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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
Effectiveness of Humanistic Approach Assisted by Learning Media to Increase Motivation Student Learning in MTs Darul Huffaz Pesawaran Hernadi Hernadi; Rangga Firdaus; Nurlaksona Eko Rusmianto
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.v8i3.7496

Abstract

Learning motivation is an absolute requirement for learning and plays an important role in providing passion or enthusiasm in learning. Motivation to learn is not only a driving force to achieve good results but contains efforts to achieve learning goals in motivation contained a desire that activates, moves, channels and directs attitudes and behavior in individuals. The humanistic approach views humans as subjects who are free to determine the direction of their lives. Humans are responsible for their own lives and for the lives of others. This research aims to explain the humanistic approach assisted by learning media to increase students' learning motivation.This research uses the (SLR) method. regarding research methods: "Literature" which means it is a critical analysis of the research that is being carried out on a special topic or in the form of a question to a part of science. helps us in compiling a framework that is in accordance with the theory, findings, and results of previous research in solving the problem formulation in the research conducted. The results of the study described that, of course, learning motivation must be supported by anyone who provides teaching to students, especially by teachers as learning facilitators, through humanistic approaches the teacher will know and understand the characteristics of students who experience decreased interest in learning, the humanistic approach is designed to solve problems that arise from within a person with a humanistic approach, of course someone will carry out treatment by humanizing humans by humanizing the problems that occur, especially in the learning and learning process
Development of Discovery Learning Based Modules in Ecosystem Material for Class X Senior High School/Madrasah Aliyah Students Miftahul Jannah Tanjung; Indayana Febriani Tanjung; Miza Nina Adlini
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.v8i3.8018

Abstract

This study aims to develop Discovery Learning Based Modules and to determine the level of feasibility, practicality and effectiveness of the developed modules. This study uses the Research and Development (R&D) research method with the ADDIE model consisting of five stages, namely (Analysis, Design, Development, Implementation, Evaluation). The research subjects were class X MIPA at SMA Negeri 4 Binjai with a total of 25 students. The research instruments were teacher needs analysis, validation sheets to obtain product feasibility data, educator response questionnaires and student questionnaires to obtain product practicality data and learning achievement tests to obtain data on the effectiveness of the products being developed. Based on the results of the study in terms of feasibility, material experts scored 94.28% in the "Very Eligible" category, media experts scored 92.94% in the "Very Eligible" category. Meanwhile, in terms of practicality, from the results of the Biology Teacher's responses, an average proportion of 94.66% was included "Very Practical". In the results of the assessment of students have an average proportion of 89.11% with the criteria "Very Interesting". And in terms of effectiveness, the pretest results averaged 53.6 while the posttest results averaged 80.4. So that the N-gain value is 0.53 with a range of 0.30˂ n ˂ 0.70 for the "Medium" mixture. So it was concluded, the Discovery Learning based module that had been developed was stated to be feasible, effective, and practical to use, and could increase activeness in solving problems
The Impact of Problem Based Learning Model with Android Multimedia Integrated on Student Learning Outcomes and Interest Mhd. Sholeh Kurniawan Nasution; Zainudin Muchtar; Niar Rehulina
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.v8i3.7739

Abstract

The implementation of a learning model and learning media in the classroom has a significant impact on learning outcomes. This research aims to assess the degree to which different educational media can influence academic outcomes and interest learn. The selected research design is the Pretest-Posttest Design. This study employs a quasi-experimental research design utilizing a nonequivalent control group. The study employs a research design that utilizes a 3x2 Factorial Design. Using SPSS 25.0 for statistical analysis, it was determined that the academic performance of students instructed through various learning models resulted in a statistically significant outcome of 0.003 α (0.05). The alternative hypothesis (Ha) was deemed acceptable, whereas the null hypothesis (H0) was deemed unacceptable. The aforementioned suggests a significant disparity in the average academic performance outcome among XI students subjected to diverse educational materials about acid-base titration. The calculated average discrepancy in academic outcome among the two groups of students is 8.61. The first experimental group, which utilized Smart Apps Creator as a learning medium and catered to various learning styles, yielded an average student learning outcome of 88.61 ± 7.98. By comparison, the mean learning outcome score for students in the second experimental class (which utilized PowerPoint as a learning medium) is 80.00 ± 7.00.
Development of Android-based Interactive Multimedia Social Impact Informatics (Maksim) in Support of the Independent Curriculum Nurul Zahratul Faiqah; Nurmayanti Nurmayanti; Agussalim Agussalim
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.v8i3.8477

