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EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi
ISSN : 27970590     EISSN : 27970140     DOI : https://doi.org/10.51878/edutech.v1i2.431
Core Subject : Education,
Jurnal ini berisi artikel hasil pemikiran dan penelitian yang ditulis oleh para guru, dosen, pakar, ilmuwan, praktisi, dan pengkaji dalam semua disiplin ilmu yang berkaitan dengan pendidikan berbantuan teknologi.
Arjuna Subject : Umum - Umum
Articles 359 Documents
PENGARUH PENGGUNAAN MEDIA AUGMENTED REALITY BERBASIS ASSEMBLR EDU TERHADAP PEMAHAMAN KONSEP SISWA SD KELAS V PADA PEMBELAJARAN IPAS Rudolf Abraham Luhukay
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.9785

Abstract

ABSTRACT Difficulties among elementary school students in understanding abstract concepts in IPAS learning are still frequently encountered, particularly when instructional practices are predominantly conducted using conventional teaching methods. The integration of Augmented Reality (AR) in learning environments can provide students with more tangible learning experiences through clear visualizations and interactive activities. This study aimed to examine the effect of AR-based learning media developed using the Assemblr EDU platform on improving fifth-grade students’ conceptual understanding in IPAS learning. The research employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The participants consisted of 55 students divided into two groups: an experimental group of 28 students and a control group of 27 students. The research procedure included a pretest, the implementation of learning activities across four instructional sessions according to the treatment given to each group, and a posttest to measure learning outcomes. Data analysis involved prerequisite statistical tests, N-Gain calculations, and an independent samples t-test with a significance level of 0.05. The results indicated that the average posttest score of the experimental group reached 83.21, which was higher than that of the control group at 73.02. Furthermore, the N-Gain analysis showed that the improvement in conceptual understanding in the experimental group fell into the moderate category (0.58), while the control group showed an increase ranging from low to moderate (0.34). The hypothesis testing also revealed a statistically significant difference (p = 0.003). Overall, the findings suggest that integrating AR-based learning media through the Assemblr EDU platform can effectively enhance students’ conceptual understanding in IPAS learning at the elementary school level. ABSTRAK Kesulitan siswa sekolah dasar dalam memahami konsep-konsep abstrak pada pembelajaran IPAS masih sering dijumpai, khususnya ketika kegiatan pembelajaran lebih banyak menggunakan metode konvensional. Pengintegrasian Augmented Reality (AR) dalam pembelajaran dapat membantu siswa memperoleh pengalaman belajar yang lebih konkret melalui visualisasi yang jelas dan aktivitas interaktif. Penelitian ini dilakukan untuk mengkaji pengaruh penggunaan media AR berbasis Assemblr EDU terhadap peningkatan pemahaman konsep siswa kelas V dalam pembelajaran IPAS. Metode penelitian yang digunakan adalah quasi-eksperimen dalam kerangka pendekatan kuantitatif dengan desain Nonequivalent Control Group Design. Subjek penelitian terdiri dari 55 siswa yang dibagi ke dalam dua kelompok penelitian, yaitu kelompok eksperimen berjumlah 28 siswa dan kelompok kontrol berjumlah 27 siswa. Prosedur penelitian meliputi pemberian pretest, pelaksanaan pembelajaran selama empat pertemuan sesuai perlakuan pada masing-masing kelompok, serta posttest untuk mengukur hasil belajar. Analisis data dilakukan melalui uji prasyarat statistik, perhitungan N-Gain, dan uji independent sample t-test dengan taraf signifikansi 0,05. Hasil analisis data memperlihatkan bahwa rata-rata skor posttest siswa pada kelas eksperimen mencapai 83,21, sedangkan pada kelas kontrol hanya sebesar 73,02. Berdasarkan analisis N-Gain, peningkatan pemahaman konsep siswa pada kelompok eksperimen termasuk dalam kategori sedang (0,58), sementara pada kelompok kontrol berada pada kategori rendah sampai sedang (0,34). Uji hipotesis menunjukkan adanya perbedaan yang signifikan (p = 0,003). Hasil studi ini memperlihatkan bahwa integrasi media AR melalui platform Assemblr EDU mampu mendukung peningkatan pemahaman konsep siswa pada pembelajaran IPAS di jenjang sekolah dasar.
PENGEMBANGAN MEDIA SCAFFOLDING STORY DICE (DADU CERITA BERPEMANDU) UNTUK MENINGKATKAN KETERAMPILAN BERBICARA SISWA KELAS II SD Hanna Shafira; Moh. Farizqo Irvan
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.9862

