cover
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 205 Documents
3D Game-Based Learning Media Using a Deep Learning Approach to Enhance Understanding of Natural and Social Science (IPAS) Concepts Ni Nengah Sari Jati; I Nyoman Laba Jayanta; I Made Hendra Sukmayasa
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.v6i1.110165

Abstract

The low level of students’ understanding of the IPAS concept, caused by insufficiently interactive learning and minimal use of digital media, forms the background of this study. This study aims to develop and test the feasibility of a 3D game-based learning medium using a deep learning approach for food chain material. This study employs a research and development (R&D) method using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects included subject matter experts, media experts, teachers, and elementary school students. Data collection techniques included observation, interviews, questionnaires, and tests, with instruments such as expert validation sheets, practicality questionnaires, and pretest and posttest questions. Data were analyzed using quantitative descriptive analysis and a paired-sample t-test. The results of the study indicate that the developed media possess a very high level of validity, excellent practicality, and are effective in significantly improving students’ conceptual understanding. The use of 3D game-based media utilizing deep learning is capable of fostering active student engagement and facilitating meaningful learning. Thus, the developed media have the potential to serve as an innovative alternative for enhancing the quality of IPAS learning in elementary schools.
Interactive Diorama Media Based on Differentiated Learning to Improve Science Learning Outcomes of Fourth Grade Students: Indonesia I Made Aditya Priandana; Kadek Suranata; I Gusti Agung Ayu Wulandari
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.v6i3.110947

Abstract

The presence of misconceptions during the learning process, particularly in abstract subject matter, affects the achievement of optimal student learning outcomes. Therefore, the design of instructional media is considered highly important. This study aims to develop an interactive diorama media based on differentiated learning for fourth-grade students on the topic Life  of My Local Community. This development research adopts the 4D development model. The research subjects consisted of one content expert, one design expert, one media expert, and 55 fourth-grade students (28 students in the control class and 27 students in the experimental class). Data were collected using non-test methods in the form of questionnaires for media validation, as well as test methods in the form of pretests and posttests administered to students. The feasibility test results, based on evaluations by content, design, and media experts, as well as individual and small-group trials, were overall categorized as very good. Furthermore, the effectiveness test results showed that the calculated tvalue 3.186 > ttable 2.006, indicating that H₀ was rejected and H₁ was accepted. It can be concluded that the interactive diorama media based on differentiated learning has a significant effect on student learning outcomes. The implications of this study indicate that the integration of diorama media incorporating Augmented Reality is effective and aligns with students’ individual learning styles.
Augmented Reality-Assisted Lift-the-Flap Books in Improving Science Learning Outcomes for Third Grade Elementary School Students Putu Cindy Marcella; 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.v6i1.111066

Abstract

The low learning outcomes of elementary school students in science are influenced by the dominance of conventional learning methods, limited attractive learning media, and minimal integration of technology in the learning process. These conditions result in low student engagement and less than optimal understanding of concepts, especially in abstract material. This study aims to determine the effectiveness of the lift the flap book media assisted by augmented reality in improving elementary school students' science learning outcomes. This study is a development research that adapts the ADDIE model by involving third-grade students as research subjects. Data were collected through questionnaires and learning outcome tests using instruments that have met the criteria for validity and reliability. Data analysis was carried out using quantitative descriptive approaches, qualitative descriptive approaches, and inferential statistics to test the effectiveness of the developed media. The results showed that the media had a very good level of feasibility based on expert assessments, received very positive responses from practitioners, and was considered practical in its use by students. The effectiveness test showed a significant increase in learning outcomes after using the media. Thus, the lift the flap book media assisted by augmented reality proved feasible, practical, and effective for use in science learning. The implications of this research indicate that the integration of technology-based interactive media can improve the quality of learning, strengthen student engagement, and support the development of deeper conceptual understanding in the context of basic education.
Augmented Reality-Assisted IPAS Teaching Materials Oriented to Satua Bali to Improve Critical Thinking Skills of Fifth Grade Elementary School Students Putu Astrita Dewi Putu Astrita Dewi; 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.v6i1.111087

