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I Nyoman Laba Jayanta
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info.ejournal@undiksha.ac.id
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+6281236933978
Journal Mail Official
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Kota denpasar,
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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 205 Documents
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.
Interactive Constructivist-Based Learning Media for Fifth Grade Indonesian Language in Elementary School Kadek Andre Karisma Dewantara; Catur Satrio Adicondro; I Made Tegeh; I Komang Sudarma
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 3 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i3.99417

Abstract

The low level of Indonesian language literacy achievement among elementary school students, as indicated by international assessments, reflects that conventional teaching approaches have not yet fostered students’ critical and reflective thinking skills. This situation underscores the urgency of developing interactive and constructivist-based learning media that enable students to build knowledge through meaningful learning experiences. This study aims to analyze the validity and examine the effectiveness of an interactive constructivist-based learning medium in Indonesian language learning for fifth-grade students. The research employed the ADDIE development model encompassing analysis, design, development, implementation, and evaluation stages. The subjects involved a limited number of students in trial implementation and several experts who served as validators of content, design, and media. Data were collected through validation questionnaires and learning outcome tests, then analyzed descriptively and inferentially to determine the feasibility and effectiveness of the media. The findings reveal that the developed learning media are theoretically valid and empirically effective in enhancing students’ comprehension and reflective thinking in language learning. These results imply that constructivist-based interactive media can strengthen the quality of thematic learning practices in elementary education.
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.
Discovery Learning-Oriented Learning Video in Social Science Integrated Studies: Water Cycle Material for Grade V Silvia Grace Kartika Nyudak; Ni Wayan Rati; I Kadek Suartama
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 3 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i3.99458

Abstract

The low motivation and understanding of students towards the concept of the water cycle is abstract and difficult to visualize. The purpose of this study is to develop and analyze the feasibility, practicality, and effectiveness of learning videos oriented to the Discovery Learning model in increasing students' learning motivation. This research uses the Research and Development (R&D) method with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of material experts, media experts, three classroom teachers, and nine elementary school grade V students. The data collection technique was carried out through validation questionnaires, practicality questionnaires, and pre-test and post-test tests for effectiveness tests. Data analysis techniques include qualitative descriptive analysis to examine validation results and quantitative descriptive analysis with the Paired Sample T-Test to test effectiveness. The results of the study show that Discovery Learning-oriented learning videos have a high level of validity, excellent practicality, and significant effectiveness in increasing students' motivation to learn. The implications of this study confirm that the application of Discovery Learning-based learning videos can be an innovative alternative in IPAS learning, encourage student-centered learning, and support the strengthening of the Pancasila Student Profile through increasing curiosity, independence, and critical thinking.  
Interactive Learning Multimedia to Increase Student Motivation in Science Learning on the Photosynthesis Topic for Grade IV Elementary School Maritza Agustin; I Made Citra Wibawa; Wayan Eka Paramartha
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.v5i2.99685

Abstract

The problem addressed in this study is the low learning motivation of students in IPAS (Science) learning, particularly on the topic of photosynthesis in Grade IV of elementary school. This study aims to: (1) produce a design of interactive learning multimedia based on Canva; (2) determine its validity; (3) test its practicality; and (4) test its effectiveness. This is a development research using the ADDIE model and employing a one-group pretest-posttest design. The instruments used were questionnaires with a rating scale, and the data were analyzed using descriptive quantitative and qualitative methods. The subject of this research was interactive learning multimedia, involving 1 teacher and 20 Grade IV elementary school students as participants. The results showed that: (1) the multimedia was successfully designed using Canva, (2) the validity test received high scores from media experts (0.944) and material experts (0.962), (3) the practicality test obtained very good scores from the teacher (99%) and students (92%), and (4) the effectiveness test showed a significance value of 0.000 < 0.05. Therefore, the developed interactive learning multimedia is considered valid, practical, and effective in increasing students' learning motivation. The implication of this research is that the media can serve as an innovative alternative in IPAS learning, especially for the topic of photosynthesis, to create a more engaging and motivating learning process.
Game-Based Interactive Multimedia as a Learning Media for Indonesian Language to Improve Students’ Literacy Ni Putu Reisya Utari Putri; I Komang Sudarma; I Gde Wawan Sudatha
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 3 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.99695

Abstract

The low literacy skills of early-grade students and the limited use of innovative and engaging media in learning have become a major challenge in developing reading and writing abilities. This study aims to analyze and test the effectiveness of game-based interactive multimedia as an Indonesian language learning medium to enhance students’ literacy skills. The research employs a developmental research design using the ADDIE model and adopts a one-group pretest-posttest design. The subjects consisted of nine second-grade students in a small-group trial and 29 first-grade students in a field trial. Data were collected through expert validation questionnaires, reading and writing performance tests, interviews, and observations, using instruments that had been tested for validity and reliability. Data analysis was conducted through descriptive quantitative and qualitative methods, supported by inferential statistical analysis (t-test) to examine the effectiveness of the developed product. The findings reveal a significant improvement in students’ reading and writing skills after using the game-based interactive multimedia. The developed media is thus declared effective and feasible for improving early literacy in Indonesian language learning. The study implies that teachers need training and pedagogical support to integrate game-based interactive multimedia optimally, and schools should provide adequate technological infrastructure to sustain its implementation. Furthermore, the research encourages the development of similar multimedia innovations across various subjects and educational levels to improve overall learning quality.
E-Pop Up Book of Stories on Hindu-Buddhist Kingdoms to Improve Elementary Students’ Learning Outcomes Dewa Ayu Nita Maharani; Basilius Redan Werang; Syafitri Br. Ginting
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 3 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i3.100023

