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Contact Name
I Nyoman Laba Jayanta
Contact Email
info.ejournal@undiksha.ac.id
Phone
+6281236933978
Journal Mail Official
info.ejournal@undiksha.ac.id
Editorial Address
Jl Udayana Kampus Tengah Singaraja Bali 81116
Location
Kota denpasar,
Bali
INDONESIA
Jurnal Media dan Teknologi Pendidikan
ISSN : -     EISSN : 27980006     DOI : https://doi.org/10.23887/jmtp
Core Subject : Social,
Jurnal Media dan Teknologi Pendidikan (JMTP) is specifically publish journal articles in the field of innovation in education and teaching learning in the classroom especially learning at an early age level, primary education, to higher education. Therefore, the scope of JMTP includes: 1) Development and Implementation of innovative learning models in the classroom; 2) Development and implementation of products / prototypes related to learning technology; 3) The study of the phenomena that occur in the study or analysis of government policies on education.
Articles 20 Documents
Search results for , issue "Vol. 5 No. 1 (2025): January" : 20 Documents clear
Media Komik Digital Berorientasi Sosio-Kultural Tri Hita Karana Untuk Meningkatkan Literasi Budaya Peserta Didik Pada Topik Warisan Budaya Kelas V SD. I Gede Adi Sanjaya; I Ketut Suma
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.89903

Abstract

Cultural literacy is a crucial skill that every individual should possess. However, the implementation of literacy, particularly in Indonesia, remains relatively low based on various sources and field findings. Therefore, this research aims to develop a learning media to enhance students' cultural literacy. The development of this learning media employs the Research and Development (R&D) method to produce a media that is valid, practical, and effective in improving students' cultural literacy. Based on the findings, the total Content Validity Ratio (CVR) obtained from the validity test is 42.00 with 42 items and a Content Validity Index (CVI) of 1.00, indicating that the media is valid. Furthermore, the practicality test based on responses from teachers and students yielded indices of 95% and 98% respectively, signifying that the media is highly practical. Lastly, the effectiveness of the media, based on the analysis of One Group Pre-Test Post-Test, showed a significance level of <0.01, indicating that the media is highly effective in enhancing students' cultural literacy. After conducting the research, a valid, practical, and effective digital comic media has been developed to improve students' cultural literacy. The implication of developing socio-culturally oriented Tri Hita Karana digital comic learning media is the availability of audiovisual media that is relevant to learning needs in the era of the Merdeka Curriculum, especially in elementary schools, and is able to accommodate the learning profiles of students with visual and auditory learning styles.
Buku Interaktif IPAS berbasis QR Code untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Kelas V SD Budiastini, Ni Putu Putri; Ketut Suma; Widiana, I Wayan
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.89944

Abstract

The low level of students’ critical thinking skills remains an unresolved issue due to the suboptimal application of innovative learning strategies and the limited use of instructional media specifically designed to enhance higher-order thinking. This study aimed to develop, validate, and evaluate the practicality and effectiveness of an Interactive Science and Social Studies (IPAS) Book based on QR Codes to enhance elementary students’ critical thinking skills. This research employed a development approach by adapting the 4D model (define, design, develop, disseminate). The participants included three experts for content, media, and language validation; nine students with high, medium, and low abilities for the practicality test; and thirty students as the sample for the effectiveness test. Data were collected through questionnaires and critical thinking skill tests, then analyzed using both quantitative and qualitative approaches. The results revealed that the developed product was (1) valid, with a Content Validity Index (CVI) of 1.00; (2) practical, with a practicality score of 73%; and (3) effective, based on a Wilcoxon test result of 0.000 (p < 0.05). In conclusion, the QR Code-based Interactive IPAS Book is proven to be valid, practical, and effective in enhancing elementary students’ critical thinking skills and holds potential for broader implementation in classroom learning.
Media Pembelajaran Flipbook Berbasis Masalah pada Muatan IPA untuk Siswa Kelas V Sekolah Dasar Aryanti, Kadek Diva; Agung, Anak Agung Gede; Astawan, I Gede
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.91445

Abstract

The lack of media variation used by teachers in the learning process has an impact on student learning outcomes which are still low. This study aims to determine the design, quality, and effectiveness of problem-based flipbook media on science content for fifth grade elementary school students. This study is a development research with the ADDIE development model. The subjects of this study were all fifth grade elementary school students totaling 29 students. The data analysis technique in this study was quantitative descriptive analysis and inferential statistical analysis. The research data were collected using a questionnaire sheet and multiple-choice test. The results of the study showed that the problem-based flipbook product is effectively applied to the content of science lessons, especially the material on eating and being eaten in a class V ecosystem in elementary schools. The implication of this study is that there needs to be support and commitment from the school to always apply media in the learning process.
Interactive Multimedia Based on Local Wisdom “Ngusaba Tipat” to Improves Science Learning Outcomes of Grade IV Elementary School Students Ayuni, Ni Kadek Risq; Kristiantari, Maria Goreti Rini; Paramita, Made Vina Arie
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.91633

