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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 142 Documents
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.
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.
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.
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.
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.
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.
Interactive Educational Game Media in Metacognitive Learning to Improve Conceptual Understanding and Science Literacy In Grade V IPA Content in Elementary School Ni Ketut Fery Nara Andani; I Wayan Wiarta; Didith Pramuditya Ambara
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.v5i2.96357

Abstract

Mathematics learning in elementary schools is still dominated by conventional approaches that lack active and meaningful student engagement, resulting in low conceptual understanding. This study aims to develop and prove the effectiveness of an interactive Student Worksheet (LKPD) based on Project Based Learning (PjBL) to enhance the engagement and learning outcomes of fourth-grade elementary school students. This research is a development study using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of 25 fourth-grade students. The data collection methods and instruments included interviews, observations, and questionnaires. Data analysis techniques used were descriptive quantitative, qualitative, and inferential analysis. The results showed that the developed interactive LKPD had a very high level of validity and practicality, and it was effective in improving students’ conceptual understanding in mathematics and collaboration skills. The implications of this study indicate that project-based learning media designed according to the characteristics of elementary students can serve as an innovative solution to improve the quality of mathematics learning in a meaningful and enjoyable way.