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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
The Impact of The Problem-Based Learning Model on The Mathematical Problem-Solving Skills of Students Meisari, Elawita; Herpratiwi; Oktaria , Sheren Dwi
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.v10i3.15552

Abstract

This study aims to determine the effect of the Problem-Based Learning (PBL) model on the mathematical problem-solving ability of fifth-grade students at SD Negeri 3 Balerejo, Central Lampung. The research method used was a quasi-experimental design with a non-equivalent control group design. The study involved 60 students divided into two groups: an experimental class that used the PBL model and a control class that used conventional learning methods. The research instrument was an essay test on mathematical problem-solving ability. The data analysis results showed a significant difference between the mathematical problem-solving abilities of students taught using the PBL model and those taught using conventional methods. Thus, the PBL model has a positive effect on improving elementary school students’ mathematical problem-solving abilities.
E-BOOK WITH A REALISTIC MATHEMATICS EDUCATION APPROACH HELPED BY SMART APPS CREATOR TO IMPROVE STUDENTS' PROBLEM SOLVING ABILITIES Putri, Puput Diana; Suwanto, Fevi Rahmawati
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.v10i3.15563

Abstract

The low problem solving ability of students at SMP Negeri 1 Kisaran is influenced by the use of less varied teaching materials. This research aims to produce E-Book products with the Realistic Mathematics Education (RME) approach assisted by Smart Apps Creator to improve students' problem solving skills that meet valid, practical, and effective criteria. This development uses the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The sample consists of two classes, namely class VIII-5 (experimental) and class VIII-2 (control), each with 30 students. Data were collected through tests, namely pretest posttest and non-test consisting of observation, interview, and questionnaire. Analysis data were analyzed through independent sample t-test with the help of SPSS 25. The results showed that: (1) The developed E-Book meets the valid criteria with an average expert assessment of 87.4% “very valid” category. (2) The practicality of the E-Book is obtained from the results of the teacher and student response questionnaire with an average value of 88.8% “very practical” category. (3) Based on the results of the Independent Samples T-test test, the sig. (2-tailed) 0.000 <0.05, which means there is a significant difference between the experimental class and the control class. Thus, the use of E-Books with the RME approach assisted by Smart Apps Creator is effective in improving students' problem solving skills.
Implementation of Learning Media with the Concept of "Prop Hunt - QR Coin" to Increase Student Learning Participation in IPS Subjects Pratama, Bima Wahyu; Kurniawan, Bayu; Wati, Arista; Rahayu, Linda Zulkifa
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.v10i3.15567

Abstract

This study aims to develop the “Prop Hunt – QR Coin” learning media to enhance student participation in Social Studies (IPS) learning. Employing a Research and Development (R&D) approach with the Design Thinking model, the media integrates gamification and QR Code technology. Conducted in class 8F Tahfidz at SMP Laboratorium Universitas Negeri Malang in 2025, the results showed an increase in student participation from an average score of 40 to 82, with 88% of students meeting the completion criteria. The media effectively motivated students and facilitated interactive learning. Recommendations for future research include expanding implementation to other subjects and incorporating digital literacy training.
DEVELOPMENT OF A TEAM GAMES TOURNAMEN MODEL BASED ON MULTILEVEL GAMES TO INCREASE THE MOTIVATION TO LEARN IPS OF STUDENTS Wati, Arista; Kurniawan, Bayu; Rahayu, Linda Zulkifa; Pratama, Bima Wahyu; Sari, Erna
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.v10i3.15580

