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I Nyoman Laba Jayanta
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info.ejournal@undiksha.ac.id
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+6281236933978
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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 164 Documents
Exploring the Integration of Artificial Intelligence in High School Education: Challenges, Opportunities, and Future Directions Made Wira Yanottama; Ketut Agustini; I Gde Wawan Sudatha
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.106310

Abstract

The rapid development of educational technology has not been fully accompanied by the readiness to integrate Artificial Intelligence (AI) into learning processes at the secondary school level. Limitations in digital literacy, infrastructure, and pedagogical competence remain the main challenges in optimizing the use of AI. This study aims to analyze the forms of integration, challenges, opportunities, and future directions of AI implementation in learning. This study employed a Systematic Literature Review (SLR) method guided by the PRISMA framework. Data were collected through a search of articles in the Scopus and Google Scholar databases, focusing on publications from 2020 to 2025, resulting in 20 relevant articles for analysis. Data analysis techniques involved identification, selection, synthesis, and interpretation of research findings. The results indicate that AI integration in learning includes the use of chatbots and generative AI, adaptive learning, intelligent tutoring systems, and learning analytics integrated with Project-Based Learning models. The main challenges include limited infrastructure, teacher readiness, low digital literacy, and ethical issues such as algorithmic bias and data privacy. On the other hand, AI offers significant opportunities to enhance personalized learning, learning motivation, creativity, and 21st-century skills. Therefore, comprehensive implementation strategies are needed to optimize the role of AI in transforming learning practices.
Comparison of Algebra Learning Using Motion Graphic Animation Media and Conventional Methods among Grade VII Junior High School Students Deli; Jason Phang; Tony Wibowo
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.106339

Abstract

Mathematics learning in algebra often faces challenges due to the abstract nature of the concepts, resulting in students' low conceptual understanding in conventional learning. This condition indicates the need for innovative learning media that can visualize concepts in a more concrete and engaging manner. This study aims to analyze the effectiveness of using motion graphic animation media in improving students' algebra learning outcomes. This study uses a quantitative approach with a control group experimental design involving an experimental group given treatment using animation media and a control group following conventional learning. The research subjects consisted of junior high school students selected as the research sample. Data collection was carried out through written tests given before and after the treatment to measure improvements in learning outcomes, with instruments that have undergone validity and reliability tests. Data were analyzed using inferential statistical techniques to test differences in learning outcomes between the two groups. The results show that the use of motion graphic animation media provides a more significant improvement in learning outcomes compared to conventional learning, as well as being able to deepen conceptual understanding and improve the distribution of student learning outcomes. Thus, motion graphic animation media is proven effective as an alternative innovative learning strategy. The implications of this research show that the integration of technology-based visual media can be a solution to overcome learning difficulties in abstract material and support the continuous improvement of the quality of mathematics learning.
Contextual-Based Interactive Learning Media on Indonesian Language Learning Outcomes for Vocabulary in Grade II Elementary School KD Yuna Maha Dewita; I Gede Astawan; Ni Ketut Desia Tristiantari
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.106802

Abstract

Elementary school students’ vocabulary mastery remains relatively low due to the dominance of conventional teaching methods and the limited use of interactive learning media that align with the characteristics of lower-grade students. This condition results in low student engagement and suboptimal learning outcomes in Indonesian language learning, particularly in vocabulary instruction. This study aims to develop contextual-based interactive learning media and to determine its validity, practicality, and effectiveness in improving second-grade students’ Indonesian vocabulary learning outcomes. The study employed the ADDIE development model, which consists of the analysis, design, development, implementation, and evaluation stages. Data were collected through expert validation questionnaires, practicality questionnaires, observations, and learning outcome tests in the form of pretests and posttests. The results indicate that the developed contextual-based interactive learning media has a very high level of validity, is considered practical by teachers and students, and is effective in improving students’ vocabulary learning outcomes, as evidenced by higher posttest scores compared to pretest scores. In conclusion, the contextual-based interactive learning media is feasible for use as an alternative instructional medium in Indonesian language learning. The findings imply that the integration of contextual and interactive media can enhance learning quality, student engagement, and vocabulary learning outcomes in elementary education.
Enhancing Elderly Participation and Well Being through User Centered and Social Features in Community Digital Education Programs Xian Siying; I Gde Wawan Sudatha
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.107942

