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INDONESIA
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
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TGT BERBANTUAN KUIS FAMILY 100 UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS VII PADA MATERI EKOLOGI Astrid Dwika Anggraini; Ahmad Qosyim
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.v6i2.10087

Abstract

The low level of students’ learning outcomes in ecology indicates the need for innovative instructional strategies that can enhance student engagement and conceptual understanding. This study aims to describe the improvement of students’ knowledge learning outcomes, the implementation of the learning process, and students’ responses after the application of the Teams Games Tournament (TGT) cooperative learning model assisted by the Family 100 quiz in ecology learning. This research employed a quantitative approach using a pre-experimental method with a one-group pretest–posttest design. The research subjects consisted of 34 seventh-grade students of class VII-K at SMP Negeri 2 Krian in the 2025/2026 academic year. Data were collected through learning outcome tests, observation sheets of learning implementation, and student response questionnaires. The data were analyzed using the N-Gain calculation, the Shapiro–Wilk normality test, the paired sample t-test, and quantitative descriptive analysis. The results showed that the average pretest score of 49.00 increased to 68.65 in the posttest, with an average N-Gain score of 0.376 categorized as moderate. The hypothesis testing results indicated a significant difference between the scores before and after the treatment. The implementation of learning was categorized as very good, and students’ responses were highly positive. Therefore, the application of the TGT cooperative learning model assisted by the Family 100 quiz is effective in improving students’ knowledge learning outcomes in ecology.
PENERAPAN MODEL KOOPERATIF TIPE STAD BERBANTUAN WORDWALL UNTUK MENINGKATKAN MOTIVASI BELAJAR IPA Riska Ayu Pratiwi; Martini Martini
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.v6i2.10088

Abstract

This study aims to describe the increase in student learning motivation after the implementation of the STAD type cooperative model assisted by interactive media (Wordwall). This type of research is a quantitative study with a One Group Pretest-Posttest design involving 29 students of class VII-C at SMP at Sidoarjo as research subjects. The learning motivation instrument is a learning motivation questionnaire containing 25 statements based on indicators developed by Sudibyo: choice of tasks, effort, persistence, and self-confidence. The instruments used include learning motivation questionnaire sheets (pretest and posttest). Data analysis techniques used paired t-test and N-Gain calculation. The results of the study showed that there was an increase in student learning motivation in the high category. All aspects of learning motivation experienced an increase, with the effort aspect showing the most significant increase with an N-gain score of 0.73. It can be concluded that the implementation of the STAD cooperative learning model assisted by Wordwall is effective in increasing student learning motivation in science learning.
ANALISIS IMPLEMENTASI ARTIFICIAL INTELLIGENCE SEBAGAI ALAT BANTU PEMBELAJARAN MATEMATIKA Dian Elita Apriani Dian; Dwita Lestari Saragi; Romaulika Situmorang; Samuel Yordan Ambarita; Sri Vioni Novena Simanihuruk; Glory Indira Diana Purba
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.v6i2.10089

Abstract

The integration of digital technology, particularly artificial intelligence, is crucial in addressing the challenges of mathematics learning in higher education, which often triggers cognitive anxiety and low student interest due to overly theoretical conceptualization. This study aims to analyze the implementation of intelligent systems as a tool to bridge psychological barriers and increase learning motivation through a personalized approach. The research method employed a descriptive literature review of sixteen reputable scientific articles from 2020 to 2025. The systematic steps included data identification, raw information reduction, narrative presentation, and drawing conclusions through continuous verification. The research findings indicate that instant feedback features and algorithm-based dynamic visualizations can strengthen the depth of understanding of mathematical concepts independently. The adaptive learning system successfully creates a flexible learning experience that accommodates individual pace, thus further enhancing the transformation of students into active subjects. However, structural barriers such as limited technological infrastructure and low digital literacy among educators remain major obstacles to the distribution of quality intelligent education. The main conclusion confirms that although artificial intelligence has transformative potential in boosting academic achievement and critical thinking skills, its success is highly dependent on the readiness of human resources and the support of adequate institutional facilities to create an inclusive, modern, and progressive mathematics learning ecosystem in the future for the advancement of a more effective global educational civilization.
IMPLEMENTASI MEDIA KARTU KUARTET UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR SISWA PADA MATERI SISTEM EKSKRESI MENGGUNAKAN MODEL PEMBELAJARAN KOOPERATIF TIPE STAD Chintya Dea Fadilah; Mohammad Budiyanto
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.v6i2.10092

