cover
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. 2 (2025): April" : 20 Documents clear
Pengembangan PREGA Sebagai Media Pengenalan Kewirausahaan bagi Peserta Didik SMP Khotimah, Khusnul; I Nyoman Ruja
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.84323

Abstract

Entrepreneurship education in Indonesia has not yet received sufficient attention. In schools, it has mostly been limited to the introduction of norms or values, without reaching the level of internalization and real application in daily life. Therefore, efforts are needed to instill entrepreneurial values in students studying entrepreneurship subjects. This study developed a learning medium in the form of a board game called “PREGA” (Preneur Game). The objectives of the study were to analyze students’ needs for learning media in entrepreneurship, to evaluate the implementation of entrepreneurship learning, and to design PREGA as a learning medium. The research employed the 4-D development model consisting of four stages: define, design, develop, and disseminate. The results showed that students’ demand for entrepreneurship learning media was relatively high. Entrepreneurship material was generally delivered only theoretically, without practical application. PREGA was developed to help students understand entrepreneurship both practically and theoretically. The validation results indicated strong feasibility: material experts gave a score of 86.6% (very good, no revision needed), media experts scored 97.3%, practitioner trials scored 86%, and trials with 21 students scored 89% (very good). Based on these findings, PREGA was categorized as very good and can be implemented without revision. This suggests that PREGA has strong potential as an effective learning medium to bridge the gap between theory and practice in entrepreneurship education.
Educandy Learning Media in Indonesian Language Syllable Learning Media to Improves Reading and Writing Literacy Tarisna, Kadek Sri; I Nyoman Laba Jayanta; Putu Rahayu Ujianti
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.91145

Abstract

Students have very low literacy skills. This is because the supporting media is still conventional in syllable learning activities. Based on this, this study aims to develop educated learning media to improve the literacy of reading and writing of grade I elementary school students. This type of research is research and development or Research and Development using the ADDIE model. The subjects of the study were three experts consisting of 2 material experts, 2 media experts, and 2 practitioners. The subjects of the product trial included individual trials of 3 students and small group trials of 6 students. The subjects of the product trial included individual trials of 3 students and small group trials of 6 students. The data collection method used the observation method and questionnaire. The data collection instrument used a rating scale. The data analysis techniques were quantitative descriptive data analysis, quantitative descriptive analysis, and inferential statistics. The study's results were the assessment of learning material experts, namely 91%, who had very good qualifications. The evaluation of learning media experts was 96% in very good qualifications. The results of the practicality test from the teacher obtained a percentage of 93.2%. The results of individual trials were 94%, and the results of small group trials were 95% with very good qualifications. The t-test results showed a significant difference in student learning outcomes before and after participating in learning using educational learning media. Thus, the use of educational media is effective in improving students' reading and writing literacy.
Learning Videos Based on Problem-Based Learning (PBL) to Improve Students’ Ability in Writing Indonesian Procedural Texts in Grade IV Elementary School Kadek Gantha Gangga Kusuma; Maria Goreti Rini Kristiantari; Basilius Redan Werang
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.93251

Abstract

Indonesian language learning is still dominated by conventional methods that are less effective in improving students’ comprehension, particularly in procedural text material. The lack of engaging instructional media results in low student participation. One solution is using Problem-Based Learning (PBL)-based instructional videos to help students understand concepts through problem-solving. This study aims to develop and evaluate the feasibility and effectiveness of PBL-based instructional videos. This research follows a Research and Development (R&D) approach using the ADDIE model. The subjects included three experts (content, instructional design, and media) and 22 fourth-grade students in individual and small-group trials. Data were collected through expert validation, student response questionnaires, and learning outcome tests. Data analysis included validity testing with descriptive quantitative analysis, prerequisite testing with chi-square normality tests, and effectiveness testing with a one-sample t-test. Validation results indicate the media is highly feasible, with scores above 90%, while effectiveness tests showed tvalue (1.879) > ttable (1.720), proving significant improvement in student comprehension. In conclusion, PBL-based instructional videos are feasible and effective in enhancing students' understanding, with school and teacher support for implementation. This study implies the need for school and teacher support to optimize media implementation for more effective and engaging learning.
Learning Innovation through belajar.id Accounts to Improve Middle School Students’ Learning Engagement Wahyu Prihatiningsih; Dian Hidayati; Muhammad Zuhaery
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.93486

