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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 545 Documents
Tinjauan Pustaka tentang Manajemen Pendidikan Cerdas: Mengintegrasikan Kecerdasan Buatan dan Kepemimpinan Digital untuk Inovasi Institusional : English Mabsus, Parosil; Handoko, Handoko; Hasan Hariri, Hasan Hariri
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 2 (2026): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i2.20054

Abstract

This study aims to analyze the conceptual framework of smart education management through the integration of artificial intelligence (AI) and digital leadership in driving institutional innovation. The study employs a qualitative approach using the Systematic Literature Review (SLR) method, synthesizing five key studies related to AI readiness, digital leadership, human resource capacity, and the challenges of digital transformation in education. The findings indicate that the success of digital education transformation is determined not only by technology adoption but also by the alignment between organizational readiness, leadership capacity, and human resource development. AI serves as an enabler, while digital leadership functions as a strategic driver that directs the utilization of technology toward meaningful institutional change. Furthermore, human resource capacity particularly teachers’ digital competencies is a key factor in ensuring effective technology implementation, while challenges such as infrastructure limitations and organizational resistance influence the transformation process. This study produces a conceptual framework that positions institutional innovation as the result of a dynamic interaction among these variables. Theoretically, this study integrates perspectives on transformational, instructional, distributed, and adaptive leadership to understand smart educational management. Practically, the study’s findings emphasize the importance of developing adaptive, collaborative, and data-driven leadership models to support sustainable educational innovation in the era of artificial intelligence
Efektivitas Diorama Augmented Reality pada Materi Tata Surya untuk Meningkatkan Kemampuan Berpikir Kritis dan Motivasi Belajar Siswa Anjani, Isfaidah Nur; Raharjo, Tri Joko; Sumartiningsih, Sri
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 2 (2026): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i2.20155

Abstract

This study aims to analyze the effectiveness of the use of augmented reality (AR)-based diorama media on solar system material in improving elementary school students’ critical thinking skills and learning motivation. The problem in this study is the low level of students’ critical thinking skills and learning motivation due to learning that is still abstract, less interactive, and unable to visualize concepts concretely. This study employed a quantitative approach with a quasi-experimental design (nonequivalent control group design). The research sample consisted of 60 students, including 30 students in the experimental group and 30 students in the control group. Data collection techniques used a critical thinking skills test and a learning motivation questionnaire that had been tested for validity and reliability. Data analysis was conducted using an independent samples t-test.The results showed that there was a significant difference between the experimental group and the control group in terms of critical thinking skills and learning motivation (p < 0.05). The experimental group showed higher mean scores compared to the control group, indicating that the use of AR-based diorama media had a significant positive effect. These findings indicate the novelty in integrating augmented reality technology with diorama media to visualize abstract concepts more concretely. Therefore, AR-based diorama media can be an innovative, interactive, and contextual learning alternative in improving students’ critical thinking skills and learning motivation in science learning at the elementary school level.
Enhancing Computational Thinking of Islamic Education Students through CT-Based Prompt Engineering: A Quasi-Experimental Study on AI Multimodal Media Design Imam Kharits Najibulloh; Ahmad Latif; Muhtyas Yugi; Beny Riswanto
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 2 (2026): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i2.20197

Abstract

This study evaluates the effectiveness of Prompt Engineering strategies based on Computational Thinking (CT) in enhancing the ability of Islamic Religious Education (PAI) students to design multimodal learning media (images, videos, and games) powered by Artificial Intelligence (AI). Using a quasi-experimental design involving 35 students, the research integrates the four pillars of CT decomposition, pattern recognition, abstraction, and algorithm design as logical foundations for composing AI instructions. The results show a significant increase in students’ CT scores, from an average of 56.80 to 85.10, with an N-Gain Score of 0.65 (effective category). Students successfully produced educational image media (92%), interactive game logic (84%), and animated videos (78%) with high theological accuracy. The abstraction pillar was found to be the most crucial in minimizing AI “hallucinations” in sensitive religious content, while algorithm design enabled the creation of systematic game flows. This strategy successfully transformed students’ roles from mere users to logical and critical instruction designers (Prompt Engineers). The study recommends integrating CT-Prompting into the PAI curriculum as a core competency to produce innovative and valid digital content in the era of artificial intelligence.
Development of JOMO Board Game Media in Group Guidance to Reduce FoMO among High School Students Rista, Tia Fadila; Cahyaningrum, Vesti Dwi; Afriliyanto, Agus
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 2 (2026): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i2.20288

Abstract

This research is motivated by the high tendency of Fear of Missing Out (FoMO) in students, as well as the lack of game-based media that specifically helps students reflect on FoMO in the context of daily life. A range of interventions to reduce FoMO have been developed, but most still focus on informative approaches and have not optimally encouraged active engagement and deep reflection of students in the context of real-life experiences. This research aims to develop counseling guidance media in the form of JOMO board games and test its feasibility. This research uses a Research and Development approach based on the Borg & Gall model up to the product revision stage II. The participants consisted of three media experts, three counseling subject matter experts, three prospective product users (school counselors), and eight students in a small group trial. Data was collected through questionnaires, interviews, and observations, and analyzed using the Percentage of Agreement technique. The validation results showed that the JOMO board game achieved a feasibility score of 91.07% from media experts, 90.47% from material experts, and 91.27% from potential users, all of which were categorized as very feasible. A preliminary field testing involving eight students resulted in an average response score of 89.84% in the excellent category. This media is considered interesting, easy to use, and relevant to students' experiences, and is able to facilitate the process of reflection on FoMO. These findings indicate that the media is feasible and shows potential in facilitating students' engagement and reflection on the FoMO phenomenon. This research is limited to the development stage and has not tested its effectiveness empirically
Bahasa Inggris Asrah Rezki Fauzani; Mutia Putri; Sechilia Vita; Wiandira, Cut Belva; Cut Hayyu Sartika; Mutiara Sani Lumban Gaol
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 2 (2026): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i2.20309

Abstract

This study aims to develop a video tutorial on curling design based on active learning and to test its feasibility as a learning medium. This study uses the Research and Development (R&D) approach using the ADDIE model which consists of five main stages: analysis, design, development, implementation, and evaluation. The research subjects were 60 students from the Cosmetology Education Study Program, Faculty of Engineering, divided into small, medium, and large group trials. The data collection technique used a validation questionnaire from material experts, media experts, and student responses. The results showed that the validation from material experts obtained a percentage of 92% (very feasible) and from media experts 88% (very feasible). The small group trial obtained 89%, the medium group 90%, and the large group 91% with a very good category. Overall, the video tutorial media obtained a percentage of 90.29% with a very feasible category. Thus, video tutorials based on active learning are effective for improving students' understanding of the curling design course.