Abstract

This research is motivated by the speech block phenomenon observed among second-grade students at SDN Sadeng 03, where students experience cognitive barriers in producing oral language during storytelling. The primary issue focuses on the students' low speaking skills due to the dominance of conventional lecture methods and the lack of interactive media that implement scaffolding strategies. This study aims to develop, test the feasibility of, and prove the effectiveness of Scaffolding Story Dice media in improving speaking skills. The research method employed is Research and Development (R&D) using the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The research subjects consisted of 28 second-grade students at SDN Sadeng 03 for the 2025/2026 academic year. The results showed that the Scaffolding Story Dice media obtained an average feasibility percentage of 94% from media and material experts, categorizing it as "Highly Feasible." Based on field testing, there was a significant difference in speaking ability (p < 0.05), with an increase in the mean score from 54.64 in the pre-test to 82.85 in the post-test. The effectiveness analysis showed an average N-Gain Score of 0.63, which falls into the "Moderate" category. This study concludes that Scaffolding Story Dice media is proven effective in overcoming students communication deadlocks through the integration of visual stimuli and linguistic scaffolding, making it a practical and innovative solution for literacy learning in elementary schools.
AN ANALYSIS OF USING YOUTUBE VIDEOS IN TEACHING SPEAKING AT THE ELEVENTH GRADE LEVEL Tri Mulia Damai Hulu; Hidayati Daeli; Adieli Laoli; Yaredi Waruwu
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.9869

Abstract

ABSTRACT This study aims to analyze the utilization of YouTube videos in English language learning and their impact on the development of students’ speaking skills amid the increasing use of digital media as learning resources. The integration of technology in language learning has become an important strategy to provide authentic materials and enhance students’ engagement in the learning process. This study employed a qualitative approach, with data collected through classroom observations, interviews with teachers and students, and analysis of instructional documents. The data were analyzed descriptively to obtain a comprehensive understanding of the practice of using YouTube videos in English language instruction. The findings indicate that the use of YouTube videos enhances students’ learning motivation and provides more authentic language exposure through examples of pronunciation, intonation, and expressions in real communication contexts. In addition, video-based learning creates greater opportunities for students to actively practice speaking through discussions, imitation activities, and content-based presentations. However, the study also identified several challenges, including limited internet access, variations in content quality, and potential distractions from other features on the digital platform. In synthesis, these findings confirm that YouTube videos are effective in supporting the development of speaking skills when they are integrated in a planned, selective, and pedagogically sound manner within English language teaching strategies. ABSTRAK Penelitian ini bertujuan untuk menganalisis pemanfaatan video YouTube dalam pembelajaran bahasa Inggris serta dampaknya terhadap pengembangan keterampilan berbicara siswa di tengah meningkatnya penggunaan media digital sebagai sumber belajar. Integrasi teknologi dalam pembelajaran bahasa menjadi strategi penting untuk menghadirkan materi yang autentik dan meningkatkan keterlibatan siswa dalam proses belajar. Penelitian ini menggunakan pendekatan kualitatif dengan teknik pengumpulan data melalui observasi pembelajaran, wawancara dengan guru dan siswa, serta analisis dokumen pembelajaran. Data dianalisis secara deskriptif untuk memperoleh gambaran komprehensif mengenai praktik penggunaan video YouTube dalam pembelajaran. Hasil penelitian menunjukkan bahwa pemanfaatan video YouTube meningkatkan motivasi belajar serta memberikan paparan bahasa yang lebih autentik melalui contoh pelafalan, intonasi, dan ekspresi dalam konteks komunikasi nyata. Selain itu, penggunaan video membuka peluang bagi siswa untuk berlatih berbicara secara aktif melalui diskusi, imitasi, dan presentasi berbasis konten. Namun, penelitian ini juga mengidentifikasi kendala berupa keterbatasan akses internet, variasi kualitas konten, dan potensi distraksi dari fitur lain pada platform digital. Secara sintesis, temuan ini menegaskan bahwa video YouTube efektif dalam mendukung pengembangan keterampilan berbicara apabila diintegrasikan secara terencana, selektif, dan pedagogis dalam strategi pembelajaran bahasa Inggris.
NAVIGASI PRINSIP DASAR TEKNOLOGI PEMBELAJARAN: REKONSTRUKSI MULTIDIMENSIONAL MENUJU ERA KECERDASAN ARTIFISIAL YANG HUMAN-CENTRIC Yudhi Hertanto; Happy Gustrin
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.9874