Abstract

The low utilization of digital learning platforms such as belajar.id account indicates that digital transformation at the junior high school level has not yet been fully optimized, thereby affecting students’ engagement in technology-based learning processes. This study aims to analyze and explore the implementation of Akun Belajar.id in enhancing student learning engagement. A qualitative approach with a case study method was employed. The research subjects included seventh, eighth, and ninth-grade students who had accessed belajar.id. Data were collected through observations, interviews, and documentation using interview guidelines, observation sheets, and documentation notes as instruments. Data analysis was conducted using Miles and Huberman’s interactive model with the assistance of ATLAS.ti 9 software to organize findings. The results reveal that the implementation of the platform’s utilization was carried out through structured stages of planning, organizing, implementation, and supervision. The use of Akun Belajar.id has been proven to increase students’ active participation and enrich digital learning experiences, although challenges remain, such as limited internet connectivity and difficulties in understanding certain materials. The conclusion emphasizes that Akun Belajar.id contributes positively to strengthening digital learning. The implication is that improved infrastructure support, mentoring, and the development of teacher and student competencies are required to optimize the platform’s utilization.
Gamification-Based Learning Content Entitled Disciple in Christian Religious Education and Character Subjects Sihombing, Samuel Septrian; I Gede Bendesa Subawa; I Nyoman Indhi Wiradika
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.93644

Abstract

The lack of variety in learning media often leads to a decline in students’ motivation and enthusiasm for learning. This condition makes the learning process feel monotonous as it predominantly relies on presentations and textbooks. This study aims to design and analyze the validity of gamification-based learning content as an innovative alternative medium to support learning. The research employed a development approach using the ADDIE model. The subjects involved were content experts, media experts, and students as product users. The data consisted of both quantitative and qualitative data collected through interviews, document analysis, and questionnaires. Data were analyzed using descriptive quantitative and qualitative techniques. The results revealed that content expert evaluation obtained a score of 100% (excellent), media expert evaluation 100% (excellent), individual trial evaluation 94.66% (excellent), small group trial evaluation 93.11% (excellent), and field trial evaluation 92.05% (excellent). The findings conclude that gamification-based learning content is valid with excellent criteria and feasible for use in the learning process. Thus, the innovation of gamification-based content has implications for optimizing learning quality, particularly in enhancing students’ motivation, engagement, and overall learning experience.
Etnomathematics-Based Educational Game on Plane Geometry to Enhance Learning Motivation of Fifth-Grade Elementary School Students Prasista, Komang Dina; I Made Suarjana; Ketut Susiani
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.94397

Abstract

This study was motivated by the low motivation of students to learn flat shapes. In addition, students' learning of mathematics is still passive because the teacher still uses the lecture method. This study aims to develop ethnomathematics-based educational games, determine validity, practicality, and effectiveness. The data collection method uses interviews, questionnaire instruments, and questionnaires. Data analysis techniques include qualitative descriptive and quantitative descriptive. The research used the ADDIE model. This study takes the subject of educational game media, while the objects are validity, practicality and effectiveness. The test subjects of this study were fifth grade students, while the object of the test was the increase in student learning motivation. The results showed that the validity of learning material experts amounted to 4.75 and the validity of learning media experts amounted to 4.35, including very good qualifications. The practicality of the product is considered very good, with a percentage of teacher response practicality of 98%, student response practicality of 92.6%. The results of the one-sample t-test showed a significance value (2-tailed) of 0.000 or p < 0.05 (5% significance level), so that the ethnomathematics-based educational game on flat building material was proven effective in increasing student learning motivation. The implication of this research is that ethnomathematics educational games can increase students' motivation and technology skills in learning mathematics.
VIDEO INTERAKTIF ANIMATOON BERBASIS PROFIL PELAJAR PANCASILA UNTUK MENINGKATKAN HASIL BELAJAR PENDIDIKAN PANCASILA SISWA Ni Putu Sri Wahyu Dewi, Dewi; I Komang Sudarma; Ni Wayan Eka Widiastini
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.94572