Abstract

The world of education today demands innovation in the use of learning media to create a more interactive and meaningful classroom atmosphere. In line with these efforts, this study aims to determine the increase in student learning motivation and learning outcomes through the implementation of quartet cards using the STAD cooperative learning model in the excretory system material. This study used a pre-experimental design with a one group pretest-posttest design. The research subjects were 31 students in class VIII A at a junior high school. Data collection techniques used learning motivation questionnaires and learning outcome tests. Learning motivation data analysis was conducted descriptively, while learning outcomes were analyzed using normality tests to determine data distribution. Furthermore, N-Gain calculations and paired sample t-tests were conducted to determine the increase and significance of student learning outcomes. The results showed an increase in student learning motivation, as indicated by an average motivation questionnaire score of 47.72 to 82.53. Student learning outcomes also improved, with an average N-Gain value of 0.51, which is classified as moderate. The results of the paired sample t-test on learning outcomes showed a significance value of < 0.05, so it can be concluded that the implementation of quartet cards using the STAD cooperative learning model can increase student motivation and learning outcomes in the subject of the excretory system.
MODEL INKUIRI TERBIMBING DENGAN DUKUNGAN ANIMASI 3D SEBAGAI UPAYA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA Luszia Asanti; An Nuril Maulida Fauziah
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.v6i2.10093

Abstract

This study was motivated by the low level of students' critical thinking skills in science learning, particularly on the topic of the human respiratory system, which is abstract in nature, as well as the lack of active student engagement in the learning process. This study aims to determine the improvement of students' critical thinking skills, the implementation of learning, and students’ responses to the implementation of a guided inquiry learning model assisted by 3D animation. This research employed a quantitative approach with a pre-experimental design in the form of a one-group pre-test post-test. The subjects of this study were 27 students of class VIII D at MTs Negeri 4 Surabaya. Data were collected through tests (pre-test and post-test), observation sheets of learning implementation, and student response questionnaires. Data analysis was conducted using normality tests, paired sample t-tests, and N-Gain analysis. The results showed that there was an improvement in students' critical thinking skills, indicated by an increase in the average score from 46.67 to 67.04. The t-test results revealed a significant difference between pre-test and post-test scores (p < 0.05). The average N-Gain score was 0.37, categorized as moderate. In addition, the implementation of learning was categorized as very good, and students’ responses were also in the very good category. Therefore, it can be concluded that the implementation of the guided inquiry learning model assisted by 3D animation is effective in improving students' critical thinking skills.
PENERAPAN TGT BERBANTUAN BAMBOOZLE UNTUK MENINGKATAN HASIL BELAJAR PADA PEMBELAJARAN IPA Nur Fitriyah; Mohammad Budiyanto
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.v6i2.10094