Abstract

Learning technology has transformed from merely a supporting instrument into a foundational architecture of modern education that reshapes learning processes and experiences. This article aims to analyze the fundamental principles of learning technology through four main dimensions, namely philosophical, sociological, juridical, and pedagogical, with a focus on the dynamics of education in Indonesia following the enactment of Permendikdasmen No. 13 of 2025. This study employs a qualitative method with a library research approach, utilizing various scientific sources, regulations, and relevant reports as the basis of analysis. The findings indicate a paradigm shift from instructional control toward learner facilitation, which requires the integration of technology in a human-centric manner. The results also reveal a paradox in the implementation of technology, where the acceleration of digitalization is not always accompanied by ethical readiness and equitable access. The Deep Learning approach, characterized by mindful, meaningful, and joyful learning, emerges as a potential solution to address these challenges, particularly in 3T (underdeveloped, frontier, and outermost) regions and in responding to the crisis of academic integrity caused by the misuse of artificial intelligence. This article recommends strengthening ethical digital literacy, developing locally adaptive technologies, and ensuring infrastructure equity as key prerequisites for the successful implementation of learning technology in Indonesia. ABSTRAK Teknologi pembelajaran telah bertransformasi dari sekadar instrumen pendukung menjadi fondasi arsitektur pendidikan modern yang membentuk ulang proses dan pengalaman belajar. Artikel ini bertujuan untuk menganalisis prinsip dasar teknologi pembelajaran melalui empat dimensi utama, yaitu filosofis, sosiologis, yuridis, dan pedagogis, dengan fokus pada dinamika pendidikan di Indonesia pasca pemberlakuan Permendikdasmen No. 13 Tahun 2025. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi pustaka yang memanfaatkan berbagai sumber ilmiah, regulasi, dan laporan relevan sebagai dasar analisis. Hasil penelitian menunjukkan adanya pergeseran paradigma dari kendali instruksional menuju fasilitasi pembelajar yang menuntut integrasi teknologi secara human-centric. Temuan juga mengungkap adanya paradoks dalam implementasi teknologi, yaitu percepatan digitalisasi yang tidak selalu diimbangi dengan kesiapan etika dan pemerataan akses. Pendekatan Deep Learning sebagai model pembelajaran yang mindful, meaningful, dan joyful menjadi salah satu solusi dalam menjawab tantangan tersebut, khususnya di wilayah 3T dan dalam menghadapi krisis integritas akademik akibat penyalahgunaan kecerdasan artifisial. Artikel ini merekomendasikan penguatan literasi digital berbasis etika, pengembangan teknologi adaptif lokal, serta pemerataan infrastruktur sebagai prasyarat utama keberhasilan implementasi teknologi pembelajaran di Indonesia.
PENGARUH MINAT BELAJAR DAN MEDIA POP UP BOOK TERHADAP HASIL BELAJAR Niasta Gea; Famahato Lase; Yaredi Waruwu; Eka Periaman Zai
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.9944

