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 525 Documents
The Development of Powtoon-Based Mathematics Learning Media Oriented Toward Learning Outcomes on Cartesian Coordinate Material for Grade VIII Students Junior High School Khairi, Nashrul; Turmuzi, Muhammad; Lu’luilmaknun, Ulfa; Hikmah, Nurul
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.v8i4.9391

Abstract

Mathematics is an essential subject, but some students face difficulties in learning due to the lack of engaging and innovative learning resources. However, using PowToon-based learning media in videos can be an effective alternative for distance education. This study aimed to develop PowToon-based mathematics learning media that would be valid, practical, and effective for the eighth-grade Cartesian coordinate material at SMP Negeri 13 Mataram, using the 4D research method (Define, Design, Development, Dissemination). The research resulted in an MP4 video about Cartesian Coordinate material that received a validity score of 0.82, which was considered highly valid by four validators. The product is also considered practical, with an 84.6% practicality score based on the responses of 24 students who used it for the Cartesian coordinate material. The media has proven highly effective, with a student completion rate of 83.33% during the test trial. Furthermore, the learning media is disseminated through YouTube for easy student access. Thus, PowToon-based learning media can be considered valid, practical, and effective for mathematics education.
The Use of Interactive Learning Video Amat Cantik To Enhance Pisa Based Cognitive Learning Outcomes and Science Literacy Skills of Grade VIII Students Setyowati, Denok; Widayat, Edy; Huda, Nuril
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.v8i4.8762

Abstract

The Use of Interactive Learning Video Amat Cantik to Enhance PISA Based Cognitive Learning Outcomes and Science Literacy Skills of Grade VIII Students at UPTD SMPN 5 Camplong. Thesis. Master’s Program in Educational Technology, Faculty of Education, Universitas Dr. Soetomo. Supervisors: (I) Dr. Edy Widayat, M.Sc., (II) Dr. Nuril Huda, M.PdI. This research employs a quantitative approach with a quasi-experimental design, where the research sample is not selected randomly. Data collection is conducted through pre-tests and post-tests. The study is conducted in the experimental class, which receives treatment through the use of Interactive Learning Video Amat Cantik, compared to the control class using conventional learning media (images). The research results are analyzed using a T-paired test with a significance value below 0.05, indicating a difference between the class using the Interactive Learning Video Amat Cantik and the class using conventional media (images).
Development of Animated Video Learning Media for Energy Saving Behavior at Robbani Tutoring in Ogan Ilir Regency Ahmania, Ayunda; Husin, Azizah; Nurrizalia, Mega
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.v8i4.8537

Abstract

The aim of this research is to develop learning media for animated videos of energy saving behaviour at Robbani Tutoring in Ogan Ilir Regency. The model suggested by Thiagarajan in terms of defining, designing, developing and disseminating (the 4-D model) is used as a development model. The data were collected by means of questionnaires and interviews. The results of this study indicate that validation from linguists obtained a percentage score of 88.8% with a very feasible category, media experts obtained a percentage score of 90% with a very feasible category, and material experts obtained a percentage score of 97% with a very feasible category. The results of one-to-one trial showed an overall percentage score of 79% with a very practical category and the same was true for the small group trial, which scored 89% in that category. Therefore, it is considered that it is feasible and practical to use the animated video product of energy saving behaviour as a learning media in science subjects for students to learn about energy saving behaviour.
Development of Project-Based IPAS Module to Increase Students' Learning Creativity SMKN 1 Gedongtataan Natalia, Desy; Herpratiwi, Herpratiwi; Widodo, Sugeng; Nurwahidin, Muhammad; Yulianti, Dwi
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.v8i4.9299