Abstract

The learning outcomes of students at SMP 17 Surabaya show that most of them have not achieved the minimum competency standard based on observation results. Therefore, this study aims to improve student learning outcomes using TGT cooperative learning assisted by digital media. This study describes the implementation of learning, the improvement of cognitive learning outcomes, and student responses to the application of the Teams Games Tournament (TGT) cooperative learning model assisted by Bamboozle digital media on the subject of heat transfer. The type of research used is a pre-experimental design with a One Group Pretest-Posttest Design involving 30 students in class VII-E of SMP Negeri 17 Surabaya. The research instruments included observation sheets on learning implementation, tests, and response questionnaires. The learning outcome data were analyzed descriptively. The results showed that: (1) learning implementation was carried out very well, with a percentage of 95.55% in the first meeting and increased to 96.2% in the second meeting; (2) there was a significant difference in student learning outcomes, as indicated by a Wilcoxon test significance value of <0.001, and (3) student responses were classified as positive in the very high category, as indicated by an average questionnaire percentage of 92%. The conclusion of this study indicates that the Bamboozle-assisted TGT cooperative learning model can improve the learning outcomes of junior high school students.  
IDENTIFIKASI KEBUTUHAN KARTU PINTAR BERBASIS AUGMENTED REALILY (AR) UNTUK ANAK BERKEBUTUHAN KHUSUS Dita Yuzianah
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.v6i2.10095

Abstract

When it comes to learning, people with intellectual impairments typically need new ways of doing things and new kinds of media to help them understand the material. The goals of this research project are: (1) to identify the real conditions of mathematics learning for children with special needs; (2) to analyze the obstacles that arise in the use of traditional learning media; (3) to explore the needs of teachers, students, and the learning environment for innovative AR-based media; (4) to formulate an initial design for the development of AR-based smart cards as adaptive and inclusive mathematics learning media. With the use of Augmented Reality technology, digital elements may be superimposed over physical ones in real time. The research design used in this study is descriptive. In order to gather information for this study, interviews and observations were utilized. People with intellectual limitations benefit from augmented reality smart cards, according to this research. The use of AR-based smart cards allows students with intellectual disabilities to visualize mathematical objects more concretely, learn independently, and increase their learning motivation.  ABSTRAK Dalam hal pembelajaran, orang dengan gangguan intelektual biasanya membutuhkan cara-cara baru dalam melakukan sesuatu dan jenis media baru untuk membantu mereka memahami materi. Tujuan dari proyek penelitian ini adalah: (1) Mengidentifikasi kondisi nyata pembelajaran matematika bagi anak berkebutuhan khusus. (2) Menganalisis hambatan yang muncul dalam penggunaan media pembelajaran tradisional. (3) Menggali kebutuhan guru, siswa, dan lingkungan belajar terhadap media inovatif berbasis AR. (4) Merumuskan rancangan awal pengembangan kartu pintar berbasis AR sebagai media pembelajaran matematika yang adaptif dan inklusif. Dengan menggunakan teknologi AR, elemen digital dapat ditumpangkan di atas elemen fisik secara real-time. Desain penelitian yang digunakan dalam studi ini adalah deskriptif. Untuk mengumpulkan informasi untuk studi ini, digunakan wawancara dan observasi. Menurut penelitian ini, orang dengan keterbatasan intelektual mendapat manfaat dari kartu pintar AR. Pengunaan kartu pintar berbaasis AR memungkinkan siswa tuna grahitaa untuk dapat menvisualisasikan objek matemaatika secaara lebih kongkret, belaajaar secara mandiri daan dapat meningkatkan motivaasi belajar siswa tuna agrahita.
BEYOND TECHNICAL SKILLS: POSITIVE BEHAVIOR SUPPORT AS A FOUNDATION FOR AI-ERA COMPETENCIES IN ELEMENTARY TEACHER EDUCATION Muhammad Arief Budiman; Anggun Dwi Setya Putri; Risma Septiana; Senopati Mahesa Bhirawa; Shafira Melinda Sundus; Syams Aris Ibrahim; Thesalonica Nur Ayua Rensi
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.v6i2.10096

