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
Implementation of The 'Talaqiyyan Fikriyyan' Method in Fostering Religious And Moral Aspects in Early Childhood at Al-Akram Early Childhood Education Suharyani, Suharyani; Lestari, Gunarti Dwi; Hariyati, Nunuk
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 10, No 1 (2025): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i1.14498

Abstract

This research aims to explore the application of the "Talaqiyyān Fikriyyān" method in developing moral and religious aspects in early childhood at PAUD Al-Akram. Through a systematic research method focused on collecting valid qualitative data, it is expected to make a significant contribution to the understanding and practice of religious education for young children. The Talaqiyyān Fikriyyān method, which focuses on the integrative instillation of moral and religious values through a reflective thinking approach, is anticipated to provide a strong foundation for character formation in children. This approach emphasizes not only memorization but also a deep understanding that aligns with the cognitive development level of early childhood. This study employs a qualitative approach with a case study method, where data is obtained through observations, interviews with educators, and documentation of learning activities at PAUD Al-Akram. The results indicate that the application of the Talaqiyyān Fikriyyān method is effective in fostering children's basic understanding of moral and religious concepts, such as honesty, responsibility, and respect for others. Additionally, this method enhances children's motivation to apply these values in their daily lives through enjoyable and interactive learning experiences. The implications of this research suggest that the Talaqiyyān Fikriyyān method has great potential to be implemented in other early childhood education institutions to support the formation of good character from an early age. This research produces outputs in the form of: (1) a scientific publication in a nationally accredited Sinta 4 journal that describes data on the implementation of the Talaqiyyān Fikriyyān method in developing early childhood capabilities in the aspects of religious and moral values; (2) a "Talaqiyyān Fikriyyān" learning model that can be applied to develop all aspects of child development at PAUD Al-Akram
Development of a Microcontroller E-Module Based on Grove Beginner Kit for Arduino Informatics Subject Ariza, Rojian; Rusdiana, Rusdiana; Nirawana, I Wayan Sugianta
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 10, No 1 (2025): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i1.13899

Abstract

Lack of teaching materials, time limitations, and uninteresting materials are problems that need to be solved so that students can better understand learning at school. The researcher provides solutions to develop E-modules that can be accessed on the internet. This research aims to develop E-module based on a microcontroller based on the Grove Beginner Kit for Arduino as a teaching material for informatics subjects and to determine the feasibility of e-modules in Arduino microcontroller material class XI at SMA Negeri 10 Samarinda. This type of research is development using a 4-D model, consisting of Define, Design, Develop, and Disseminate. Studies show that the results of E-module tests by material experts result in an average percentage of 90%, with a very decent category. The average percentage of media expert assessments is 92%, and the E-modules are feasible to implement. Overall, the combined average of the due diligence by experts reached 91%, with the category of very feasible. The results of student responses were obtained with an average percentage of 81% with very feasible criteria. so it can be concluded that the Grove Beginner Kit-based microcontroller e-module for Arduino can be applied or disseminated at SMA Negeri 10 Samarinda. Further research is expected to be carried out on other development models such as the borg and gaal models or the R2D2 model (reflective, recursive design and development). .
Development of Qr-Code Media-Based Modules in Constructing Learning to Increase Learning Motivation Kandiri, Kandiri; Nurwahidin, Muhammad; Aransyah, Ade; Purmadi, Ary
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 10, No 1 (2025): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i1.14577

Abstract

Education plays an important role in preparing the younger generation to face the challenges of the 21st century. One innovation in education is the development of QR-Code media-based modules to increase student learning motivation. QR-Code technology allows teachers to present learning materials in an interactive and interesting way, thus increasing student involvement in the learning process. In addition, QR-Code-based modules also allow easy and practical access for students in learning materials inside and outside the classroom. By utilizing this digital technology, teachers can provide a more engaging and effective learning experience for students, thus supporting the development of 21st century skills required in an ever-evolving world. Therefore, it is important for educators to continue to develop and utilize technology in providing innovative and relevant learning resources for learners.
Development of Standard Components of SMAN 1 Lingsar Library Based on National Library Standards Iqbal, Muhammad; Hardiansyah, Hardiansyah; Kurniawati, Wiwien
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 10, No 1 (2025): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i1.13907