Abstract

The low interest and learning outcomes of elementary school students in history material are problems that need to be addressed with interesting learning media. The material on the Hindu-Buddhist Kingdoms is often considered boring and difficult to understand because it is delivered conventionally without the support of interactive visual media. This study aims to develop a story-based e-pop-up book media on the material on the Hindu-Buddhist Kingdoms to improve student learning outcomes. The method used is development research with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The developed media was tested on 21 fifth-grade elementary school students. The data collection method used observation, interview and document study techniques. The data analysis techniques used were normality, homogeneity and correlation t-test. The results of the study showed that the use of e-pop-up books can improve students' understanding and interest in history material. The conclusion of this study is that e-pop-up story books are effective as learning media to improve student learning outcomes on the material on the Hindu-Buddhist Kingdoms. The implication of this finding is that teachers can utilize interactive digital media as an innovative alternative in history learning at the elementary school level.
Ritatoon Learning Media Assisted by QR Code to Increase Student Learning Interest in Grade V Elementary School Science Content Made Yuni Supartini; Made Padmarani Sudewiputri; Ketut Susiani
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 3 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i3.100054

Abstract

Science and social studies learning in elementary schools should foster students’ curiosity, learning interest, and active engagement through the use of creative, interactive, and contextually relevant learning media. However, in reality, classroom practices are still dominated by conventional, teacher-centered methods with limited media innovation, leading to students’ low motivation and passive participation. Addressing this gap, the present study aims to develop and examine the effectiveness of Ritatoon, a QR-Code-assisted learning media, in enhancing students’ learning interest in the topic My Beloved Region. This research employed a research and development (R&D) approach using the ADDIE model and a one group pretest-posttest design. The participants were fifth-grade elementary students. Data were collected through expert validation questionnaires, practicality surveys, and learning achievement tests, and analyzed using both qualitative and quantitative descriptive methods. The findings revealed that Ritatoon achieved a very high level of validity and practicality, and significantly improved students’ learning interest and outcomes. The implication suggests that technology-based innovative media such as Ritatoon with QR-Code integration can serve as an effective strategy to overcome low student motivation and participation while reinforcing active and contextual learning in elementary education.
Digital Fun Thinkers Media to Improve Social Science Learning Outcomes for 4th Grade Elementary School Students Putu Stephanie Adriana Mertha; I Gusti Ayu Tri; Jianbang Deng
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 3 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i3.100061

Abstract

Low learning outcomes in Natural and Social Sciences (IPAS) remain a persistent issue in elementary education. This problem often arises from the dominance of conventional teaching methods and the limited use of digital media that foster active student engagement. This study aims to analyze the development process and examine the validity, practicality, and effectiveness of the Fun Thinkers Digital learning media based on the Smart Apps Creator 3 application to enhance students’ learning outcomes. This research employed a Research and Development (R&D) approach using the ADDIE model, involving subject-matter experts, media experts, teachers, and elementary school students as participants. Data were collected through observation, interviews, questionnaires, and learning tests, then analyzed descriptively and inferentially. The results reveal that Fun Thinkers Digital demonstrates a very high level of feasibility, is considered practical for classroom use, and effectively improves students’ conceptual understanding and learning motivation. These findings indicate that integrating interactive digital media can serve as a strategic innovation in IPAS learning to create meaningful, engaging, and context-based learning experiences aligned with the demands of 21st-century education.
Learning Video Using a Culturally Responsive Teaching Approach in the IPAS Subject to Improve Students’ Learning Outcomes Kadek Yulia Kusumayani; I Gusti Ayu Tri Agustiana; Made Vina Arie Paramita
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 3 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.100152

Abstract

Learning outcomes in elementary school IPAS remain low due to less contextualized instruction and limited media that accommodate students’ cultural backgrounds. This study aimed to develop and evaluate video-based learning media using a Culturally Responsive Teaching (CRT) approach to enhance students’ learning outcomes and engagement in IPAS. The study employed a developmental research design using the ADDIE model, involving content experts, media experts, teachers, and students as subjects in individual, small group, and class-level trials. Data were collected through interviews, questionnaires, and tests, and analyzed using a combination of qualitative, quantitative, and inferential statistical methods. The results showed that the video media were developed contextually, adapted to students’ local culture. Validity indices from content and media experts were 0.94 and 0.98, respectively, indicating very high validity. The media were highly practical, with a 99% feasibility rating from teachers and students, and proved effective, as evidenced by a significant increase in learning outcomes based on t-test results. The study concludes that CRT-based video media are valid, practical, and effective in enhancing conceptual understanding, active engagement, and positive attitudes toward students’ own culture. The findings highlight the importance of integrating cultural context into learning media development to create meaningful, student-centered learning experiences.