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I Nyoman Laba Jayanta
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info.ejournal@undiksha.ac.id
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+6281236933978
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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
Interactive Educational Game Media in Metacognitive Learning to Improve Conceptual Understanding and Science Literacy In Grade V IPA Content in Elementary School I Putu Angga Suryadi; I Wayan Widiana; Gede Wira Bayu
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.v5i1.93516

Abstract

The problem addressed in this study is the low level of conceptual understanding and scientific literacy among students. To address this issue, the study aims to develop an interactive educational game media based on metacognitive learning to improve the conceptual understanding and scientific literacy of fifth-grade elementary school students. This development research employs the ADDIE model, which consists of five phases: analysis, design, development, implementation, and evaluation. The study involved 32 fifth-grade students and a homeroom teacher as research subjects. Data collection techniques included questionnaires and tests, with instruments designed based on a rating scale guideline. Data were analyzed using Aiken’s V formula to assess validity, percentage formulas to measure practicality, and paired t-tests to evaluate effectiveness. The results show that the developed media has a very high level of validity (0.98), an excellent level of practicality (98.02%), and is proven effective in enhancing students' conceptual understanding and scientific literacy. Therefore, it can be concluded that the metacognitive-based interactive educational game media developed in this study is valid, practical, and effective in improving fifth-grade students’ conceptual understanding and scientific literacy. Moreover, this media serves as an innovative, engaging, and adaptive alternative strategy for IPAS (Science and Social Education) learning that aligns with students’ needs and learning characteristics in the digital era.
Choose and Play: Interactive to Facilitate Student Engagement in Basic Accounting Learning Yola Firiana; Sri Sumaryati
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.v5i1.93675

Abstract

Basic accounting learning found problems with student involvement both in terms of behavior, cognitive and affective aspects which were indicated by the attitude of not trying to do the assignments themselves but cheating on their friends and when discussing with their group team there were several passive students. The purpose of the study was to develop interactive multimedia Choose and Play Accounting to facilitate student involvement in Basic Accounting learning. The type of research used was R&D with the ADDIE model. This research was conducted in vocational school. The data collection technique used was distributing questionnaires. The results of the validity assessment from material experts were 49 (very good). The assessment from multimedia experts got 60 (very good). The assessment from language experts got 34 (very good). The validity assessment obtained from the material aspect teacher got 51 (very good), the multimedia aspect got 64 (very good), the language aspect got 35 (very good). The results of the trial followed by 14 students got a score of >18 with very good criteria. From the results it can be concluded that interactive multimedia Choose and Play Accounting is feasible to be used to facilitate student involvement, especially in basic accounting learning.
Pembelajaran Iklan Menggunakan Multimedia Interaktif Berbasis Problem Based Learning Seputra, I Gede Dika; Kristiantari, Maria Goreti Rini; Werang, Basilius Redan
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.v5i1.93689

Abstract

This research was motivated by the limited advertising learning media in elementary schools, which has an impact on low student learning outcomes. The purpose of this study was to develop valid, practical, and effective PBL-based interactive multimedia to improve learning outcomes in advertising.  This research is a type of development research with the ADDIE model. The trial subjects in this study consisted of 2 material experts, 1 learning design expert, 1 media expert, 3 individual trial students, 9 small group trial students, 1 practicality test teacher, and 32 effectiveness trial students. The data collection techniques used in this study were questionnaires and tests using questionnaire instruments and multiple choice test questions. The results of this study state that: (1) PBL-based interactive multimedia obtained a validity of 94.50% on the content of learning mutants, 90.62% on learning media, and 90.90% on instructional design with very good qualifications. (2) PBL-based interactive multimedia is categorized as very practical with practicality results of 90.83% in individual tests, 90.55% in small group trials, and 97.91% in teacher practicality tests with very good qualifications (3) Hypothesis testing obtained a two-tailed significance value of 0.000 < 0.05, so it can be concluded that there is a significant difference in the class before and after being taught PBL-based interactive multimedia in Indonesian language subjects on advertising material. Overall, the results showed that PBL-based interactive multimedia is very feasible to be applied in the learning process and has implications for the development of interactive multimedia in educational innovation.
The Effectiveness of Web-Based PACTA for Electrical Motor Installation in Vocational High School Mustaqim, Bima; Siagian, Sahat; Junaidi, Agus; Keristiana Sinaga, Enny; Tanjung, Samsidar; Mursid, R
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.v5i1.93750