Abstract

ABSTRACT This study is motivated by the low learning outcomes in Pancasila Education, which are not yet supported by optimal learning interest and the use of innovative and contextual learning media. This study aims to analyze the effect of learning interest and pop-up book media on students’ learning outcomes. The method used is quantitative with an associative approach through multiple linear regression analysis. The sample consisted of 26 students selected using total sampling technique. The research instruments included a Likert-scale questionnaire to measure learning interest and media usage, as well as multiple-choice tests to assess learning outcomes. Data analysis was conducted systematically to examine the relationships and the magnitude of influence among variables more efficiently. The results showed that learning interest and pop-up book media, both simultaneously and partially, have a significant effect on students’ learning outcomes. The contribution of these two variables to learning outcomes was 56.3%, while 43.7% was influenced by other factors outside the study. These findings indicate that optimizing learning interest supported by contextual learning media can significantly enhance learning effectiveness. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar Pendidikan Pancasila yang belum didukung oleh minat belajar optimal serta penggunaan media pembelajaran yang inovatif dan kontekstual. Penelitian ini bertujuan untuk menganalisis pengaruh minat belajar dan media pop up book terhadap hasil belajar siswa. Metode yang digunakan adalah kuantitatif dengan pendekatan asosiatif melalui analisis regresi linier berganda. Sampel penelitian berjumlah 26 siswa yang ditentukan dengan teknik total sampling. Instrumen penelitian berupa angket skala Likert untuk mengukur minat belajar dan penggunaan media, serta tes pilihan ganda untuk mengukur hasil belajar. Analisis data dilakukan secara terarah untuk menguji hubungan dan besaran pengaruh antar variabel secara lebih efisien. Hasil penelitian menunjukkan bahwa minat belajar dan media pop up book, baik secara simultan maupun parsial, berpengaruh signifikan terhadap hasil belajar siswa. Kontribusi kedua variabel terhadap hasil belajar sebesar 56,3%, sedangkan 43,7% dipengaruhi oleh faktor lain di luar penelitian. Temuan ini menegaskan bahwa optimalisasi minat belajar yang didukung media pembelajaran kontekstual mampu meningkatkan efektivitas pembelajaran secara signifikan.
PENGEMBANGAN E-LKPD TERINTEGRASI VIRTUAL LAB PHET INTERACTIVE SIMULATION PADA PEMBELAJARAN IPAS KELAS IV SEKOLAH DASAR Bunga Okta Ramadona; Muhammad Sofwan; Risdalina Risdalina
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.9945