Abstract

School library management with conventional systems is time-consuming and ineffective. This study aims to develop a development model for SMAN 1 Lingsar library standard components based on SNP. The method used is research and development with observation and FGD as data collection techniques. The results include the addition of book collections from student grants, improvement of facilities and infrastructure, optimization of services with barcode applications, technical training, funding from the West Lombok Regency Library, and development through book review competitions and automatic inventory. Suggestions are provided for implementing this model to meet school library standards.
DEVELOPMENT OF CLASSPOINT-BASED INTERACTIVE LEARNING MEDIA IN SCIENCE SUBJECTS FOR PRIMARY SCHOOL STUDENTS Anam, Syaiful; Fatirul, Achmad Noor; Fiantika, Feny Rita
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15247

Abstract

This research aims to develop ClassPoint-based interactive learning media in science subjects, especially Solar System material in elementary schools. Media development is carried out using the ASSURE model, which includes analysis, design, development, implementation and evaluation stages. The products that have been developed are then validated by experts in the fields of design, materials and media. Next, trials were carried out in stages through small groups, medium groups and large groups to determine the feasibility and effectiveness of the media. The research results show that the use of ClassPoint-based media has a significant positive impact on learning effectiveness. This media is able to increase students' active participation in the learning process through interactive features such as polls, quizzes and direct assessments, which support the creation of two-way interactions between teachers and students. Apart from increasing learning motivation, this media also strengthens students' conceptual understanding of the material being studied. Thus, ClassPoint can be an innovative solution for creating more interesting, interactive and meaningful learning at the basic education level.
Effects of Dizziness, Authenticity, and Satisfaction on Students’ Intention to Use VR in Vocational High School Rahman, Muhammad Haristo; Mahmud, Amiruddin; Setialaksana, Wirawan
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15295

Abstract

The study aims to identify the influence of variables such as dizziness, activity-related authenticity, object-related authenticity, and satisfaction on students' behavioural intentions to continue using Virtual Reality (VR) technology in a learning context. In this study, path analysis was employed to ascertain the impact of dizziness on satisfaction and behavioural intentions in VR technology users. The findings of the study demonstrate a substantial negative correlation between dizziness and satisfaction, indicating that an escalation in dizziness levels is concomitant with a decline in satisfaction and behavioural intention to persist in utilising VR. Furthermore, activity-related authenticity and object-related authenticity have been demonstrated to exert a significant positive influence on behavioural intention, thereby indicating that students are more inclined to continue utilising VR technology if they perceive the activities and objects within VR as more authentic. The study also found that student satisfaction is the strongest factor in increasing behavioural intention to continue using VR, with path coefficients indicating a significant positive influence. The findings of this study provide important insights into the factors influencing students' behavioural intentions to continue using VR in learning. Consequently, it is anticipated that this study will contribute to the development and application of VR technology in the domain of vocational education. Moreover, it is expected to provide recommendations for technology developers and educators to design more effective and enjoyable learning experiences, taking into account the physical comfort and authenticity of the VR content used.
Development Of Digital Comic Learning Media Using Canva In Science And Technology Insiyah, Endah; Fatirul, Achmad Noor; Fiantika, Feny Rita
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15317

