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I Nyoman Laba Jayanta
Contact Email
info.ejournal@undiksha.ac.id
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+6281236933978
Journal Mail Official
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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 142 Documents
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.
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.
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.
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.
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.