Abstract

The low motivation of students to learn in social studies subjects shows that the learning model applied is not fully in accordance with the learning needs of students. Learning motivation is one of the important factors that greatly influence the success of the learning process. Therefore, this research aims to develop a learning model that is able to increase student learning motivation through a learner-centered approach. This type of research is a development research (Research and Development) using the Design Thinking model, which consists of five main stages: Empathize, Define, Ideate, Prototype, and Test. The data collection techniques used include observation, interviews, diagnostic tests, and Likert scale questionnaires. While data analysis was carried out descriptively qualitative and quantitative. The product developed is a Team Games Tournament (TGT) learning model based on multilevel games, namely Sambung Kata, Tebak Gaya, and Family Hundred. This model was validated by experts and tested on students of class VIIF SMP Laboratorium UM. The results showed that this model is valid, very practical, and effective in increasing student learning motivation. The increase in student motivation is characterized by an increased awareness to participate in learning, the desire to achieve high grades, complete assignments on time, and high enthusiasm in participating in learning activities without feeling bored. Thus, this multilevel games-based TGT model can be an innovative alternative to increase student learning motivation in social studies subjects
ENHANCING GLOBAL WARMING EDUCATION THROUGH A DISCOVERY LEARNING-BASED HEYZINE FLIPBOOK E-MODULE Hasibuan, Nurkholijah Rohma; Siagian, Sahat; Tanjung, Samsidar
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.v10i3.15582

Abstract

This research aims to develop a Discovery Learning-based physics E-module using the Heyzine Flipbook platform to improve student learning outcomes on the topic of global warming in Grade X at SMAN 12 Medan. The development model used is the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. Data were collected through expert validation, practicality questionnaires for teachers and students, and pretest-posttest evaluations to measure effectiveness. The feasibility test results from content, design, and media experts indicated that the E-module is in the "very feasible" category. The practicality test results showed that both teachers and students considered the E-module easy to use and supportive of the learning process. The effectiveness test using the paired t-test showed a significant improvement in student learning outcomes, while the N-gain analysis indicated a medium category of learning gain. These results demonstrate that the Heyzine Flipbook-based E-module is not only feasible and practical but also effective in enhancing conceptual understanding. The study concludes that the integration of Discovery Learning with digital media can support independent and interactive learning and is recommended for wider implementation across science subjects.
Enhancing Students' Learning Engagement Through Slido-Based Gamification In High School English Classes Merina, Donata Risa; Nurwahidin, Muhammad; Firdaus, Rangga
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.v10i3.15630

Abstract

This study investigates the impact of using the Slido platform as a gamification tool on student engagement in English language learning at the secondary school level. The research is motivated by the challenges faced in enhancing student engagement through traditional teaching methods, particularly in Indonesia, where technology integration in education remains relatively low. Gamification, which incorporates games such as rewards, points, and challenges, has significantly boosted student participation and motivation. The study uses a quantitative experimental design with two groups: an experimental group that uses Slido for interactive activities such as quizzes, polls, and Q&A sessions, and a control group that follows conventional teaching methods. Data collected from pre-tests, post-tests, and student engagement surveys indicate a substantial increase in engagement among students who used Slido, with the experimental group showing a 29.8% improvement in engagement scores compared to a 6.8% improvement in the control group. These results suggest that Slido's gamified features, by fostering real-time interaction and feedback, effectively enhance student involvement and motivation. The findings offer valuable insights for educators on integrating gamification tools like Slido to improve student participation and create a more dynamic and enjoyable learning environment.
IMPLEMENTATION OF THE '数字素养 (SHÙZÌ SÙYǍNG)' INSTRUMENT TO MEASURE THE DIGITAL LITERACY LEVEL OF MANDARIN LANGUAGE EDUCATION STUDENTS Ventivani, Aiga; Muyassaroh, Lukluk Ul; Laksana Sakti, Karina Fefi; Masrur, Muhammad Farhan
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.v10i3.15695

Abstract

The current presence of the internet undeniably facilitates and accelerates individuals' ability to access and disseminate information, even leading to an information explosion. To manage this situation, digital competence is required to face the 6.0 era. The world's shift toward complete digitalization pushes humans to quickly adapt to digital infrastructure and digital services. To address this, humans need skills referred to as digital literacy. This research emphasizes the measurement of primary data, specifically objective digital literacy levels, using numerical data and statistical analysis. The study aims to determine the digital literacy level of Mandarin language students using the "æ•°å­—ç´ å…»" (Digital Literacy) instrument. The results of this study indicate that the digital literacy level of Mandarin students is at a fairly good level, with an overall average score of 3.25. The Digital Literacy Index across all dimensions falls into the advanced category (81.25%). Among the eight dimensions, two are categorized as "good," namely the Collaboration Dimension (3.45) and Social-Cultural Understanding (3.41). The other six dimensions fall into the "fairly good" category, with scores ranging from 3.11 to 3.40, including Functional Skills (3.40), Creativity (3.22), Communication (3.19), Information Searching and Selection Ability (3.11), Critical Thinking (3.15), and Digital Safety (3.14).
Development of Digital Comic KOMA (Komik Majas) for Teaching Personification in the Fourth Grade of Elementary School Setiawan, Riki Bayu; Cahyaningtyas, Andarini Permata
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.v10i3.15697