Abstract

Low student learning outcomes in the Science and Social Studies (IPAS) subject remain a challenge in elementary education. One contributing factor is the lack of innovative learning media to support students' engagement and improve learning achievements effectively. This study aims to analyze the instructional design, assess the feasibility, and evaluate the effectiveness of interactive multimedia based on local wisdom “Ngusaba Tipat” in improving elementary school students’ IPAS learning outcomes. The research employed a development research design using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The study involved subject matter experts, instructional design experts, media experts, teachers, a principal, and 28 fourth-grade students. Data were collected through observations, interviews, questionnaires, and learning outcome tests. Data analysis techniques included descriptive qualitative, descriptive quantitative, and independent sample t-test. The results indicated that the developed interactive multimedia achieved a very good feasibility score in all expert reviews and practicality tests. Furthermore, the effectiveness test showed that the tvalue = 3.332 was higher than the ttable = 1.711 at a 5% significance level, indicating that the multimedia was effective in improving students’ learning outcomes. These findings suggest that integrating local wisdom into digital learning media can serve as an alternative culturally-based learning strategy in elementary education.
Development of Interactive PowerPoint Teaching Materials Based on Open-Ended Problems to Improve Students' Problem-Solving Skills in Mathematics Content for Grade V Elementary School Dewa Ayu Bintang Kartika; Gusti Ngurah Sastra Agustika; I Wayan Sujana
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.92007

Abstract

The lack of creativity in utilizing instructional media has contributed to students’ low problem-solving ability, particularly in the topic of fractions. As a result, students’ learning outcomes have not reached the desired level. This study aims to examine the effectiveness of interactive PowerPoint-based teaching materials integrated with open-ended problems in enhancing students' mathematics learning outcomes. This research employs a Research and Development (R&D) design using the ADDIE development model (Analyze, Design, Develop, Implement, Evaluate). The study involved 24 fifth-grade students as research subjects. Data were collected using a learning achievement test and analyzed through normality, homogeneity, and t-tests. The normality test showed that the data were normally distributed, with Dmax values of 0.104 (pre-test) and 0.193 (post-test), both below the Dtable value of 0.269. The homogeneity test yielded an Fcount of 1.119 < Ftable 4.050, indicating homogeneous samples. The t-test showed a significant difference between pre-test and post-test results, with a tcount of 9.851 > ttable 2.069. These findings indicate that the use of interactive media based on open-ended problems is effective in improving students' mathematics learning outcomes. This suggests that such media development can serve as an innovative alternative in mathematics instruction.
Interactive Multimedia Based on Problem-Based Learning to Improve Student Learning Outcomes in Science Subjects Ni Made Dwi Meithayani; Gusti Ngurah Sastra Agustika; Komang Sujendra Diputra
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.92392

Abstract

Low student learning motivation is one of the main factors contributing to poor academic achievement. This condition is further exacerbated by the use of conventional teaching methods without the support of engaging and interactive learning media. The purpose of this study is to analyze the effectiveness of interactive multimedia based on Problem-Based Learning for the topic “Types of Resistance” in the IPAS subject. This research is a development study. The development model used is the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The subjects of this study were 20 fourth-grade students. The methods and instruments used for data collection included interviews, observations, questionnaires, and multiple-choice tests. The data analysis techniques employed in this study were quantitative descriptive analysis, qualitative descriptive analysis, and inferential statistical analysis. The results showed that the calculated t-value (tcount = 11.203) was greater than the critical t-value (ttable = 1.71), indicating that H0 was rejected and H1 was accepted. Therefore, it can be concluded that interactive multimedia based on Problem-Based Learning is effective for teaching the topic “Types of Resistance” in the IPAS subject. This research can serve as a reference and motivation for teachers to utilize technology-based media and learning resources, thereby creating more varied and engaging learning experiences.
Indonesia Comic Video Learning Media on Animal Ecosystem Material to Improve Science Learning Outcomes in Grade V Elementary School Students: Indonesia I Kadek Aris Prayoga; Basilius Redan Werang; I Nyoman Jampel
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.92420

