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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
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.  
SIBIJAK: An Interactive Learning Multimedia Innovation Based on Contextual Teaching and Learning (CTL) I Made Dika Anggara; Ketut Agustini; I Gde Wawan Sudatha
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.v5i2.97948

Abstract

21st-century education should be implemented by emphasizing the development of student competencies that are relevant to the demands of the times, rather than merely focusing on the mastery of factual knowledge. However, students often find it difficult to understand the material, which hinders the development of their critical thinking skills. In addition, existing learning resources tend to emphasize memorization, making them less engaging. Students show greater interest in learning through interactive digital media and materials connected to real-life contexts. This study aims to develop and test the validity, practicality, and effectiveness of CTL-based interactive multimedia learning to improve the critical thinking skills of 10th grade students in high school. The multimedia, named SIBIJAK (Interactive Learning System for Internet and Computer Networks), was designed using the AM3PU3 model. The validity of the multimedia was measured using instruments based on LORI version 2.0, its practicality was assessed with the UEQ instrument, and its effectiveness was evaluated using a critical thinking test instrument. The results indicate that the multimedia is highly valid, practical with an excellent rating in every aspect, and effective in improving student learning outcomes. The effectiveness test produced an N-Gain score of 0.68 (medium category), with a classical mastery percentage of 84.38% (very good). These findings support the conclusion that CTL-based interactive multimedia can significantly enhance critical thinking skills. The implication of this study is the enrichment of learning media diversity, and most importantly, the development of multimedia that supports students’ 21st-century learning skills.
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.
Metacognitive Theory-Based Learning Video to Improve Learning Outcomes in Pancasila Subjects for Fifth-Grade Elementary School Students Ni Ketut Virna Jayanti; I Kadek Suartama; Alexander Hamonangan Simamora
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.v5i2.98856

Abstract

The background of this study is the problem faced by students regarding Pancasila material, which is insufficiently visualized through the use of technology. This study aims to develop learning video media for Pancasila lessons. The type of research is developmental, using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subjects included 1 content learning expert, 1 instructional design expert, 1 learning media expert, 3 students in individual trials, and 9 students in small-group trials. Data collection methods employed were questionnaires, observation, interviews, written tests, and document recording, using instruments such as questionnaires, observation sheets, interview guides, and test items. Data analysis was conducted using quantitative descriptive statistics and inferential statistics (correlated t-test). The results showed that the learning media received high validation scores from the experts: 95% from the content expert, 92% from the design expert, and 96% from the media expert, all classified as very good; individual trials with three students achieved an average score of 89.23% (good), while small-group trials with nine students achieved an average score of 91.96% (very good). The implications of this study indicate positive impacts for school principals, teachers, and students, supporting a more effective, interactive learning process that enhances student engagement and understanding optimally.
Neuro-Linguistic Programming (NLP)-Based Scrapbook Media to Improve Poetry Writing Skills of Fourth Grade Elementary School Students Yunita Sari, Ni Komang; Maria Goreti Rini Kristiantari; Basilius Raden 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.v5i2.98978

Abstract

The low level of poetry writing skills among elementary school students highlights the need for innovative learning media that can facilitate a more enjoyable and meaningful learning process. This study aims to develop a scrapbook-based learning media integrated with Neuro Linguistic Programming (NLP) to improve poetry writing skills of fourth-grade students. This research employs a research and development (R&D) method using the ADDIE model. Data collection techniques include observation, interviews, questionnaires, and tests, while the data were analyzed using descriptive quantitative and qualitative methods. The validation results indicate that the developed media is highly feasible, with expert ratings of 93.75% (content), 92.50% (design), and 90.62% (media). Practicality tests scored 93.75% from teachers, 94.69% from individual trials, and 93.93% from small group trials. Effectiveness testing showed an increase in the average score from 69.66 to 91, with tvalue = 15.025 > ttable = 1.761. The study concludes that the scrapbook media based on NLP is valid, practical, and effective in enhancing students’ poetry writing skills. The implication is that this media can serve as an innovative alternative in writing instruction, fostering creative expression and increasing students’ learning motivation.
Interactive Animated Video Oriented to a Contextual Approach to Improve Science Learning Outcomes of Grade III Students Elsa Claudia Lippi; Nyoman Jampel; Dewa Gede Agus Putra Prabawa
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.v5i2.99062