Abstract

This research aims to develop Digital Comic Learning Media Using Canva in the Science and Technology. The purpose of this development is to produce a product in the form of digital comic learning media using Canva with a Four-D learning design, so that students' motivation to learn will increase and understand the material being studied. The Four-D model, which is one of the development models of the Research Design Development method. The Four-D Model was developed by Thiagarajan et.al in shinta et.al (2023). This model consists of four main stages: 1) Define; 2) Design; 3) Develop; 4) Disseminate. Based on the results of the research conducted, the development of digital comic learning media using Canva has proven to be effective and feasible to use in the learning process. This media is able to present material in an interesting and interactive manner, which can increase students' interest and understanding. The process of creating digital comics with Canva also makes it easier for teachers and students to access, create learning content that suits the characteristics of students. Overall, Canva-based digital comics can be used as an innovative and effective alternative learning medium, which supports a more fun and student-centered approach to learning.
Development of Flipbook-Based Interactive Media in Science and Science Subjects, Story Materials about My Region Erdiyavita, Naili Zakiyah; Rusmawati, Retno Danu; Rohman, Ujang
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15318

Abstract

This research aims to develop FlipBook-based Interactive Media in the Science and Technology subject of News about My Region. To produce a valid instrument, the instrument that will be given to students will be tested for the validity and reliability of the instrument. This test will be carried out on students as test subjects on students. This research has succeeded in developing flipbook-based interactive media that is designed to support a more effective and interesting learning process. Based on the results of the feasibility test involving material and media experts, as well as trials on users (students), this media is considered suitable for use in learning. The results of the study show that flipbook-based interactive media can increase students' interest and involvement in the learning process, make it easier to understand the concepts taught, and increase interactivity between students and the material presented. This media also provides convenience in terms of managing learning materials that are more dynamic and flexible, so that they can be adjusted to the needs of students. The results of the evaluation in terms of practicality and effectiveness show that the use of this media can improve the quality of learning, because students are more active in participating in learning activities.
Development of Kinemaster Video in Learning Social Science in Grade 4 at SD Negeri Kauman 2 Sutrisno, Nanang; Fatirul, Achmad Noor; Fiantika, Feny Rita
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15319

Abstract

This research is a development study using the Kemp Instructional Design Model, aimed at creating KineMaster-based learning videos on the topic of Hindu and Buddhist kingdoms for Grade 4 IPAS learning. The development process involved validation from design, material, and media experts, as well as peers. Product testing was conducted in three stages: small, medium, and large group trials. Data were collected using questionnaires to assess aspects such as content clarity, accessibility, and engagement. The results show that KineMaster videos improve student interest and understanding, especially for abstract or difficult topics. The combination of visuals and audio helps make learning more interactive and enjoyable. Additionally, students can access the material anytime, supporting flexible learning. For teachers, KineMaster enables more creative content delivery and offers opportunities for students to participate in creating learning media. However, some challenges remain, such as limited technical skills and the time required to produce high-quality videos. Therefore, training for both teachers and students is important to maximize the benefits of this technology. In conclusion, KineMaster-based videos are a promising tool to enhance learning quality, increase student motivation, and foster creativity in the classroom.
Development of Android-Based Computer-Based Testing (CBT) to Prevent Academic Dishonesty Narwati, Lily May; Herpratiwi, Herpratiwi; Nurwahidin, Muhammad
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15407

Abstract

This study aims to design and develop an Android-based Computer-Based Testing (CBT) system as a preventive strategy against academic dishonesty in the learning evaluation process. The background of this study stems from the high incidence of cheating during conventional digital exams, which have yet to effectively address the exploitation of technological loopholes by students. The research employed a Research and Development (R&D) approach using a modified Borg & Gall development model through stages including needs analysis, product design, expert validation, limited trials, revisions, and field testing. The developed system features several security measures such as randomized questions and answers, screen locking (kiosk mode), restriction of access to other applications, and monitoring of activities during the exam. Evaluations by subject matter and media experts yielded an average feasibility score of 89%, indicating that the application is highly suitable for use. Meanwhile, trials conducted with high school students showed that the application effectively reduced opportunities for academic dishonesty and received positive user feedback. Therefore, this Android-based CBT system holds strong potential as a technological innovation for conducting fair, efficient, and credible educational evaluations.