Abstract

AI integration demands ethical competence and emotional regulation in students, yet the preparation of PGSD teachers within the Positive Behavior Support (PBS) framework remains very limited. This study aims to analyze PBS as a supportive learning environment framework aligned with the Merdeka Curriculum and the Pancasila Student Profile. Using a mixed-methods design with 182 elementary school teachers and PGSD students, the research phase included a quantitative survey and in-depth semi-structured interviews. Statistical findings indicate that respondents' PBS knowledge level had a high average score of 4.08. Through structural model analysis, it was demonstrated that PBS knowledge significantly predicted classroom management practices (β = 0.58), which in turn influenced character alignment (β = 0.54) and teaching competency in the AI ​​era (β = 0.49). There was an indirect effect through the curriculum alignment variable of 0.22. Qualitative findings confirmed that PBS strengthens human-centered pedagogy, encourages responsible use of technology, and optimizes the formation of religious and independent character. The main conclusion of the study establishes PBS as the foundation for future teacher professionalism for the sustainability of inclusive national education reform. The integration of PBS into the PGSD curriculum is urgently needed to produce professional educators who are responsive to students' social-emotional needs while simultaneously guiding technological transformation throughout Indonesia in a sustainable, humanistic manner.
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY PADA MATERI “INI KHAS DAERAHKU” UNTUK MENINGKATKAN HASIL DAN MINAT BELAJAR IPAS KELAS IV SD Galuh Nawang Wulan; Tri Astuti
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.v6i2.10393

Abstract

ABSTRACT The acceleration of digital technology in the education sector has significantly enhanced the integration of interactive learning media; however, elementary schools are still dominated by conventional media, and previous research has not extensively examined both student interest and learning outcomes simultaneously in the context of augmented reality. Therefore, this study is important to address this gap. This research focuses on the development of augmented reality learning media through the Assemblr Edu platform, which has met the criteria for validity and effectiveness in optimizing student learning outcomes and motivation in the IPAS subject “Ini Khas Daerahku” for fourth-grade students at SDN 1 Jati. The development of learning media in this study adopts a Research and Development (R&D) approach by implementing the 4D stages, which include definition, design, development, and dissemination. Data collection was conducted using pretest-posttest instruments, questionnaires, interviews, observations, and documentation, with data analysis techniques including normality tests, t-tests, and n-gain. Based on the validation test results, the media was deemed highly suitable for use after receiving a 87.5% rating from subject matter experts and 96% from media experts, with an overall average of 91.75%. Findings from the effectiveness test indicated that a significant improvement in performance occurred, with a pretest average score of 46.50 and a posttest average score of 86.75, as well as an N-gain of 0.76, which falls into the high category. This data indicates that the use of assemblr.edu-based augmented reality media is not only valid and effective in improving students' understanding of the material "This is Typical of My Region," but can also create interactive, engaging, and realistically relevant learning dynamics. ABSTRAK Akselerasi teknologi digital di sektor pendidikan secara signifikan mampu meningkatkan integrasi media pembelajaran berbasis interaktif, namun di sekolah dasar masih didominasi media konvensional dan penelitian sebelumnya belum banyak mengkaji secara simultan minat dan hasil belajar dalam konteks augmented reality, sehingga penelitian ini penting dilakukan untuk mengisi kesenjangan tersebut. Riset ini difokuskan pada pengembangan media pembelajaran augmented reality melalui platform assemblr edu yang telah memenuhi kriteria validitas serta efektivitas dalam mengoptimalkan hasil dan motivasi belajar peserta didik pada IPAS materi “Ini Khas Daerahku” kelas IV SDN 1 Jati. Pengembangan media pembelajaran dalam riset ini mengadopsi pendekatan Research and Developement (R&D) dengan mengimplementasikan tahapan 4D yang meliputi pendefinisian, perancangan, pengembangan, serta penyebaran. Pengumpulan data dilakukan melalui instrumen pretest-posttest, angket, wawancara, observasi, dan dokumentasi, dengan teknik analisis data mencakup uji normalitas, t-test, dan n-gain. Berdasarkan hasil uji validasi, media dinyatakan sangat layak pakai setelah memperoleh persentase 87,5 persen dari ahli materi dan 96 persen dari ahli media, dengan rerata total 91,75 persen. Temuan pada uji efektivitas mengindikasikan bahwa peningkatan performa terjadi secara signifikan dari nilai rerata pretest 46,50 dan posttest 86,75 serta N-gain 0,76 yang termasuk kategori tinggi. Data ini mengindikasikan bahwa pemanfaatan media augmented reality berbasis assemblr edu tidak hanya valid dan efektif untuk meningkatkan retensi pemahaman peserta didik terkait materi “Ini Khas Daerahku”, tetapi dapat menciptakan dinamika pembelajaran yang interaktif, menarik, dan relevan dengan realistis.
UJI VALIDITAS MEDIA AR-TANI INTERAKTIF TERINTEGRASI FLIPBOOK PADA MATERI TUMBUHAN DAN FUNGSINYA UNTUK SISWA KELAS IV SEKOLAH DASAR Charenina Tsabitha Amanda; Eka Sastrawati; 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.v6i2.10433

