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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
Analysis of Needs And Distribution of Public Senior High Schools in Bandar Lampung City Permatasary, Nayla Alviani; Firdaus, Rangga; Fitri, Dina Martha
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 2 (2025): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i2.15195

Abstract

This study aims to determine the spatial distribution of public high schools in Bandar Lampung City, the needs of public high schools in Bandar Lampung City based on the Regulation of the Minister of National Education No. 24 of 2007, and the accessibility of public senior high schools with settlements according to the standards of the Minister of National Education of the Republic of Indonesia No. 24 of 2007. The research method used is descriptive method. The data analysis used is descriptive with secondary data analysis techniques. The population in this study were all State Senior High Schools in the city of Bandar Lampung, namely 17 school units. Data collection techniques used in this study are surveys and documentation. The results of the study found that the overall distribution of public high school locations in Bandar Lampung City was not evenly distributed. Public High School in Bandar Lampung City based on the standards of the Minister of National Education of the Republic of Indonesia No. 24 of 2007 according to Permendiknas is that at least one sub-district has one school unit with a minimum of 3 study groups and a maximum of 27 study groups, so for sub-districts that do not have public high schools, new school units are required to be built. Based on the threshold theory, the availability of educational facilities in Bandar Lampung City is still low. The accessibility of the school-age population to get education based on the zoning radius of 3 km is quite even.edu
Implementation of Audio Visual Learning Media in Extracurricular Dance Activities Nadiya, Nursya Fathin; Herpratiwi, Herpratiwi; Fitri, Dina Martha
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 2 (2025): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i2.15201

Abstract

: The implementation of audio-visual media has an important role in extracurricular activities, especially in learning that prioritizes aspects of skills and practical activities such as in extracurricular dance activities. Audio visual media can display visuals clearly and audio simultaneously so that learning becomes more real. This study aims to analyze the implementation of audio-visual learning media that can be used in extracurricular dance activities. The research method used is literature study research by collecting data from various references such as books, journals and theses, then analyzing it, then reducing the data, presenting the data in matrix form and drawing conclusions. The results of the research that has been conducted are the importance of implementing audio-visual media learning in extracurricular dance activities which include planning, implementation, and evaluation because audio-visual media in extracurricular dance activities can provide more real experience to students, besides that extracurricular dance becomes more fun, varied, not monotonous, not boring, and students are not easily bored in learning. Judging from the appreciation shown through dance video shows, students absorb more knowledge about various kinds of dances. The conclusion of the research conducted is that audio visual media provides significant benefits, both for students and teachers. especially in dance skills material because audio visual media can attract students' interest and motivation, can stimulate thoughts, feelings, can attract students' attention and affect students' emotions so that dance learning becomes more fun, varied and not monotonous.
The Effect of Applying Role Playing Model to Improve Indonesian Language Learning Outcomes Class IV SD Negeri 1 Metro Pusat Khasbullah, Firada; Herpratiwi, Herpratiwi; Firdaus, Rangga; Khasbullah, Fizzaria
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 2 (2025): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i2.15208

Abstract

The problem in this study is the low learning outcomes of Indonesian language in IV class students of SD Negeri 1 Metro Pusat. The purpose of this study was to determine the effect of the application of the role playing model on Indonesian learning outcomes. This study used a quasi-experimental method with the design form used was a non-equivalent control group design. The research sample amounted to 57 students. Data collection techniques using tests. Researchers collected data for 2 meetings in the experimental class and 2 times in the control class, students' Indonesian learning outcomes were assessed from pretest and posttest questions given by researchers. The questions used were in the form of multiple choice questions as many as 10 questions. The results showed that there was an influence in the application of the role playing model on Indonesian language learning outcomes in class IV A (experimental) at SD Negeri 1 Metro Pusat in 2022/2023.
Effects of The Application of Logic Gate Simulator Media in Improving The Results and Learning Activities of XI Grade Vocational High School Students Nur, Akmal; Herpratiwi, Herpratiwi; Firdaus, Rangga
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 2 (2025): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i2.15211