Abstract

Pancasila Education in elementary schools is a learning process designed to instill Pancasila values from an early age through knowledge mastery, attitude habituation, and the application of behaviors that reflect morals, ethics, and national character. However, student learning outcomes in this subject remain relatively low, partly due to the lack of engaging media suited to elementary school characteristics. As an essential foundation, Pancasila Education plays a key role in shaping students’ character, especially in strengthening the Pancasila Student Profile. This study aimed to develop an interactive video learning media called Animatoon based on the Pancasila Student Profile to improve fourth-grade students’ learning outcomes. The research used the ADDIE development model, which includes analysis, design, development, implementation, and evaluation. Data were collected through interviews, questionnaires, and tests, and analyzed using both quantitative descriptive and qualitative descriptive methods. The results indicated that: (1) the Animatoon interactive video is valid and practical based on expert evaluations and student trials, and (2) the media is effective in enhancing learning outcomes, supported by the Paired Sample T-Test result with a significance value of 0.000 (< 0.05). These findings demonstrate that the Animatoon video is not only feasible but also effective for use in elementary school learning, particularly in Pancasila Education. In conclusion, the development of this interactive video contributes to improving student learning outcomes while supporting the strengthening of the Pancasila Student Profile. Moreover, it has implications for enhancing both the quality of learning and overall educational outcomes.
Animated Video Learning Media for the IPAS Subject on Plant Body Parts for Fourth Grade Elementary School Students Imamah, Fauzatul; Suartama, I Kadek; Sukmana, Adrianus I Wayan Ilia Yuda
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.94948

Abstract

Learning of IPAS (Science, Environment, and Social Studies) in elementary schools is often hindered by the lack interactive media that can simplify abstract concepts such as the parts of plant bodies. This leads to low motivation and understanding among students. This study aims to design, evaluate the validity, and measure the effectiveness of animated video learning media to optimize learning outcomes for fourth-grade elementary students. Using ADDIE model (Analysis, Design, Development, Implementation, Evaluation), involved 3 experts (content, design, and media), 3 students in individual trials, and 6 students in small group trials. Data was collected through questionnaires and tests, then analyzed using descriptive quantitative techniques and t-tests. The results showed excellent validity: 96% (content expert), 85.45% (design expert), 92.63% (media expert), 95.14% (individual trial), and 93.63% (small group trial). The media's effectiveness was proven by an increase in scores from 28.83 (pretest) to 85.33 (posttest) (tcount = 38.157 > ttable = 2.045). This media is effective in improving IPAS learning outcomes. The implication is that media can be integrated into the Independent Curriculum to support interactive and technology-based learning.
Website-Based Interactive Multimedia to Improve Students’ Learning Independence on Natural Resources Material in Grade IV Elementary School: Indonesia Indra Pastika I Komang; I Gusti, Agung Ayu Wulandari; I Made, Citra Wibawa
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.95432

Abstract

This research is motivated by the low level of learning independence which has an impact on the low learning outcomes of students. This is caused by the lack of use of innovative and creative learning media that can increase motivation and learning independence. This study aims to develop website-based interactive multimedia on natural resources material that is valid, practical and effective for increasing the learning independence of students in grade IV SD. This type of research is research and development (R&D) with the ADDIE development research model. The subjects in this study were 3 experts, 2 teachers. The test subjects of this study were grade IV students totaling 30 people. This study used a quasi-experimental design of one group pre-test-post test. Data collection methods are observation, interviews, questionnaires / surveys, and tests. The instruments used in data collection are learner independence questionnaire sheets and interviews. The data analysis technique used is descriptive quantitative and descriptive qualitative. The results showed that there was a significant difference in students' learning independence before and after using website-based interactive multimedia. It can be concluded that, website-based interactive multimedia media innovation is effective in increasing students' learning independence. The results of this study have implications for increasing students' learning independence and increasing digital skills in utilizing interactive multimedia.
The Collaborative Inquiry Model Assisted by the Mathway Application to Improve Students’ Critical Thinking and Collaboration Skills Aryani, Wayan; I Made Tegeh; Ni Nyoman Parwati
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.96136

Abstract

Critical thinking and collaboration skills are essential competencies that must be fostered to address the challenges of the Society 5.0 era. However, international assessments such as PISA and TIMSS indicate that students’ mastery of these skills remains relatively low. This study aims to analyze the effect of the Collaborative Inquiry model assisted by the Mathway application on students’ critical thinking and collaboration skills in mathematics learning. The research employed a quasi-experimental design with a non-equivalent pretest–posttest control group design. The population consisted of 11 classes (447 students), with a sample of 120 students from three classes selected through group random sampling. Critical thinking skills were measured using essay tests, while collaboration skills were assessed through a questionnaire. Data were analyzed using Multivariate Analysis of Covariance (MANCOVA) at a 5% significance level. The findings revealed significant differences in critical thinking and collaboration skills simultaneously among students taught with Collaborative Inquiry assisted by Mathway, Collaborative Inquiry without application support, and direct instruction. The study concludes that the integration of the Mathway-assisted Collaborative Inquiry model effectively enhances students’ critical thinking and collaboration skills. These results imply the importance of integrating digital technology into collaborative learning designs to optimize 21st-century competencies.

Page 1 of 2 | Total Record : 20