Eyebrows Through the Use of Video Tutorial Media Featuring Bushy Eyebrows Meliza Yohana Natawijaya; Edi Widayat; Nuril Huda
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.8325

Abstract

Prior to the current face-to-face learning as it is today, the Educational Office of Surabaya had implemented a comprehensive hybrid system consisting of both online and offline components. At SMKN 8 Surabaya, the learning process has never been exclusively online, as not all subjects can be effectively taught through an online platform. Moreover, the school must adhere to the new curriculum structure called 'Kurikulum Merdeka' provided by the Ministry of Education, which is designed to align with the advancements and rapid technological developments of our time. The utilization of educational technology enables students to engage in a broader and more abundant learning experience. This technology encompasses various forms, including video, audiovisual materials, and text, among others. By providing the flexibility to learn anytime and anywhere, educational technology removes the limitations of distance and time. Short and clear video tutorials serve as effective learning media that can be replayed multiple times, enhancing students' comprehension and understanding. In this study, the researchers employed a qualitative descriptive approach, given that the data generated were predominantly in written or oral form. The findings indicate that the utilization of video tutorial media featuring bushy eyebrows can contribute to achieving both the neatness and accuracy of creating bushy eyebrows. This effect was observed among grade XII students who had received makeup-related instruction and had acquired the necessary basics in eyebrow shaping. Consistent practice significantly improved their ability to achieve the desired level of precision in creating bushy eyebrows, as anticipated by the researchers.
The Influence of Snakes and Ladders Game Media, Concrete Media and Initial Skills on Mathematics Learning Outcomes Siti Sangiddah; Ibut Priono Leksono; Retno Danu Rusmawati
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.7723

Abstract

This study aims to determine the use of snakes and ladders game media, concrete media, and initial skills can improve student learning outcomes. This methode f research is experimental research using a positivism-quantitative approach. The subjects of this study were students at SDN Jumputrejo class VB and class VC and SDN Sukodono I in-class VA and VB, amount 80 students. The data collection technique in this study is a questionnaire and the test technique is a questionnaire. Technical data analysis using SPSS. Based on the results of the study it was concluded that there were differences in the average score of mathematics learning outcomes in classes taught using snakes and ladders learning media and concrete media with the initial skills of students in the experimental group, students who were taught with the snakes and ladders game media obtained higher learning outcomes compared to the control group or the group taught with concrete media and there was an interaction effect between the snakes and ladders game media and concrete media and initial abilities in mathematics learning outcomes.
Learning Through Augmented Reality: The Indonesia Open University Experience Kristina Anugerah Aji; Rijanto Purbojo
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.7800

Abstract

Augmented reality is a combination of the real dan virtual worlds that has an opportunity to be an integrated learning medium in online tutorial classes. The potential of augmented reality with multimedia capabilities creates an immersive learning environment. TPEN4314 Produksi Media/ TV course is a course that requires practice through augmented reality media for students in Open University specifically in the Educational Technology study program. This study aims to investigate the correlation between the experience of using augmented reality with student learning motivation, engagement, and acceptance of technology as well as the influence of the three variables on the experience of using augmented reality. The research method used quantitative with Likert Scale questionnaires and data analysis with multiple regression tests. The result of the analysis showed that there was a correlation between the variables of augmented reality experience and the three independent variables that affected the dependent variable. It is hoped that this research can contribute to tutors and learning media developers to design learning media that facilitate the independence of distance student learning to achieve the goal of competency in practical courses so that students get a meaningful learning experience.