Abstract

Vocational education in Indonesia faces challenges in providing interactive learning that aligns with the demands of Industry 4.0. In addition, students’ low engagement in understanding technical concepts remains a major obstacle to achieving meaningful learning outcomes. This study aims to evaluate the effectiveness of a web-based learning system using the PACTA model in improving student learning outcomes. The research employed a quasi-experimental method with a pre-test and post-test design across two groups: one group used the PACTA system integrated with Augmented Reality (AR) and an AI-based chatbot, while the other group used a conventional web-based learning platform. Results showed that the PACTA group experienced an increase in average score from 45.22 to 63.91 (t = 3.508; p = 0.002) with an effect size of 18.69%, while the conventional group improved from 38.04 to 44.79 (t = 2.273; p = 0.031) with an effect size of 6.75%. Student perception data showed high satisfaction, with effectiveness at 90.67%, ease of use at 88.2%, and accessibility at 85.0%. The findings conclude that the PACTA-based learning system effectively enhances student engagement and understanding and is recommended for broader application in vocational education.  
The Role-Playing Type of Cooperative Learning Model Assisted by Digital Comic Media on the Social Attitudes of Grade IV Elementary School Students I Gede Bagus Markandeya; 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.v5i1.93794

Abstract

Low social attitudes among students in learning activities pose a significant issue, as it affects their ability to interact, collaborate, and empathize within the school environment. One contributing factor is the lack of innovative learning models that can optimally foster students' social attitudes. This study aims to examine the effect of the cooperative learning model of the role playing type assisted by digital comic media on students' social attitudes. This research employed a quasi-experimental design with a non-equivalent post-test only control group design. The study involved 56 fourth-grade elementary school students selected through cluster random sampling and divided into an experimental group and a control group. Data were collected using a non-test method in the form of social attitude observation sheets and analyzed using an independent sample t-test. The results showed that the tvalue = 4.276 > ttable = 1.670 at a 5% significance level, indicating a significant effect of the cooperative role playing model assisted by digital comics on students' social attitudes. It can be concluded that this learning model effectively improves students' social attitudes. The findings imply that the cooperative role playing model with digital comic media is a feasible and effective alternative strategy for developing students’ social attitudes in elementary education.
E-Module Contextual Approach to the Content of Science Subjects for Grade IV Elementary School Students Ni Kadek Epa Listiana; I Komang Sudarma; I Made Tegeh
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.v5i1.94518

Abstract

Students often experience difficulties in understanding abstract concepts due to the lack of connection between the learning material and real-life situations. This condition leads to low learning motivation and poor academic achievement, particularly in the subject of Science and Social Studies (IPAS). This development research aims to analyze the effectiveness of a contextual-based e-module in IPAS learning for fourth-grade elementary school students. The development model used in this study is the Hannafin and Peck model. Data were collected through tests, questionnaires, and interviews. The data analysis techniques employed include descriptive quantitative analysis, qualitative analysis, and inferential statistical analysis using a t-test. The research subjects included content experts, instructional design experts, instructional media experts, three students for individual trials, nine students for small group trials, and 25 fourth-grade students for field testing. The results indicated that the developed e-module had a very high level of validity based on expert evaluations, covering content, design, and media aspects, and were supported by positive responses from students. In addition to being valid, the e-module was also proven effective in improving students’ learning outcomes. This was demonstrated by the results of the t-test, which showed a significant difference between the pretest and posttest scores. The average pretest score of 46 increased to 81 in the posttest, with a tvalue of 17.356, which exceeded the ttable value of 2.010. Based on these findings, it can be concluded that the contextual-based IPAS e-module is effective in enhancing students’ understanding and learning outcomes in fourth-grade elementary education.
Media Pembelajaran Audio Visual Berbasis Video Scribe Pada Materi Pengurangan Pecahan Kelas V Sekolah Dasar Pratiwi, Komang Ayu Martha Arista; Suarjana, I Made; Ujianti, Putu Rahayu
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.v5i1.95618

Abstract

Mathematics education is regarded as a key to unlocking promising career opportunities for students and preparing them to compete in the field of technology; however, the expected innovative learning process has not been fully realized. One contributing factor is the lack of appropriate, engaging, and interactive learning media to help students understand the topic of fraction subtraction. This gap has resulted in low student interest and comprehension regarding the material. This study aimed to design and develop an audiovisual learning medium using VideoScribe for fifth-grade elementary students, and then evaluate the validity of the developed media. The research employed the 4D model (Define, Design, Develop, Disseminate), with data collected through questionnaires. Validation involved subject matter experts, media experts, and education practitioners. Data were analyzed using descriptive qualitative and quantitative methods with a five-point scale. The validation results indicated average scores of 4.5 (subject expert), 4.66 (media expert), and 4.86 (practitioner), demonstrating that the media is valid and feasible. The media follows a systematic structure, adopts a concrete-to-abstract approach, and integrates character values aligned with the Merdeka Curriculum. Further development is recommended, including interactive features, field trials, and application to additional mathematics topics.
Microvideo Neurofeedback-Oriented Approach in Science Subjects for Grade IV Elementary Students Gunawan, I Kadek arya; Adrianus I Wayan Ilia Yuda Sukmana; Alexander Hamonangan Simamora
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.v5i1.97158