Abstract

Science education in elementary schools requires students to think critically in order to understand natural and social phenomena. However, abstract material is often difficult to understand without the support of concrete learning media. This study aims to develop Augmented Reality-assisted science teaching materials oriented towards Satua Bali to improve the critical thinking skills of fifth-grade elementary school students. This study used the Research and Development method with the ADDIE model. Data were collected through interviews, questionnaires, and critical thinking ability tests using instruments that met the criteria. Data analysis techniques included quantitative descriptive analysis, qualitative descriptive analysis, and inferential statistics. The validation results showed a material expert score of 3.8 and a media expert score of 3.87, which is categorized as very good. Teacher response reached 95%, individual testing reached 94%, and small group testing reached 91.7%, which is categorized as very practical. The effectiveness test showed a significance value of 0.000 (<0.05), indicating a significant increase in students' critical thinking skills. Thus, the teaching materials developed are feasible, practical, and effective for use in IPAS learning in elementary schools.
Development of Website-Based Learning Media for Graphic Design and Multimedia Courses in the Digital Business Study Program I Putu Okta Priyana; Made Ayu Jayanti Prita Utami; Upayana Wiguna Eka Saputra; Ni Putu Maha Lina; Gede Sedana Wibawa Yasa
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 4 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i4.94028

Abstract

Limitations of conventional learning media in Graphic Design and Multimedia courses result in limited access flexibility, low interactivity, and suboptimal development of students’ problem-solving skills. Therefore, adaptive, interactive, and curriculum-aligned learning media are needed in vocational education. This study aims to develop and evaluate interactive, engaging, and appropriate web-based learning media that meet student needs and curriculum requirements, while also testing the effectiveness and user satisfaction level in supporting problem-solving-based learning. This is a research and development study using the ADDIE model, which includes the stages of needs analysis, interface and content design, prototype development, implementation, and evaluation. The research subjects involved 62 second-semester students who took the Graphic Design and Multimedia course. Data were collected through a needs analysis questionnaire, media assessment questionnaire, and learning outcome tests in the form of pre-tests and post-tests. Data analysis was performed using quantitative descriptive analysis based on percentages and learning outcome comparisons. The results of the study indicate that the web-based learning media developed can improve student understanding, elicit positive responses to aspects of interactivity, clarity of material, and ease of access, and support more independent and contextual learning. The conclusion of this study confirms that web-based learning media are effective in improving the quality of vocational learning that is adaptive to technological developments and industry needs.
A Correlational Study between Intrinsic Learning Motivation and Cyberslacking Behavior Among College Students Putri Maharani; Ellina Rienovita; Lucia Ekawati Ikanubun
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 4 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i4.96865

Abstract

Cyberslacking behavior presents a significant challenge in the learning process, particularly among university students who have broad access to technology. This study aims to analyze the correlation between intrinsic learning motivation and student cyberslacking behavior. Intrinsic motivation in this study is based on Self-Determination Theory, encompassing the psychological needs for autonomy, competence, and relatedness. This research employed a quantitative approach with a correlational method. Data were collected using a closed-ended questionnaire with a Likert scale that had been tested for validity and reliability. A total of 167 students were selected as respondents through proportionate stratified random sampling. The Spearman rank correlation analysis revealed a significant negative correlation between intrinsic learning motivation and cyberslacking behavior (r = -0.200; p < 0.05). These findings indicate that higher intrinsic learning motivation is associated with a lower tendency to engage in cyberslacking during learning activities. The results highlight the importance of fostering intrinsic motivation as a preventive strategy against cyberslacking. The implication of this study encourages educators and instructional designers to develop learning experiences that support students’ basic psychological needs optimally.
Interactive Edugame-Based Learning Media to Improve Science Learning Outcomes of Sixth-Grade Elementary School Students Ni Kadek Eliyanti; I Wayan Suastra; Ni Ketut Suarni
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 4 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i4.98308