Abstract

The low participation of older adults in digital education programs remains a challenge in achieving educational equity and social inclusion in the digital era, particularly amid the increasing need for technological literacy among the elderly population. This study aims to analyze the factors influencing older adults’ participation in community based digital education programs, with a focus on technological adaptability and educational equity. The research employed a mixed methods approach, involving a sample of 300 questionnaire respondents and 40 semi-structured interview participants. Quantitative data were analyzed using regression to identify relationships among variables, while qualitative data were analyzed thematically to explore participants’ experiences, barriers, and support needs in greater depth. The findings indicate that user friendly features, such as adjustable font sizes and voice based navigation, as well as social features such as video calling, significantly enhance participation and reduce feelings of loneliness among older adults. Qualitative findings identified major barriers, including health limitations, device accessibility, low self confidence in technology use, and insufficient ongoing training support. The study concludes that inclusive design, integrated social support, and continuous training are essential in promoting digital inclusion and well being among older adults. The implications of this study provide recommendations for technology developers, educators, and policymakers to design digital learning environments that are more equitable, adaptive, and empowering.
Gamification-Based “Maplalian Curik-Curik” Video on Food Chain Material for Fifth Grade Elementary School Students Ni Made Natalia Dewi; Anak Agung Gede Agung; Didith Pramunditya Ambara
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.108786

Abstract

The low learning outcomes in science (IPAS) are influenced by the limited use of innovative learning media and the minimal integration of traditional games, resulting in low student engagement and suboptimal understanding of food chain concepts. This study aims to develop and evaluate the feasibility and effectiveness of a gamification-based instructional video, Maplalian Curik-curik, which adapts a traditional game as a contextual learning medium. This research employs a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects include content experts, instructional design experts, media experts, and elementary school students involved in individual, small group, and field trials. Data were collected through observations, interviews, questionnaires, and learning outcome tests. Data analysis techniques include qualitative and quantitative descriptive analysis, as well as inferential analysis using a t-test. The results indicate that the developed media is of very high quality in terms of content, design, and media aspects, and is proven to be effective in significantly improving students’ learning outcomes. Therefore, the gamification-based instructional video is feasible as an innovative and meaningful learning medium for science education. The findings imply the importance of integrating local cultural elements with technology in developing instructional media to enhance the quality of learning.
Scaffolding-Based E-Book on Kamasan Wayang Painting for Fine Arts Material for Students with Intellectual Disabilities Anggun Anggraini; Anak Agung Gede Agung; Didith Pramunditya Ambara
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.108787

Abstract

The problem in fine arts learning for students with intellectual disabilities lies in their low painting skills, which are caused by the lack of instructional media that align with their characteristics and learning needs. This study aims to develop, evaluate the feasibility, and examine the effectiveness of a scaffolding learning-based e-book on Kamasan Wayang painting in improving students’ painting skills. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The participants of the study were students with intellectual disabilities involved in individual and small group trials. Data were collected through expert validation sheets and performance assessment instruments to measure students’ painting skills. Data analysis techniques included descriptive quantitative analysis and a paired sample t-test to determine the effectiveness of the product. The results indicate that the developed e-book is highly feasible based on evaluations from content experts, instructional design experts, and media experts, as well as receiving very positive responses from users. The effectiveness test shows a significant improvement in students’ painting skills. Therefore, the scaffolding learning-based e-book is proven to be both feasible and effective as an instructional medium in fine arts learning and has implications for supporting adaptive learning for students with intellectual disabilities.
An E-Dictionary of Angklung Playing Based on Kodály Hand Signs in PKPBI Learning for Deaf Students Dewa Ayu Kartika pratiwi; Anak Agung Gede Agung; I Gede Astawan
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.108958

Abstract

Learning angklung playing skills in the PKPBI (Education and Development of the Indonesian Language) subject for deaf students still faces challenges, particularly the limited availability of media suitable for their visual and kinesthetic characteristics. Traditional learning tends to place the teacher as the primary resource, limiting students' independent practice and resulting in suboptimal sound detection and angklung playing skills. This study aims to analyze and develop an e-dictionary for angklung playing based on Kodaly hand signs and to test its feasibility, practicality, and effectiveness. This research is a developmental research using the ADDIE model. Subjects included experts and deaf students as users. Data were collected through questionnaires and tests using validation sheets, response questionnaires, and learning outcome tests. Data were then analyzed using descriptive quantitative and inferential methods. The results showed that the media had excellent feasibility, was practical to use, and was effective in improving sound detection and angklung playing skills in deaf students. The conclusion of this study is that the developed media is feasible, practical, and effective for use in PKPBI learning. Consequently, this media can be an innovative alternative to support more interactive, independent learning, and is tailored to the characteristics of deaf students.
Interactive Puzzle Based on Gamification Concepts Assisted by a Website on the Five Senses Material to Improve Learning Outcomes of Fourth-Grade Elementary School Students Anna Shau Tong; I Gede Margunayasa; I Wayan Widiana
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.109452