Abstract

The use of innovative learning media is crucial in creating an engaging, interactive, and effective learning process. There is a growing need for media that can enhance students' active engagement through the integration of neurofeedback elements. This study aims to develop neurofeedback-oriented animated micro-videos for the Science and Social Studies (IPAS) subject in fourth-grade elementary school. The method employed is Research and Development (R&D) using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of three experts (in content, media, and instructional design), three students for the individual trial, six students for the small group trial, and 28 fourth-grade students in the field trial through pre-test and post-test procedures. Data were collected through interviews, questionnaires, and expert validations. The validation results showed that the material and media aspects received a feasibility score of 98%, while the instructional design component received 95%, all categorized as "very good". Student responses in both the individual and small group trials were 100% positive. The study concludes that the neurofeedback-oriented animated micro-video media is feasible to be implemented to support IPAS learning in a more effective and interactive manner. The implications of this study suggest that the integration of neurofeedback-based technology in learning media holds significant potential for improving the quality of instruction and supporting instructional differentiation across various learning contexts.  
A Interactive Learning Video Innovation Based on Problem-Based Learning to Improve Students' Metacognition in Grade IV of Elementary School Made Haya Putri Darmawan; I Komang Sudarma
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.v5i1.98243

Abstract

The low level of metacognitive ability among fourth-grade students in IPAS (Science and Social Studies) learning has emerged as a major issue affecting the quality of learning outcomes. The lack of variation in innovative learning media also hinders the development of students' higher-order thinking skills. This study aims to analyze, evaluate, and develop an interactive learning video based on Problem-Based Learning (PBL) using the ADDIE model to enhance students' metacognitive abilities. This research employs a development research approach with a one-group pretest-posttest design. The research subjects consist of 22 fourth-grade elementary school students and three experts (media, design, and content) who were involved in the product validation process. Data were collected through validation questionnaires, interviews, pretest-posttest assessments, and a metacognitive ability questionnaire. Data analysis was conducted using both descriptive and statistical techniques to measure the effectiveness of the developed media. The results indicated a significant improvement in students' metacognitive abilities after using the interactive PBL-based learning video, aligning with the primary objective of this research. The conclusion affirms that the development of interactive learning media based on PBL is effective in improving students' metacognitive abilities in IPAS learning. The implications of this study encourage teachers to integrate interactive media into classroom instruction to enhance student engagement and learning outcomes, while also strengthening digital literacy and teacher competence in addressing the challenges of 21st-century education.
Multimedia Interaktif BUDLI (Body Literasi) : Multimedia Interaktif Pada Mata Pelajaran Bahasa Inggris Untuk Meningkatkan Literasi Digital Siswa kelas V Sekolah Dasar Ni Made Dwitayani; I Gde Wawan Sudatha; I Made Tegeh
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.v5i1.98495

Abstract

Preliminary observations revealed low levels of digital literacy and student learning outcomes in English subjects. This condition necessitates the development of instructional media that responds to the demands of 21st-century learning. This study aims to design and develop the BUDLI interactive multimedia, validate its quality through expert assessments and limited trials, and evaluate its effectiveness in enhancing digital literacy and English learning outcomes of fifth-grade elementary school students. This research is a development study employing the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of 30 fifth-grade students. Data were collected through questionnaires and tests, and analyzed using qualitative descriptive, quantitative descriptive, and inferential statistical methods (t-test). The findings show that: (1) the development process of BUDLI interactive multimedia followed the ADDIE stages systematically; (2) the multimedia was deemed valid based on assessments by content experts (96%), design experts (93%), media experts (95%), individual trials (92%), and small group trials (79.32%); and (3) BUDLI interactive multimedia was proven effective in improving digital literacy and learning outcomes, as indicated by the t-test significance value of 0.0001 < 0.05. It is concluded that BUDLI interactive multimedia is effective as a learning tool to support the enhancement of digital literacy and English learning outcomes in elementary education.

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