Abstract

Learning media is an important thing that really helps teachers in learning activities. This research is motivated by the lack of innovative media in Indonesian language learning activities on the material of personification. This study aims to describe the development process, feasibility, and effectiveness of KOMA (Komic Majas) media. This research is included in the type of research and development (R&D) with the ADDIE model and a quantitative approach. Data were obtained from teachers, students, documents, and experts. Data collection was conducted through test methods in the form of pretests and posttests, as well as non-test methods such as interviews, questionnaires, and documentation. To test the validity of the data, item analysis was used. Data analysis included a normality test and a paired t-test. KOMA (Komik Majas) media obtained a very feasible score from the material expert of 90% and from the media expert of 93%. The student response questionnaire showed a result of 92%, while the teacher response questionnaire amounted to 95%. The results of the paired t-test showed that the development of KOMA (Komik Majas) media significantly improved the understanding of personification of fourth-grade students of SD Negeri Podorejo 03.
Development of a Digital Literacy Based E-Module in Informatics Subject to Improve Student Learning Outcomes Nasution, Haris; Napitupulu, Efendi; Sinaga, Enny Keristiana
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.v10i3.15798

Abstract

This study aims to design and develop a digital literacy-based e-module for the Informatics subject to improve student learning outcomes at MTsN 3 Langkat. The developed module aims to: (1) Determine the feasibility of the e-module; (2) Determine the practicality of the e-module; (3) Determine the effectiveness of the e-module; (4) Identify the differences in student learning outcomes between those who use the digital literacy-based e-learning module and those who use conventional modules; (5) Identify differences in learning outcomes based on visual, auditory, and kinesthetic learning styles; and (6) Examine the interaction between the digital literacy-based e-learning module and learning styles in influencing student learning outcomes. The population of this study includes all eighth-grade students at MTsN 3 Langkat. The sampling technique used is cluster random sampling. The research design employed is a 2x3 factorial design, and the data analysis technique used is two-way analysis of variance (ANOVA). This study obtained the results of the e-module which was feasible, practical, effective, there were differences in learning outcomes in the module groups, learning styles and there was interaction.
TRANSFORMING ENGLISH LEARNING: DEVELOPING INTERACTIVE MEDIA GROUNDED IN PROBLEM-BASED LEARNING Dalimunthe, Aghna Elfiana; Ampera, Dina; Simbolon, Naeklan
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.v10i3.15809

Abstract

This research aims to develop interactive learning media based on the Problem-Based Learning (PBL) model to improve English learning outcomes, particularly in reading comprehension of recount texts. The study employs a Research and Development (R&D) approach using the ADDIE model, which includes analysis, design, development, implementation, and evaluation. The product was developed using Canva and integrated with tools such as Quizizz, FlipHTML5, and Google Forms to create an engaging and student-centered learning experience. Validation was conducted by content, media, and instructional design experts, who rated the product as highly feasible. Implementation trials, including individual, small group, and field testing, indicated that the media was very practical and well-received by students. Effectiveness was assessed through a quasi-experimental design involving pre-tests and post-tests in control and experimental groups. The results showed a significant improvement in the experimental group’s performance, supported by a mean N-Gain score of 0.5845. The findings suggest that the developed media not only enhances learning outcomes but also promotes active, independent, and meaningful learning. The research contributes to digital learning innovation by offering a practical and effective instructional tool that aligns with 21st-century education goals.