Abstract

This literature review evaluates 12 previous studies on the use of simulation software in learning digital electronics and logic gates, with the aim of analysing its impact on student learning outcomes and activities. Various simulation software such as Proteus, Logisim, Circuit Wizard, and others are used to improve students' understanding of complex concepts, practical skills, and motivation in the subjects of electronics and digital logic. The results show that simulation software effectively improves student learning outcomes, engagement, and motivation by providing practical and interactive experiences without the need for expensive physical components. However, challenges such as limited access to the required hardware and the need for proper teacher training were also highlighted. Despite these challenges, this study shows that simulation software is a promising tool for improving the quality of electronics and digital logic learning if it is properly implemented and supported by adequate infrastructure.
The Influence of Kahoot!-Based闪存卡shǎncún Kǎ Media on The Use of还是háishì And 或者huòzhě in Constructing Mandarin Sentences at College Student Level Nadzifah, Hidayatun; Suyatno, Suyatno; Amri, Miftachul; Laily, Ulul
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 2 (2025): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i2.15424

Abstract

Technological advances in education have provided enormous benefits for educators and students to access information more widely and effectively. It proves that technology encourages the development of a more interactive and interesting educational approach. With the existence of learning media, students will be stimulated to think, feel, have interests and attention through messages conveyed on the media used in learning. This study uses Kahoot!-based 闪存卡Shǎncún kǎ media in constructing Mandarin sentences. The purpose of this study is to identify the influence of Kahoot!-based 闪存卡Shǎncún kǎ media on the use of 还是háishì and 或者huòzhě in constructing Mandarin sentences. This learning is applied to 3rd semester students of the Polytechnic, University of Surabaya, Accounting Study Program and Marketing Management Study Program. This study uses a qualitative descriptive approach. The data sources for this study are observations, interviews, documents, and questionnaires on Google Form. The results of this study indicate that learning using Kahoot!-based 闪存卡Shǎncún kǎ media is very effective and makes it easier for students to understand the mastery of constructing Mandarin sentences.
Pengaruh penggunaan pembelajaran berdiferensiasi, expository dan motivasi belajar terhadap hasil belajar pada mata pelajaran matematika kelas 11 di sma giki – 1 surabaya Sutini, Sutini; Fatirul, Achmad Noor; Prajitno, Sunyoto Hadi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.15724

Abstract

This study aims to examine the effect of the use of differentiated learning and learning motivation on student learning outcomes in Mathematics class XI at SMA GIKI – 1 Surabaya. The focus of the problems raised includes: (1) whether there is a significant influence between the use of differentiated learning compared to expository learning on Mathematics learning outcomes; (2) whether high and low levels of learning motivation affect student learning outcomes; and (3) whether there is an interaction between learning strategies and learning motivation on Mathematics learning outcomes. This study uses a quantitative approach with quasi experiment methods and 2x2 factorial design. The research sample consisted of students in grade XI of SMA GIKI-1 Surabaya who were selected through purposive sampling techniques. The instruments used include learning outcome tests to measure students' academic achievement and learning motivation questionnaires to classify students' motivation levels. The data obtained was analyzed using two-way ANOVA to determine the influence of each variable and its interactions. The results showed that: (1) there was a significant influence between the use of differentiated learning strategies on students' Mathematics learning outcomes compared to expository learning; (2) students with high learning motivation have better learning outcomes compared to students with low motivation; and (3) there is a significant interaction between learning strategies and the level of learning motivation on student learning outcomes. These findings indicate the importance of applying adaptive learning approaches and strengthening motivation in improving Mathematics learning achievement at the secondary education level.
Literature Study of Teaching Media Development of Education Based Learning Games to Improve Learning Skills of Primary School Students Muttaqin, Ikin; Haryani, Sri; Widiarti, Nuni; Yuwono, Agus
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.16401