Abstract

This study aims to Develop an Electronic Student Worksheet (E-LKPD) built on the Liveworksheets platform and integrated with the PhET Interactive Simulation virtual lab as an instructional medium for Natural and Social Sciences (IPAS) learning on the topic of Energy and Its Transformation for fourth-grade elementary school students. The study was motivated by the limited availability of interactive and contextual digital learning media, which has contributed to low student engagement and insufficient conceptual understanding in IPAS learning. This study employed a Research and Development (R&D) method, which is a research approach used to produce a specific product while simultaneously testing its feasibility and effectiveness. Product Development followed the DDD-E model (Decide, Design, Develop, Evaluate). Data collection instruments included expert validation sheets and student response questionnaires. Validation results showed that the E-LKPD received feasibility scores of 95,45% from the media expert, 87.71% from the subject matter expert, and 98% from the language expert, all of which fall within the "highly feasible" category. The small-group trial yielded a score of 85,20%, while the large-group trial yielded 90,27%, both categorised as "very good". Accordingly, the Liveworksheets-based E-LKPD integrated with the PhET Interactive Simulation virtual lab on the topic of Energy and Its Transformation is deemed feasible and effective for use as an IPAS instructional medium in fourth-grade elementary school classrooms. ABSTRAKPenelitian ini bertujuan untuk mengembangkan Elektronik Lembar Kerja Peserta Didik (E-LKPD) berbasis website Liveworksheets yang terintegrasi dengan virtual lab PhET Interactive Simulation sebagai media pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) pada materi Energi dan Perubahannya bagi peserta didik kelas IV Sekolah Dasar. Latar belakang penelitian ini didasarkan pada kurangnya media pembelajaran digital yang interaktif dan kontekstual, sehingga berdampak pada rendahnya keterlibatan dan pemahaman konsep peserta didik dalam pembelajaran IPAS. Penelitian ini menggunakan metode Research and Development (R&D), yakni metode penelitian yang digunakan untuk menghasilkan produk tertentu sekaligus menguji kelayakan dan keefektifan produk tersebut. Pengembangan produk dilakukan menggunakan model DDD-E (Decide, Design, Develop, Evaluate). Instrumen pengumpulan data meliputi lembar validasi ahli dan angket respons peserta didik. Hasil validasi menunjukkan bahwa E-LKPD yang dikembangkan memperoleh skor kelayakan sebesar 95,45% dari ahli media, 85,71% dari ahli materi, dan 98,66% dari ahli bahasa, yang seluruhnya masuk dalam kategori "sangat layak". Hasil uji coba kelompok kecil memperoleh skor sebesar 87,20% dan uji coba kelompok besar sebesar 90,27%, keduanya berada pada kategori "sangat baik". Dengan demikian, E-LKPD berbasis Liveworksheets yang terintegrasi virtual lab PhET Interactive Simulation pada materi Energi dan Perubahannya dinyatakan layak dan efektif digunakan sebagai media pembelajaran IPAS di kelas IV Sekolah Dasar.
KEEFEKTIFAN PEMBELAJARAN MENULIS TEKS BERITA MENGGUNAKAN MODEL 5E LEARNING CYCLE DAN THINK TALK WRITE BERBANTUAN MEDIA AUDIOVISUAL Sherly Anida Fahrina Putri; Wagiran Wagiran
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.9976

Abstract

The learning of news writing has not yet been implemented optimally, resulting in low academic scores for seventh-grade students. This condition is evident from the students' difficulties in independently developing ideas and in the writing process that adheres to the rules of news writing. The application of innovative learning models can encourage the effectiveness of learning to achieve optimal results. This study aims to examine the effectiveness of news writing instruction using the 5E Learning Cycle and Think Talk Write models, supported by the use of video-based audiovisual media, among seventh-grade students at MTs Negeri 1 Pati. This research employs a quantitative approach with a quasi-experimental design in the form of a nonequivalent control group design. Quantitative data was collected from the pre-test and post-test scores of news writing skills. Data analysis used descriptive analysis and a T-test. The results of the paired sample t-test for the experimental class and the control class obtained a sig. (2-tailed) value of 0.000 < 0.05, meaning there is a difference in learning outcomes. The results of the independent sample t-test obtained a sig. (2-tailed) value of 0.780 > table sig. 0.05, so there is no difference in news writing skills between the two groups. These findings indicate that the 5E Learning Cycle and Think Talk Write models, aided by audiovisual media, are effective in optimizing news writing learning because they result in significant differences in learning outcomes. However, the comparison test results of the two learning models show that there is no difference. This confirms that both models are equally effective when applied to teaching news writing. ABSTRAKPembelajaran menulis teks berita masih belum terlaksana secara optimal sehingga berdampak pada rendahnya nilai akademik peserta didik kelas VII. Kondisi tersebut terlihat dari kesulitan peserta didik dalam mengembangkan gagasan secara mandiri serta dalam proses penulisan yang sesuai dengan kaidah penulisan teks berita. Penerapan model pembelajaran yang inovatif mampu mendorong keefektifan pembelajaran agar dapat mencapai hasil yang optimal. Penelitian ini bertujuan mengkaji keefektifan pembelajaran menulis teks berita dengan penerapan model 5E Learning Cycle dan Think Talk Write yang didukung pemanfaatan media audiovisual berbasis video pada peserta didik kelas VII MTs Negeri 1 Pati. Penelitian ini menerapkan pendekatan kuantitatif dengan desain quasi eksperimental bentuk nonequivalent control group design. Data kuantitatif dikumpulkan dari nilai pretes dan postes keterampilan menulis teks berita. Analisis data menggunakan analisis deskriptif serta uji T. Hasil pengujian paired sample t-test kelas eksperimen dan kelas kontrol diperoleh nilai sig. (2-tailed) 0,000 < 0,05, artinya terdapat perbedaan terhadap hasil belajar. Hasil uji independent sample t-test diperoleh nilai sig. (2-tailed) 0,780 > sig. tabel 0,05, maka tidak terdapat perbedaan keterampilan menulis teks berita pada kedua kelompok. Temuan ini mengindikasikan bahwa model 5E Learning Cycle dan Think Talk Write berbantuan media audiovisual efektif dalam mengoptimalkan pembelajaran menulis teks berita karena memberikan perbedaan hasil belajar yang signifikan. Namun, hasil uji perbandingan kedua model pembelajaran menunjukkan bahwa tidak terdapat perbedaan. Hal ini menegaskan bahwa kedua model sama-sama efektif diterapkan dalam pembelajaran menulis teks berita.
PENGEMBANGAN MEDIA INFOGRAFIS INTERAKTIF BERBASIS MODEL CONTEXTUAL TEACHING AND LEARNING (CTL) PADA MATERI GAYA DAN GERAK SISWA KELAS IV SEKOLAH DASAR Yopi Yopi; Destrinelli Destrinelli; Risdalina Risdalina
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.9977