Abstract

This study aims to determine the validity level of AR-Tani interactive learning media integrated with a flipbook on plant structure and functions for fourth-grade elementary school students. This study employed a Research and Development (R&D) method using the ADDIE model, but it was limited to the development stage and expert validation. Validation was conducted by material experts, media experts, and language experts using a Likert-scale validation questionnaire. The data were analyzed descriptively and quantitatively to determine the feasibility category of the media based on expert assessments. The results showed that the AR-Tani interactive media achieved a highly valid category in the aspects of material, media, and language. The main finding of this study indicates that the developed media has fulfilled the feasibility requirements in terms of content, design, and language as an initial science learning media product on plant structure and functions. The media is also considered suitable to proceed to the practicality and effectiveness testing stages. This study is still limited to expert validation and has not yet included practicality testing or learning effectiveness testing. ABSTRAK Pembelajaran IPA di sekolah dasar membutuhkan media yang mampu menyajikan konsep secara konkret, menarik, dan sesuai dengan karakteristik peserta didik. Materi tumbuhan dan fungsinya sering sulit dipahami apabila hanya disampaikan melalui penjelasan verbal karena peserta didik perlu mengamati bagian tumbuhan dan fungsi masing-masing secara visual. Meskipun media berbasis Augmented Reality dan flipbook digital telah banyak dikembangkan, integrasi keduanya pada materi tumbuhan dan fungsinya untuk siswa kelas IV sekolah dasar masih terbatas. Oleh karena itu, pengembangan dan validasi media AR-Tani interaktif penting dilakukan untuk memastikan kelayakan produk sebelum digunakan dalam pembelajaran. Penelitian ini bertujuan untuk mengetahui tingkat validitas media pembelajaran AR-Tani interaktif yang terintegrasi dengan flipbook pada materi tumbuhan dan fungsinya untuk siswa kelas IV sekolah dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE, tetapi dibatasi sampai tahap pengembangan dan uji validitas ahli. Validasi dilakukan oleh ahli materi, ahli media, dan ahli bahasa menggunakan angket validasi berbasis skala Likert. Data dianalisis secara deskriptif kuantitatif melalui perhitungan persentase skor validasi, kemudian diinterpretasikan berdasarkan kriteria validitas media. Hasil penelitian menunjukkan bahwa media AR-Tani interaktif memperoleh kategori sangat valid pada aspek materi, media, dan bahasa. Temuan ini menunjukkan bahwa media yang dikembangkan telah memenuhi kelayakan isi, tampilan, dan kebahasaan sebagai produk awal media pembelajaran IPA pada materi tumbuhan dan fungsinya. Media ini dinilai layak untuk dilanjutkan ke tahap uji kepraktisan dan efektivitas pembelajaran. Penelitian ini masih terbatas pada uji validitas ahli dan belum mencakup uji kepraktisan maupun efektivitas pembelajaran.