Abstract

This research is a development research that aims to analyze; (1) the potential and conditions for developing learning modules, (2) the process of developing project-based IPAS modules (3) module characteristics, (4) module effectiveness, and (5) module attractiveness. This research uses the ADDIE model development design which includes the stages of analysis, design, development, implementation and evaluation. The subjects in this study were 23 students of class X of the Plant Agribusiness Expertise Program of SMK Negeri 1 Gedongtataan. Data collection methods used questionnaires, interviews and tests. The results of this research and development indicate that the potential of students can use modules as learning materials and the condition of infrastructure at SMK Negeri 1 Gedongtataan is very supportive and allows for the development of project-based learning modules, Product criteria after being validated by a team of material experts with a score of 87.67 (very feasible), media experts score 95.29 (very feasible), and design experts score 96.84 (very feasible). The characteristics of the project-based module developed meet the requirements of being self-standing, independent, adaptive and familiar with the user. Based on the results of the t test, the sig result of 0.000 is smaller than the 5% significance level, which means that the use of project-based modules significantly increases students' learning creativity. The developed module is effective for increasing the learning creativity of IPAS students with a normalized gain value of 0.6297 (medium). The attractiveness of the developed module is in the interesting category with a score of 84.5 and the category is easy to use.
The Effectiveness of Using Genre Based Approach to Enhance Reading Comprehension in Narrative Text for Young Learners Nabella, Angelia Cipta Riska; Rini, Setia
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.v8i4.8643

Abstract

This study focuses on the effectiveness of using Genre Based Approach (GBA) to improve reading comprehension of narrative texts in young learners who have an age range of 11-12 years and aims to determine the level of students' reading ability in the form of narrative text. The classroom Action Research is a research method with pre-test, cycle 1 and cycle II. The researcher finds a positive side from using GBA to enhance reading comprehension in narrative text for young learners. This is evidenced by the significant increase that occurred. Previously, the average score was 63.8, now it has increased to 76.9 in cycle 1. The increase from pre-cycle to cycle I was 13.1 points. Then, in cycle II pupils obtained an average score of 81.9. Furthermore, the increase in students' abilities from cycle I to cycle II increased by 5 points. Thus, students experienced an increase from pre-cycle to cycle II of 18.1 points. Therefore, the results of this study can be used as a reference for educators so they don't hesitate in using GBA as a medium to improve the reading ability of English young learners in the range pf ages 11-12 years. Because besides increasing interest in reading, this research also increase the level of students' critical thinking in analysing readings and finding the main ideas in all elements of narrative text.
The Effect of Self-Confidence and Mathematics Anxiety on Mathematical Communication Ability of Class IX Students of Madrasah Tsanawiyah Yuniarti, Yuniarti; Sripatmi, Sripatmi; Azmi, Syahrul; Turmuzi, Muhammad
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.v8i4.9460

Abstract

This research was conducted at MTsN 1 Mataram in the 2023/2024 school year with the aim of seeing the effect of self-confidence and math anxiety on student’s mathematical communication skills. This type of research is descriptive quantitative research with ex post facto method. The population of this study was class IX MTsN 1 Mataram. In determining the sample, probability sampling technique with cluster random sampling type was used. The sample in this study were students of class IX-4 MTsN 1 Mataram, totaling 32 students. The instruments used in this study were self-confidence questionnaire, math anxiety questionnaire, and mathematical communication ability test. The data analysis technique used was descriptive and inferential statistical analysis. The results of data analysis showed that: (1) The average self-confidence of class IX students of MTsN 1 Mataram in the 2023/2024 school year is in the medium category, where the largest frequency is in the low category with a percentage of 37.50%. The average student math anxiety is in the low category with the largest frequency in the low category at 53.13%. And the average mathematical communication ability of students is in the high category with the largest frequency in the medium category at 40.63%. (2) There is a positive and significant influence between self-confidence on student’s mathematical communication skills by 24.9%. (3) There is a negative and significant influence between math anxiety on student’s mathematical communication skills by 25.6%. (4) There is a significant influence between self-confidence and math anxiety together on student’s mathematical communication skills by 36.4%.
Highest Education Smartphones Use and It’s Relationship with Students Engagement Fitria, Jihan; Mariono, Andi; Maureen, Irena Yolanita
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.v8i4.8850