Abstract

This study aims to develop an interactive infographic learning media based on the Contextual Teaching and Learning (CTL) model on the topic of force and motion for fourth-grade elementary school students. The background of this study is based on the limited use of engaging and interactive learning media, causing students to have difficulties in understanding abstract concepts of force and motion. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The developed product is an interactive infographic media that integrates text, images, animations, and interactive quizzes accessible through digital devices. The results show that the CTL-based interactive infographic media has a high level of validity based on expert validation and is categorized as very practical based on teacher responses. The media helps students understand the concepts of force and motion through contextual and engaging presentations, while also increasing student participation in the learning process. Therefore, the developed media is feasible to be used as an innovative alternative in elementary science learning. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran berupa infografis interaktif berbasis model Contextual Teaching and Learning (CTL) pada materi gaya dan gerak untuk siswa kelas IV sekolah dasar. Latar belakang penelitian ini didasarkan pada masih terbatasnya penggunaan media pembelajaran yang menarik dan interaktif, sehingga siswa mengalami kesulitan dalam memahami konsep gaya dan gerak yang bersifat abstrak. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Produk yang dikembangkan berupa media infografis interaktif yang memadukan teks, gambar, animasi, serta kuis interaktif yang dapat diakses melalui perangkat digital. Hasil penelitian menunjukkan bahwa media infografis interaktif berbasis CTL memiliki tingkat validitas yang tinggi berdasarkan penilaian ahli, baik ahli media, ahli bahasa maupun ahli materi serta termasuk dalam kategori sangat praktis berdasarkan respon guru dan siswa. Media ini dinilai mampu membantu siswa dalam memahami konsep gaya dan gerak melalui penyajian yang kontekstual dan menarik, serta meningkatkan keterlibatan siswa dalam proses pembelajaran. Dengan demikian, media yang dikembangkan layak digunakan sebagai alternatif inovatif dalam pembelajaran IPA di sekolah dasar.
PENGEMBANGAN VIDEO PEMBELAJARAN EDPUZZLE MATERI DASAR LOGO KELAS XI SMK Muhammad Syarifudin Ariyanto; Rusjiono Rusjiono
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.10003