Abstract

The lack of innovation in the use of engaging, interactive, and enjoyable learning media has contributed to low student motivation and learning outcomes in science instruction. This study aims to analyze, examine, and evaluate the validity, practicality, and effectiveness of an Edugame based interactive learning medium in enhancing students’ motivation and learning outcomes. This research employed a development research design using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research subjects involved teachers and 31 students. Data were collected through expert validation questionnaires, teacher practicality questionnaires, and pretest and posttest instruments to measure learning improvement. Data analysis utilized the Gregory formula to determine the level of media validity and N-Gain analysis to measure the increase in students’ conceptual understanding. The results indicated that the Edugame-based media achieved a very high level of validity (90%) and a very high level of practicality (96%). Furthermore, the effectiveness test revealed a significant improvement in students’ learning outcomes, with the average pretest score of 65.45 increasing to 88.73 in the posttest and an N-Gain categorized as high. In conclusion, the developed Edugame-based interactive learning media is valid, practical, and effective. The findings imply that this media can serve as an innovative instructional strategy to improve the quality of science learning and support the development of similar media across various subjects and educational levels.
Competition-Based Puzzle Media to Improve Science Learning Outcomes in the Story about My Region Material in Grade IV Elementary School Putu Intan Sukma Mahayani; I Nyoman Jampel; Kadek Yudiana
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 4 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i4.99179

Abstract

The low level of student learning achievement and the limited variety of innovative instructional media in the IPAS subject highlight the need for the development of media that can enhance student engagement and the quality of the learning process. This study aims to develop and evaluate the feasibility of a competition based puzzle medium in terms of its validity, practicality, and effectiveness for the topic Cerita tentang Daerahku. The study employs a Research and Development approach using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The participants consisted of 20 fourth grade elementary school students. Data were collected through validation questionnaires completed by subject matter and media experts, practicality questionnaires completed by teachers and students, and learning outcome tests in the form of pretests and posttests. Data analysis used quantitative descriptive techniques to assess validity and practicality, and a paired-samples t-test to examine media effectiveness. The results showed average validity scores of 4.75 for the content aspect and 4.70 for the media aspect, both categorized as very valid. The practicality of the media reached 96% based on teacher responses and 89.80% based on student responses. The effectiveness test indicated an improvement in learning outcomes from a mean pretest score of 41.00 to a posttest score of 73.66, with t = 18.115 and p < 0.05. The implications of this study suggest that competition based puzzle media enrich IPAS learning through participatory approaches, the integration of physical and digital media, and the strengthening of twenty-first-century skills.
E-learning Development for Improving English Learning Motivation in High Schools Yoka Larasati Fatikhaningrum; Haryanto
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 4 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i4.100488

Abstract

English is an important foreign language to master in education; however, its learning is often considered difficult and lacks student motivation. This study aimed to develop and evaluate the effectiveness of a website based English e-learning platform to enhance interactivity and student learning motivation. The study employed a Research and Development (RnD) approach using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of students as end users, while the feasibility assessment was conducted by material and media experts. Data were collected through observation, interviews, and questionnaires, then analyzed descriptively to assess the feasibility and effectiveness of the e-learning platform. The results indicated that the website-based e-learning product is feasible for use, with expert evaluations ranging from “Good” to “Very Good.” User trials yielded an average score of 90.6, demonstrating that the platform is effective in increasing learning motivation. Functionally, the e-learning platform can serve as a supplement, complement, or substitution for face to face learning. In conclusion, the development of the website based learning media using the ADDIE model proved to be effective, practical, and capable of enhancing student motivation. The implications suggest that this platform can be used as an alternative interactive and flexible digital learning strategy and serves as a foundation for developing similar learning media for other subjects.
From Simulation to Competence: Examining the Impact of Virtual Reality Training on Aspiring Heavy Equipment Mechanics Arga Kuncoro Jati; Sutiman
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 4 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i4.100886

Abstract

Excavators play a crucial role in Indonesia’s mining industry; however, the growing demand for competent mechanics has not been matched by the quality of training, posing risks to both productivity and workplace safety. Virtual Reality (VR) offers a realistic, safe, and effective training method to enhance such competencies. This study employed a quasi-experimental pretest-posttest control group design involving 60 participants in a maintenance small excavator training program at UT School Jakarta, randomly assigned to a control group (conventional method) and an experimental group (VR) for a total of 32 instructional hours. Pretest results indicated comparable initial competencies, while posttest results revealed a significant improvement in the experimental group (t = -6.116; p < 0.05) with an N-Gain of 0.73 (high category) compared to the control group’s 0.58 (medium category). These findings confirm VR’s effectiveness in improving technical understanding, maintenance skills, and work attitudes through immersive simulations aligned with the Indonesian Heavy Equipment Competency Scheme standards. The novelty of this study lies in the direct application of VR to the small excavator maintenance cluster in Indonesia, recommending the integration of this technology into vocational curricula to bridge competency gaps in the heavy equipment industry.