Abstract

This study aims to explain the influence of smartphones on student engagement in state university students in the city of Surabaya. This study used 85 total samples. This type of research is quantitative research using survey methods with the following stages; observation of research locations, preparation of questionnaires, distribution of questionnaires, validity testing, data collection, processing of research results, analysis of research results, discussion. The results showed that the influence of smartphones on student engagement was 0.057 or 5.7% with a significance of 0.028 <0.05. Test results t-table is greater than t-count, i.e. t-count = 2.232 ≥ (t-tab) = 1.989. it can be proven that there is a variable influence of smartphone use on student engagement in state university students in the city of Surabaya. This can be proven from the results of the t test, namely t count 2.232 greater than table 1.989 with a significance level of 0.028. This means that there is an influence on smartphone use on student engagement. Furthermore, when reviewed from the results of the Model Summary table on the R test square scored a coefficient of determination of 0.057 or 5.7%. This means that the variable smartphone use (X1) has a contributing influence on student engagement (Y) by 5.7% and the other 94.3% is influenced by other variables outside the variable of smartphone use.
Designing User Interface and User Experience by Using User Centered Design on Gamified Platform "Ezedu" Priyantini, Dwi; Amalin, Atika Mima; Amalia, Nuke
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.v8i4.8944

Abstract

Online learning activities using games or gamified methods make students motivated, capable, and involved to participate in the learning process. There are several gamified platforms that are already available, but there are several obstacles, for example the user takes a long time to compile quizzes and some features in paid gamified so that feature utilization is not optimal. The purpose of this research is to design the user interface and user experience of the gamified platform "Ezedu". Ezedu is a learning media created lecturers and teachers to design educational games easier. The design method uses the User Centered Design (UCD) method. UCD is a term that describes the design process where the end-user will influence how the design is formed. The results of this study are user interface designs that have been adapted to user needs.
Development of Learning Media Boxes Paper Materials Measuring Length and Weight Units to Improve High Level Thinking Farida, Lilis Nur; Murtadlo, Murtadlo; Farisi, Muhammad Imam
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.v8i4.9350

Abstract

This study aims to produce Boxs Paber media products for measuring units of length and weight that are appropriate for use by grade III (three) students in learning Mathematics in Elementary Schools. This study uses the ADDIE development model, through five stages, namely analysis (analyze), design (design), development (develop), implementation (implement), and evaluation (evaluate). The research was conducted at SDN Glagahan 1 with 30 students in class III as an experimental class and 30 students in class III at SDN Perak 2 as a control class. Data collection techniques use observation, questionnaires, tests and interviews. Data analysis techniques include qualitative analysis and quantitative analysis. The results of the research show that: (1) the development of Boxs Paber media consists of several aspects of development, namely media, material and language. In terms of media, it's simple, good, displaying varied colors, neat, and flexible. In terms of material, the material is in accordance with KI, KD, and learning objectives as well as attractive pictures. Furthermore, in terms of language, communicative, according to EYD and straightforward; (2) The feasibility level of Boxs Paber media is in the very feasible or very valid category. This can be seen from the results of the media expert's assessment being 94, the material expert's assessment being 77, and the language expert's assessment being 91 so that the average validity of the media is 87 (Very Valid). (3) In terms of interest and ability, it can improve higher order thinking skills after using Boxs Paber media. This is shown by students' interest which was initially 31.48 increasing to 52.32 and students' high level thinking abilities which were initially 47.4 to 87. From the increase in students' interest and high level thinking abilities, it shows that the use of the Boxs Paber media is long unit material and effective weight is used in learning.
Evaluation Study of Distance Learning Program for Indonesian Migrant Children Using Context, Input, Process, Product (CIPP) Method in Indonesian School of Kota Kinabalu Asdar, Muh; Hardiman, Fransisco Budi
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.v8i4.8668

Abstract

The Distance Open Learning (TJJ) program is an education program that offers ease of learning by utilizing information and communication technology (ICT). This TJJ program aims to expand and facilitate access to education for children of Indonesian migrant workers (PMI) in Sabah who are constrained and unable to get education through regular program Indonesian School of Kota Kinabalu. This research aims to evaluate the implementation of the TJJ Program at Indonesian School of Kota Kinabalu (SIKK) using the CIPP (Context, Input, Process, Product) research model. This research uses qualitative and quantitative approaches with an evaluation study method. Respondents in this research amounted to 113 students. The results of the evaluation of the SMA TJJ SIKK program based on the evaluation of a) Context, has the ability to implement programs with goals in line with the vision and mission of the school, but still needs improvement so that the program targets can be achieved as a whole b) Input, needs attention to learning models, costs and other supporters to be better and more appropriate, c) Process, needs improvement in terms of learning technology, interactive materials and communication media used, d) Product, the results of the program are in accordance with the objectives to be achieved, namely increasing the ability and opportunity to access education for PMI children.