Abstract

The low learning outcomes of students in the subject of Natural and Social Sciences (IPAS) remain a fundamental issue, primarily due to the limited availability of engaging learning media that are relevant to students’ characteristics. In addition, the predominantly conventional learning approaches make students less actively involved and struggle to understand contextual concepts. This study aims to develop and examine the effectiveness of interactive animation videos oriented toward a contextual approach in improving the IPAS learning outcomes of third-grade elementary school students. The type of research employed is development research using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of 3 students for individual trials, 9 students for small group trials, and 30 students for field trials. Data were collected through questionnaires and tests, then analyzed using quantitative descriptive techniques and inferential t-tests. The results showed that the use of contextual-oriented interactive animation videos significantly improved student engagement, understanding, and learning outcomes. The conclusion of this study emphasizes that contextual-based interactive animation video media are effective as an alternative innovative learning strategy to optimize student competencies at the elementary school level. The implication of this study is that the use of adaptive digital media can serve as a strategic solution to support 21st-century learning.
A Contextual Approach-Based E-Book to Improve Students' Metacognitive Abilities in Grade V Science Learning Sitepu, Fitra; Alexander Hamonangan Simamora; Adrianus I Wayan Ilia Yuda Sukmana
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.v5i2.99077

Abstract

Metacognition is the ability to understand, control, and evaluate thinking processes, which is important for independent learning, critical thinking, and adaptation in the 21st century. However, the metacognitive abilities of elementary school students are still low, as seen in their low IPAS scores due to limited teaching materials. The aim of this study is to develop a valid and effective contextual-based e-book to improve students’ metacognitive abilities. This research uses the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study consisted of three experts and 25 students. Data were collected in both quantitative and qualitative forms, using questionnaires for expert validation. Test instruments were used for the pretest and posttest, and data were analyzed using the t-test technique. The results showed that the e-book was successfully developed through the stages of the ADDIE model. The e-book was declared valid based on expert reviews, with a score of 96.00% from content experts, 96.00% from instructional design experts, and 98.00% from media experts. User responses to the e-book reached 98.00% in individual trials and 98.22% in small group trials. The effectiveness of the e-book, based on the t-test, showed a significance level of 0.000 < 0.05, indicating a significant difference in students’ metacognitive abilities before and after using the e-book. It can be concluded that contextual e-books are valid and effective in improving metacognitive abilities and have implications for improving students' metacognitive abilities. They are also a solution to overcome the limited teaching materials available in the learning process.
Problem-Based Interactive Media to Improve Students’ Critical Thinking Skills in Social Studies Laely Nafi'atus Shokhah; Djono; Sudiyanto
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.v5i2.99327

Abstract

Ninth-grade Social Studies learning has not been fully effective due to the lack of varied instructional methods and the absence of adequate media to enhance students’ critical thinking skills at MTs in Semarang Regency. This study aims to develop interactive learning media based on the Canva and Heyzine applications to improve students’ critical thinking skills. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. Data collection methods included interviews, observation, and questionnaires. The data collection instruments comprised Likert-scale (1–5) questionnaires and multiple-choice tests. Data were analyzed using descriptive analysis techniques. The results showed that the interactive media based on Canva and Heyzine applications were validated by experts, with 82.95% for media expert validation and 89.73% for content expert validation, while trials with students achieved an average score of 93.58%. Therefore, the problem-based interactive media on the topic of globalization is deemed suitable for use in learning at MTs in Semarang Regency. Furthermore, the use of this media has proven effective in enhancing students’ critical thinking skills.
Contextual Learning Animation Video for Science Subject Content in Grade IV Elementary School Pasaribu, Noni Linzilah Mona; 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.v5i2.99419

Abstract

The low student learning outcomes indicate the need for innovative instructional media that can enhance students' motivation and understanding. This study aims to: (1) design and develop a contextual-based interactive animated video as a learning medium for the topic "Moving Energy"; (2) assess the validity of the media; and (3) examine the effectiveness of the media on student learning outcomes. This research is a development study (R&D) employing the ADDIE model. Validity data were collected through expert reviews by content, instructional design, and media experts, as well as individual, small group, and field trials. Effectiveness data were obtained from students’ pre-test and post-test scores and analyzed using a paired t-test. The validity results showed that the media was highly feasible, with the following percentages: content expert 94.12%, instructional design expert 94.60%, and media expert 97.50%; individual trial 96.00%, small group trial 96.89%, and field trial 95.03%. The effectiveness test revealed a highly significant improvement in learning outcomes, with an average difference of -53.409, t-value of -88.224, and significance level of 0.00 (p < 0.05). These findings imply that contextual-based interactive animated video media can serve as an alternative solution to enhance the quality of IPAS learning in elementary schools.