Abstract

This study aims to examine the viability of incorporating android-based interactive multimedia into the Informatics curriculum for seventh-grade students. The expectation is that the captivating and interactive elements of this multimedia will serve as a catalyst for students to cultivate a deeper understanding of Informatics, regardless of whether they are engaged in a traditional classroom environment or pursuing independent learning from their residences. The ADDIE model, encompassing analysis, planning, development, introduction, and evaluation, was employed as the developmental framework for this study. Based on the results of the study, it was determined that the validation rates for the instrument were as follows: 93% validation by instrument experts, indicating a high level of validity; 81% validation by media experts, also indicating a high level of validity; and 100% validation by content experts, indicating a complete agreement on the validity of the instrument. In addition, it was found that the assessment's accompanying questionnaires were deemed highly applicable by both teachers and students, with a rating of 100% for teachers and 89% for students. The findings of this study indicate that the Maxim multimedia materials developed for the purpose of teaching and learning Informatics in class VII at UPT SMPN 3 Pangsid demonstrate both validity and utility.
The Effect of Virtual Lab (VL) Game-Based Guided Inquiry Learning on Students’ Science Literacy in Indonesia Faresta, Rangga Alif; Safana, Mega; Suhardi, Rizal M.
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.8926

Abstract

Indonesian students consider studying science as a challenging subject. They regarded science as a difficult subject to be perceived. Consequently, Indonesian students showed a low result in science performance. The inquiry learning method incorporated in the virtual lab has been used to tackle this issue. However, there is a crucial debate that both teacher and students are not familiar with this integration. Therefore, the aims of this systematic review is to investigate the effect of  virtual lab based on Inquiry learning on students’ science literacy. This systematic literature method was used to provide evidence from many literatures related to virtual lab and science literacy. This provided an overview of current knowledge of  virtual lab effectiveness on student’s science literacy and insight into the methodological developments in this field of research. The result indicates that virtual lab can improve students’ science literacy. There are three factors to support this findings. First, virtual Lab provides students on learning with a deeper understanding of scientific concepts and critical thinking. Second, virtual Lab provides more interactive and engaging learning experience for students. Third, virtual Lab enhanced collaboration among students, teachers and researchers that improved the learning experience
Development and Implementation of Chemistry STEM-Based Module on Buffer Solution Material in Senior High School Siregar, Litani; Silaban, Saronom
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.8572

Abstract

One of the issues class XI SMA Negeri 1 Purba students encounter is that the teaching materials still used aren't very diverse; they mostly consist of textbooks, which makes it difficult for students to comprehend the material in the textbook. The goal of this study is to create a STEM-based chemistry module that will enhance student learning outcomes and activities. Research and development (R&D) using the ADDIE development model is the research methodology applied. This STEM-based chemistry module scored on average 89.47% for content feasibility, 90.17% for presentation feasibility, 95.31% for STEM assessment, 82.69% for language feasibility, and 95.16% for graphics, placing it in the category of being "very feasible to use in learning." With average student pretest and posttest scores of 43.57 and 86.43 in small groups and 39.67 and 84.67 with an N-Gain score of 0.75 for student learning outcomes in large groups, the STEM-based chemistry module developed was deemed effective for improving student learning outcomes and student learning activities. The average value of all student learning activities was 77.4% with high criteria.
Impact of Use of Prezi-based Media on Learning Outcomes Indonesian Language Class Student XI at Muhammadiyah Rappang Vocational High School Tang, Nurhidayah; Takdir, Muhammad; Tahir, M. Hijaz; Nurmayanti, Nurmayanti
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.9390

Abstract

This study aims to determine the effect of using of Prezi-based Media on Learning Outcomes Indonesian Language Class Student XI at Muhammadiyah Rappang Vocational High School.The  study  uses  a quantitative  methodology  with  a  true  experimental  design  with  a  posttest-only control group design. The population of this study was class XI students totaling 30 people with a sample taken from the entire class XI as many as 30 students of class XI Muhammadiyah Rappang and using saturated sampling technique. There are 2 variables in this study, namely the use of Prezi-based media (independent variable) and Indonesian language learning outcomes of grade XI students (dependent variable). This research was conducted in class XI of Muhammadiyah Rappang Vocational High School. Data collection techniques used observation, documentation, and test techniques. The test data that has been collected is then analyzed using the mean formula and t-test. Based on the results of data analysis, the mean value of the experimental group = 77,333 and the mean value of the control group = 52,444. And in the t-test obtained t-count 4,383> from t-table 5% (2,046) and 1% (2,763) with db 28.Based on the results of this study, it can be concluded that the hypothesis (H1) which states the Effect of Prezi-Based Media Use on Indonesian Language Learning Outcomes of Class XI Studentsof Muhammadiyah Rappang Vocational High School is "accepted".
Development of Interactive Multimedia Using Problem Based Learning Model in Class VIII Integrated Science Subjects Junior High School Hakim, Lukman; Bentri, Alwen; Hidayati, Abna; Amilia, Winanda
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.8751