Abstract

ABSTRACT This study was motivated by the low level of student engagement and understanding in learning Basic Logo Design in the Visual Communication Design (DKV) program, where teaching is still largely dominated by lecture-based methods that are less able to accommodate students’ visual learning characteristics. Therefore, this research aims to develop and evaluate the effectiveness of an Edpuzzle-based interactive learning video as a more innovative instructional medium. The method employed in this study is Research and Development (R&D) based on the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were students of class XI DKV 2 at SMK Krian 2 Sidoarjo, while the data were collected through observations, interviews, questionnaires, as well as pretest and posttest assessments. The findings indicate that the developed learning media was rated as highly feasible by experts and received positive responses from students. Furthermore, the implementation of this media significantly improved students’ learning outcomes, as indicated by a significance value of 0.000 (<0.05) and an N-Gain score of 0.75, which falls into the high category. These results demonstrate that the use of Edpuzzle-based interactive learning videos is effective in improving students’ understanding of Basic Logo Design material. Therefore, the developed learning media can serve as an alternative digital technology–based instructional strategy to enhance the quality of the learning process in the field of Visual Communication Design. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya keterlibatan dan pemahaman siswa dalam pembelajaran Dasar-Dasar Logo pada program keahlian Desain Komunikasi Visual (DKV), yang selama ini masih banyak menggunakan metode ceramah sehingga kurang mampu memfasilitasi karakteristik belajar visual siswa. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan serta menguji efektivitas media pembelajaran video interaktif berbasis Edpuzzle sebagai alternatif media pembelajaran yang lebih inovatif. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan mengacu pada model ADDIE, yang mencakup tahapan analisis, desain, pengembangan, pelaksanaan, serta evaluasi. Subjek penelitian adalah siswa kelas XI DKV 2 SMK Krian 2 Sidoarjo, sedangkan data dikumpulkan melalui observasi, wawancara, angket, serta tes pretest dan posttest. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan memperoleh penilaian sangat layak dari ahli serta mendapatkan respons positif dari siswa. Selain itu, penerapan media tersebut terbukti mampu meningkatkan hasil belajar siswa secara signifikan, yang ditunjukkan oleh nilai signifikansi 0,000 (<0,05) dan nilai N-Gain sebesar 0,75 yang berada pada kategori tinggi. Temuan ini menunjukkan bahwa penggunaan video pembelajaran interaktif berbasis Edpuzzle efektif dalam meningkatkan pemahaman siswa pada materi Dasar-Dasar Logo. Dengan demikian, media pembelajaran yang dikembangkan dapat digunakan sebagai alternatif strategi pembelajaran berbasis teknologi digital yang mampu meningkatkan kualitas proses pembelajaran pada bidang Desain Komunikasi Visual.
PENGEMBANGAN MEDIA INTERAKTIF NORMAPEDIA BERBASIS PROGRAM SATRIA BAIK (SATU HARI TIGA KEBAIKAN) UNTUK MENINGKATKAN TINDAKAN MORAL PESERTA DIDIK DI SMP NEGERI 1 LOCERET Burhan Nur Asopa; Siti Awaliyah; Sri Untari
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.10086

Abstract

This research is motivated by obstacles in the implementation of character education at SMP Negeri 1 Loceret, particularly in the aspect of learning media that is less innovative in the era of digital transformation. The focus of this research is to develop Normapedia interactive media integrated with the SATRIA BAIK (One Day Three Goodness) program to strengthen students' moral actions in a real way. Using the Research and Development method with the ADDIE development model, this research goes through the stages of analysis, design, development, implementation, and comprehensive evaluation. The results of the validity test show a very high level of product feasibility reaching 91.87%, covering aspects of material, character, and media design. In the effectiveness test stage on 32 students, a significant increase in moral actions was found with an average score that jumped from 65.12 in the pretest to 84.56 in the posttest. This increase of 19.44 points is supported by an N-gain value of 0.71 which is in the high category and a significance of 0.000. Qualitatively, this program succeeded in increasing discipline consistency by 87% and social empathy by 81%. The main conclusion confirms that the synergy between interactive normative content and digital daily reflection features effectively builds a measurable and sustainable moral habitus. This innovation bridges the gap between students' understanding of ethical theory and their daily behavioral practices in a junior high school environment through the systematic use of technology. This medium supports the creation of a generation of intelligent and high-integrity learners.