Abstract

This study was motivated by the low learning outcomes of students in the subject of Natural and Social Sciences (IPAS), particularly on the topic of animal ecosystems, due to the limited availability of interactive and engaging learning media. The aim of this research is to develop and evaluate the feasibility and effectiveness of comic video media as a visual learning alternative to support IPAS instruction. The study employed the ADDIE development model, which includes five stages: analysis, design, development, implementation, and evaluation. Data were collected through expert validation (media and content), practicality testing by teachers and students, and effectiveness testing through learning outcome assessments. Validation results indicated that the comic video media is highly valid, with average scores of 4.5 from media experts and 4.6 from content experts. The practicality was rated very good by teachers (4.72), small student groups (4.57), and individual students (4.75). Effectiveness testing showed significant results with a p-value of 6.476 × 10⁻¹² (p < 0.05). Therefore, the comic video is proven to be valid, practical, and effective in improving student learning outcomes in IPAS.
Media Pembelajaran Interaktif “SIBUDAYA” (Keragaman Budaya) Berbasis Self Instructional pada Muatan IPAS Kelas IV Sekolah Dasar Aprilia, Ni Wayan Yeni; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.92712

Abstract

This research is motivated by the issue that the topic of cultural diversity in the IPAS subject at the elementary school level has a broad and complex scope, making it difficult for students to understand. This study aims to develop and test the effectiveness of an interactive learning media based on Self-Instructional principles. The development model used in this research is the ADDIE model, which consists of five stages. The research trial subjects comprised 32 fourth-grade elementary school students. The data analysis methods used include qualitative analysis, quantitative analysis, and inferential statistics to measure the effectiveness of the product. The feasibility test results of the interactive media "SIBUDAYA" received an excellent rating, with a feasibility percentage of 93.75% from material experts, 91.66% from design experts, and 97.22% from practitioners. The individual trial among students obtained a score of 88.13%, while the small group trial reached 87.03%, indicating that this media is highly suitable for use in learning. The effectiveness of this interactive media was tested through a post-test, where the t-test calculation results showed that the tvalue = -149.59 was significantly greater than the ttable value = 2.04. Therefore, it can be concluded that this learning media is effective in helping students understand the topic of cultural diversity in IPAS and improving their learning outcomes.
Multimedia Interaktif Berbasis Pendekatan Konteksual Materi Pecahan Efektif digunakan dalam Pembelajaran Matematika di Sekolah Dasar Ni Kadek Ria Oktaviani; I Wayan Wiarta; Dewa Gede Firstia Wirabrata
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.93068

Abstract

The background of this research indicates a lack of innovative learning media and contextual approaches in mathematics education, resulting in monotonous teaching that negatively impacts students' learning outcomes. The aim of this study is to analyze the effectiveness of interactive multimedia based on a contextual approach for the topic of equivalent fractions. The research model used is the ADDIE development model, with subjects comprising 39 fourth-grade students. The results of this study are very promising. The design review by experts received an excellent rating, and the feasibility testing indicates that the interactive multimedia based on the contextual approach is suitable for use in teaching. This is based on: the content/material review by experts rated as very good, the instructional design review rated as very good, the media review rated as very good, the individual trial rated as very good, and the small group trial rated as very good. Furthermore, the effectiveness test yielded a tvalue of 14.046 and a critical tvalue of 1.686, indicating that tvalue ≥ critical tvalue (14.046 ≥ 1.686), which means that the null hypothesis (H0) is rejected and the alternative hypothesis (H1) is accepted. Therefore, it can be concluded that the interactive multimedia based on a contextual approach is effective for use in mathematics learning with the topic of equivalent fractions in fourth-grade elementary school.
Animal-Themed Flash Card Media to Improves Speaking Skills in Indonesian Language Subject for Grade I Elementary School Students Kesuma, Putu Nadya Putri; Maria Goreti Rini Kristiantari; Dewi Anzelina
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.93185

Abstract

This research is motivated by the lack of learning media used to improve the speaking skills. This study aims to describe the design, analyze the feasibility of media, and determine the effectiveness of animal-themed flash card media. The research model used is ADDIE. Data collection used interview, observation, and questionnaire methods. The subjects involved in this study included two contect expert, on einstructional design expert, one media expert, one practicality expert, three individual test students, and nine small group test students. This study used quantitative descriptive analysis, qualitative descriptive analysis, and inferensial statistical analysis. This research result were as follow. (1) The results of the design of flash card media ini the form of print with animal themes developed with the ADDIE model, (2) The result of feasibility through expert tests and product trials show that animal-themed flash card media are feasible to use in learning, (3) The effectiveness result show that animal-themed flash card media are effective for use in grade I elementary school students. The implication of this research is that it can make learning more interesting so that it has a positive effect on learning outcomes, especially improving student’s speaking skills.

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