Abstract

This study addresses low student learning outcomes due to limited use of interactive multimedia and lack of interest in learning using the same model. The aim is to develop valid and practical interactive multimedia through a problem-based learning approach for science subjects. This research is a development research (R&D) with the ADDIE development model. The results of research on learning media development by media validator 1 were obtained " 4.95" with the category "Very Valid". While the results of the assessment of media validator 2 obtained "4.95" with the category "Very Valid", and material validators obtained "4.71" with the category "Very Valid  ". The results of the practicality test to students on interactive multimedia can be concluded that the assessment carried out by students obtained 3.51 results with the category "Practical". The results of the effectiveness test were obtained from the comparison  of pre-test and post-test  scores of  students and obtained the results of the Wilcoxon signed rank test showed that Sig.  (p value) of 0.00 < 0.05, so interactive multimedia is declared "Eeffective" because there are significant differences. It can be concluded that interactive multimedia products are suitable for use in the learning process.
Development of History Learning E-Comics Based on Contextual Teaching And Learning to Improve Learning Outcomes of Class XI Students of SMA N 14 Bandar Lampung Mayasari, Dian; Yulianti, Dwi; Sinaga, Risma Margaretha; Herpratiwi, Herpratiwi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.9010

Abstract

In today's global era, learning history faces great challenges and is required to contribute to further developing awareness of nation and homeland for students. Lack of understanding of the history and culture of the nation, such as students who do not understand the history and culture of their nation tend to be difficult to develop an attitude of nationalism, especially the declining learning outcomes of history. The challenge for history teachers to follow up on the decline in learning outcomes is to utilize information and communication technology to bridge the problem of declining learning outcomes in class XI SMA country 14 Bandar Lampung by developing CTL-based history learning e-comics media. This study aims to 1) analyze the potential and conditions, 2) know the development process, 3) know the effectiveness and 4) analyze the attractiveness of the development of e-comic media based on contextual teaching and learning to improve the learning outcomes of class XI history at SMA country 14 Bandar Lampung. This research is a development research (R&D) using the ADDIE approach, data collection techniques using Observation, Interview Questionnaires and tests, the sample used in this study amounted to 30 students of class XI SMA country 14 Bandar Lampung, which were randomly selected. The results of the study are known 1) Potential and development conditions Based on the decline in student learning outcomes, the need for digital-based media with the context of involvement from students as learners. 2) The results of the validation of media experts, material experts, design experts, small groups, practitioners and implementation in large groups, show that the development of e-comic media for learning history based on contextual teaching and learning is feasible to be implemented in history learning. 3) The effectiveness of the development of CTL-based history e-comics received a fairly effective response with an N-Gain value of 68.35, and had an effect on improving student learning outcomes with a value of 0.003 <0.005 4) The attractiveness of product development can be classified as interesting with an average respondent response of 86.00%.
Analysis of Online Learning Applications During The Covid-19 Pandemic Huda, Syafaat Ariful; Jaenudin, Jaenudin; Muqtashid, Amry; Widiatna, Alexius Dwi; Nababan, Holong Saor
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 4 (2023): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i4.8630

Abstract

This study aims to analyze the perceptions of English language education students towards applications that are used effectively and the most effective applications for online learning in the era of the Covid-19 pandemic. This research uses the SEM (Structural Equation Modeling) method. The subjects of this study were 105 sixth-semester students of English Language Education at UIN Sultan Maulana Hasanudin Banten. The instrument used in this study was a questionnaire. Analyze data using descriptive statistics and structural equation modeling in inferential statistics. The findings showed that students had a positive or positive perception of effective applications for online learning during the Covid-19 pandemic. Based on the findings, it can be seen that the application used by students in online learning in this pandemic era is very effective because the distance learning process has become easier with the application. Then 77% of respondents said that the most efficient application used in online learning is Google Meet because, technically, Google Meet is easier to use, does not require much internet costs, does not interfere when online learning, and is convenient to use.