Abstract

Penelitian ini bertujuan untuk mengkaji pengembangan media pembelajaran berbasis Game Based Learning (GBL) yang dapat meningkatkan keterampilan belajar siswa sekolah dasar. Melalui metode kajian pustaka dan kajian pustaka sistematis (SLR), berdasarkan hasil kajian pustaka dan penelitian yang telah dilakukan, dapat disimpulkan bahwa pengembangan media pembelajaran berbasis Game Based Learning (GBL) memiliki potensi yang sangat signifikan dalam meningkatkan motivasi, keterlibatan, dan hasil belajar siswa di jenjang sekolah dasar. Penggunaan permainan edukatif tidak hanya mampu mengintegrasikan aspek kognitif, tetapi juga berkontribusi terhadap pengembangan keterampilan psikomotorik dan afektif, sehingga mendukung pembelajaran yang lebih holistik.
Development of Integrated Augmented Reality Multimedia in Thermodynamics Material For Physics Learning in Grade XI Husna, Nadiatul; Nasir, Muhammad; Islami, Nur
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.16471

Abstract

The sophistication of information technology is still not widely utilized and integrated into the learning process in the world of education, even though technology can be one of the driving factors in improving educational progress. This research and development aims to develop mobile learning multimedia integrated with augmented reality on thermodynamic material and determine the level of validity and reliability of the multimedia that will be used to help increase student motivation and concept understanding. AR multimedia was developed using the ADDIE model stages (analysis, design, development, implementation, and evaluation), then validated by experts, namely one media expert lecturer and two teachers who have approximately 10 years of experience in the field of education. Furthermore, a limited trial was conducted on 25 11th grade students of SMA 11 Negeri Pekanbaru. Data were collected using a validation instrument sheet and a response questionnaire sheet. The collected data was analyzed using the Aiken V formula and Pearson product moment correlation. Therefore, if students have difficulty understanding learning concepts, this augmented reality integrated multimedia is highly recommended for use in the learning process
Research Study on the Development of PJBL Teaching Modules Integrated with Augmented Reality to Increase Activity and Learning Outcomes of Grade V Students Narpiyanto, Narpiyanto; Subali, Bambang; Widiarti, Nuni; Yuwono, Agus
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.16634

Abstract

This study examines the development of project-based learning (PJBL) modules integrated with Augmented Reality (AR) technology for solar system material for grade V elementary school students. The main objective of the research is to improve learning activities and student learning outcomes through a more interactive learning experience and real visualization. The methodology used is a systematic literature review (SLR) to collect and evaluate related research from various sources from 2015 to 2025. The results show that the application of AR in learning modules can increase motivation, student engagement, and understanding of abstract astronomy concepts. However, there are challenges related to infrastructure and user training that need to be addressed for optimal implementation. The findings support the development of innovation in basic education through the effective and practical use of AR technology.
Edugame Development: Genius Learn Platformer to Increase Students' Learning Motivation and Learning Outcomes Yusuf, Ahmad; Hardianto, Deni
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.16788

Abstract

This study aims to develop and test the effectiveness of the “Platformer Genius Learn” edugame to improve students’ motivation and learning outcomes in the Fundamentals of Educational Technology course using the ADDIE development model. This limited trial subject consisted of one class with a total of 26 subjects who were first-semester students of the Educational Technology Study Program at Padang State University. The tools used in this study included validation sheets for subject matter experts and media experts, student learning motivation questionnaires, and pre-test and post-test assessments to measure the results.The results of the study show: 1) edugame: Platformer Genius Learn Suitable for use based on media expert validation showing an average score of 4.13 in the "Valid" category and the validation of a subject matter expert with an average score of 4.25 in the "Highly valid" category; 2) practicality of Edugame: Platformer Genius Learn at one to one trial obtained an average of 3.13 in the category of "quite practical", small group trial obtained an average of 4.03 in the "practical" category, and field trial obtained an average of 4.51 in the category of "very practical"; and 3) edugame effectiveness: Platformer Genius Learn proven through test analysis Paired Sample t-test show a significant improvement in student learning outcomes after using edugame media, and the results of the N-Gain Score calculation showed a value of 0.75, which is included in the high category. In addition, the results of the learning motivation questionnaire also show an average of 4.53, categorised as "very appropriate". Thus, Edugame Media: Platformer Genius Learn has been declared effective as an innovative, interactive learning medium that enhances learning motivation and outcomes among students in the Educational Technology Study Program at the State University of Padang.