Abstract

The low science learning outcomes of fourth-grade elementary school students on the five senses material are generally caused by the lack of variety and interactivity of the learning media used, so that students tend to be passive and easily bored. This study aims to develop and test the feasibility of innovative learning media in the form of interactive puzzles that integrate the concept of gamification with the help of websites to improve student learning outcomes. This study uses a research and development method (R&D) with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The product was assessed by media experts and material experts, and its practicality was tested by teachers and fourth-grade students of SD Negeri 2 Kalibukbuk. The effectiveness of the media was measured using a one-group pretest–posttest design. The validation results showed that the media obtained an average score of 3.83 with a very good category. The practicality test showed a percentage of 100% from teachers and 98% from students with a very good category. Paired sample t-test analysis showed a significant difference between the pretest and posttest scores (p < 0.05) which proved the effectiveness of the learning media. The implications of this research indicate that the use of interactive puzzle media based on gamification and a website can be an alternative solution for more engaging and meaningful science learning, while encouraging active student engagement. This media can be utilized by teachers as a digital learning innovation. The conclusion of this research is that the developed media is valid, practical, and effective in improving the learning outcomes of fourth-grade elementary school students in the five senses material.
Development of Augmented Reality-Based Adaptive Media to Stimulate Student Engagement in Pancasila Education for Third-Grade Elementary School Students Komang Vera Pebrianti; Putu Aditya Antara; Ketut Susiani
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.109601

Abstract

Low student engagement in Pancasila Education learning remains a challenge in creating meaningful learning experiences for elementary school students. Therefore, this study aims to develop and examine the effectiveness of adaptive learning media based on augmented reality in stimulating students’ engagement in the topic “Aku Anak Indonesia.” This study employed a Research and Development (R&D) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research subjects involved third-grade elementary school students. Data were collected through expert validation questionnaires, practicality questionnaires, and student engagement measurement instruments. The data were analyzed using descriptive quantitative analysis and hypothesis testing to determine the effectiveness of the developed media. The results showed that the augmented realitybased adaptive learning media met the criteria of validity based on evaluations by media and content experts and was considered practical based on user responses. Furthermore, the findings indicated that the use of the media was effective in increasing students’ engagement during the learning process. Thus, it can be concluded that augmented reality based adaptive media is a valid, practical, and effective learning tool for stimulating students’ engagement in Pancasila Education learning. The implications of this study indicate that the integration of augmented reality technology in adaptive learning media can serve as an innovative alternative strategy for teachers to create more interactive, contextual, and meaningful learning experiences that align with students’ learning characteristics in the digital era.
Pengembangan Eco-Mind Media Based on Cybernetic Theory for Developing Understanding of a Harmonious Ecosystem in Elementary School Science and Social Studies Learning Pande Komang Primandani; Gede Agung Anak AGung; Ayu Dewi Sutyaningsih Anak AGung
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.109803

Abstract

Learning the ecosystem topic still faces obstacles in the form of low conceptual understanding, limited availability of interactive IPAS learning media particularly for ecosystem materials and suboptimal student engagement. This study aims to: (1) describe the design and development of the Eco-Mind media, (2) determine the feasibility of the Eco-Mind media based on expert judgments and trial results, and (3) examine the effectiveness of the Eco-Mind media in improving students’ learning outcomes. The media was developed using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The feasibility test results showed percentages of 88.67% from the design and development expert, 84.61% from the subject matter expert, 93.33% from the instructional design expert, 93.75% from the learning media expert, 91.6% in the individual trial, and 96% in the small group trial, all of which fall into the good to very good qualification categories. The effectiveness test results indicated that the calculated t-value (15.47) was greater than the t-table value (2.04) at the 5% significance level, indicating that the Eco-Mind media is feasible and effective for use in IPAS learning on harmonious ecosystem topics. This study contributes to improving the quality of IPAS learning on ecosystem materials and provides evidence that learning media can be integrated with cybernetic theory. This media also offers a solution to the problem of limited learning resources.