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Contact Name
Ary Purmadi
Contact Email
jtp@ikipmataram.ac.id
Phone
+6281917931525
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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
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.
Development of LKPD Based on Discovery Learning on Human Respiratory System Material to Train Skills Student Critical Thinking Fauziah, Siti; Khairuna, Khairuna; Reflina, Reflina
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.v8i4.8877

Abstract

LKPD (Student Worksheet) based on discovery learning  is intended to provide learning knowledge directly in the process of meaningful learning activities so as to direct students to find learning concepts. This study aims to determine the level of feasibility, practicality and effectiveness of LKPD based  on Discovery Learning to train students' critical thinking skills on respiratory system material. Researchers used the R&D (Research and Development) method  using a 4-D development model (Define, Design, Development and Desemminate) developed by S. Thiagarajan, Dorothy S. Semmel, and Melvyn I. Semmel in 1974. The test subjects in the study consisted of 36 students from class XI IPA SMA PAB 4 Sampali. The results showed that the feasibility value of developing LKPD from material experts was 86.1% with the very feasible category and LKPD experts by 75% with the feasible category. Then the percentage of practical scores for LKPD development from biology teachers and students of science XI was 82.14% and 83.47% respectively with the practical category. The effectiveness of LKPD development based on individual completeness from  the pre-test  and post-test students obtained an average N-Gain  score of 62.14, so the use of the method has been effective because the N-Gain normality value obtained between 0.30 < g < 0.70 with the "effective" criterion. Then for the N-Gain score value of 0.62, this value is in the medium category because the N-Gain score is between 0.3-07 with the category "medium N-Gain". From the overall results including valid, practical and effective categories, it can be concluded that LKPD based  on Discovery Learning on the equipment system material is suitable for use and distribution to PAB 4 Sampali High School.
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
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 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%.
The Use of Capcut Application in Improving Students’ Creativity in Social Studies Learning at Junior High School Priandini, Dara; Supriatna, Nana; Anggraini, Diana Noor
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.v8i4.9043

Abstract

According to 21st Century Skills, creativity is one of the competencies needed in all aspects of life. In addition, the 21st century requires all aspects to be based on technology, especially in education. However, in reality students' creativity skills are still low and the use of technology is still limited. Based on this problem, the purpose of a research in this paper is to describe of students’ creativity skills after using an application Capcut. This research design is classroom action research (CAR). This research result that there was an increase in each cycle. The observation results of the students’ creativity in the first cycle got a percentage 50% which means quite good category, in the second cycle got a percentage 75% which means good category, and in third cycle got a percentage 95% which means good category. Based on this research, it was found that the use of Capcut application can improve students’ creativity skills in social studies learning.
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.
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.
Students Perceptions of Learning Biology at SMA Negeri 1 Binjai Zahra, Maurin; Ulfa, Syarifah Widya; Jayanti, Ummi Nur Afinni 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.v8i4.9351

Abstract

This study aims to identify students' perceptions of learning biology at SMA Negeri 1 Binjai Kab. Langkat. This research is directed at learning that takes place at the school and classes X-IPA, XI-IPA and XII-IPA as research samples. This study uses a survey method. Sampling is by means of probability random sampling in the form of proportionate stratified random sampling. because the study population was divided into several strata or sub-groups and separate samples were taken from each sub-group. The number of respondents obtained is 123 students. The instrument used is a questionnaire that has been prepared in such a way and has been validated previously. The results of the analysis show that students' perceptions of biology learning on average show negative results. So the student's perception of learning biology at SMA Negeri 1 Binjai Kab. Langkat is in the unfavorable category. Some of the things that influence students' perceptions of learning biology at SMA Negeri 1 Binjai Kab. Langkat are internal and external factors. Internal factors include students' learning abilities, motivation towards biology lessons and the ability to develop a knowledge. While external factors include the strategies used, learning media and physical conditions that support learning when it is in progress.
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".