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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
info.ejournal@undiksha.ac.id
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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
Digital Comic Based on the Salib Kasih Tarutung Ecosystem as a Local Wisdom Learning Media Rizka Nurani Hutasoit; Binari Manurung
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.v5i4.101038

Abstract

This study is motivated by ecosystem learning at the senior high school level, which still relies on conventional media, lacks interactivity, and has not optimally utilized the surrounding environmental potential. As a result, students have limited understanding of ecosystem components due to the lack of contextual learning media and minimal outdoor learning activities. Digital comics based on local wisdom are considered an alternative learning medium that is more engaging and relevant. This study aims to examine the feasibility, practicality, and effectiveness of ecosystem-based digital comics. The study employs the Thiagarajan development model and involves subject matter experts, media design experts, biology teachers, and students. The validation results indicate that the digital comics are considered feasible by experts. The practicality level falls into the very practical category based on teachers’ assessments and student trial results. The effectiveness test shows that the use of digital comics is able to improve students’ learning outcomes at a moderate level. It can be concluded that digital comics based on local wisdom are feasible, practical, and effective for use in biology learning. The findings imply that this media can be utilized by teachers to support contextual biology learning while fostering students’ learning motivation and environmental awareness.
Neurofeedback-Oriented Sign Language Learning Website to Improve Numeracy for Deaf Students Ketut Merta Yudi Ariana; Adrianus I Wayan Ilia Yuda Sukmana; I Kadek Suartama
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.v5i4.101062

Abstract

Numeracy learning for deaf students still faces significant challenges, particularly in attention and visual communication. This study aims to analyze and examine the effectiveness of a sign language-based learning website oriented on neurofeedback in improving numeracy skills among deaf students. The research employed the ADDIE development model, involving six deaf students as participants. Data were collected through expert validation questionnaires, user feasibility tests, pretests, and posttests, with instruments including surveys and numeracy tests. Data analysis was conducted using the Wilcoxon Signed-Rank Test to determine differences between pretest and posttest scores. The results indicated a significant increase in posttest scores compared to pretest (Z = -2.214, p = 0.027), confirming the effectiveness of the media. The website was deemed feasible, engaging, and appropriate for deaf students as it integrated visual elements, interactivity, and neurocognitive principles. This learning media not only enhanced numeracy skills but also improved students’ learning focus. The study implies that neurofeedback-based websites can serve as an alternative model for inclusive technology-based learning, providing opportunities to develop adaptive media tailored to diverse learning needs.
E-Book The Design of an Interactive Game-Based E-Book to Improve Critical Thinking Skills among Grade XI High School Students in History Learning Septya Novena Elwana Putri; I Made Tegeh; I Komang Sudarma
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.v5i4.101446

Abstract

History learning that is still dominated by conventional, teacher centered approaches tends to cause student boredom and does not optimally support the development of critical thinking skills, particularly among Generation Z learners. This condition highlights the need for innovative, interactive, and contextual learning media. This study aims to analyze the validity, practicality, and effectiveness of a game based interactive E-Book as a history learning medium in enhancing senior high school students’ critical thinking skills. This research employed a Research and Development (R&D) method using the 4D model, consisting of the define, design, develop, and disseminate stages. The research subjects involved eleventh grade students and history teachers. Data were collected through questionnaires, expert validation, and achievement tests, using validation sheets, response questionnaires, and objective test instruments. Data analysis was conducted using descriptive quantitative analysis, paired sample t-test, and N-Gain analysis. The results indicated that the developed media achieved a very high level of validity and practicality, with student and teacher responses exceeding 98%. In addition, the findings demonstrated a significant improvement in students’ critical thinking skills after using the media, with the N-Gain value falling into the effective category. The study concludes that the game based interactive E-Book is suitable for use as a history learning medium that supports active and meaningful learning. The implications of this study suggest that integrating game-based digital media can serve as a strategic alternative for fostering higher-order thinking skills in history education.
An Artificial Intelligence (AI)–Based Counseling Service Application System for Distance Higher Education Students Stefani Made Ayu Artharini Koesanto; Gunawan Wiradharma; Hudi Herdianto; Mario Aditya Prasetyo; Khaerul Anam
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.v5i4.101988

Abstract

Distance higher education students face serious challenges in accessing counseling services due to the limited number of counselors, geographical barriers, and increasing academic workloads that affect mental health. At the same time, social stigma and time constraints discourage students from seeking direct help, creating a need for alternative technology-based solutions. This study aims to develop and validate KonselQ, an artificial intelligence (AI)–based counseling application designed to provide adaptive, responsive, and empathetic initial emotional support. The research employed a Research and Development (R&D) method using the Rapid Application Development (RAD) model, particularly focusing on the iterative user design stage. The main features of the application include an AI ChatBot based on Cognitive Behavioral Therapy (CBT), an AI Assistant offering mental health tips, psychoeducation, self-assessment tools, and a conversation history menu. The feasibility testing results showed an average rating of “very good” from experts: 87.5% for media, 82.6% for language, and 84.5% for psychological content. These findings demonstrate that KonselQ can serve as an inclusive, sensitive, and relevant digital counseling solution for students’ needs. This study highlights the potential of AI technology to expand access to counseling services, reduce psychosocial barriers, and support student mental well-being in the digital era.
Development of Bilingual Picture Storybooks with a Science Content Orientation for Elementary School Ni Putu Trisna Dewi Andyani; Putu Nanci Riastini; Luh Sri Surya Wisma Jayanti
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.v5i4.102019

Abstract

Science learning in elementary schools is hindered by the limited availability of engaging, relevant, and bilingual learning resources, resulting in less optimal understanding of science concepts and English skills. This study aims to: a) describe the characteristics of Elementary School Science Content-Oriented Bilingual Picture Story Books needed by students, b) produce their design, c) test their validity, and d) test their practicality. The study employed the ADDIE model—analysis, design, development, implementation, and evaluation—with data collected through interviews, observations, and questionnaires, and analyzed using qualitative and quantitative methods. Validity testing yielded scores of 0.94 from material and media experts, and 0.95 from language experts, all in the “very high” category. Practicality testing showed teacher response scores of 91.11% and student responses of 96.50%, both categorized as “very good.” The findings indicate that the book is feasible and practical for use as a science learning resource. Its implication is the potential to enhance science learning and improve students’ English skills, provided teachers adapt its use to students’ characteristics and abilities to ensure optimal learning outcomes.
The Video Tutorials as Learning Media to Improve Basic Dribbling and Shooting Techniques in Soccer Games I Made Abdi Setiawan; Made Agus Dharmadi; Kadek Yogi Parta Lesmana
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.v5i4.102376

Abstract

The limited availability of instructional materials that can foster students’ activeness and critical thinking skills remains a challenge in Physical Education, Sports, and Health (PESH) learning, particularly in teaching basic motor skills in soccer. This study aims to analyze and develop a video tutorial-based learning medium focusing on basic dribbling and shooting techniques as an effort to improve the quality of the PESH learning process. This research employed a research and development approach using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research subjects included media experts, instructional design experts, subject matter experts, field practitioners, and 24 sixth grade students who participated as product trial respondents. Data were collected using questionnaires developed based on media feasibility instrument indicators and analyzed using descriptive quantitative techniques in the form of percentages. The results showed that the video tutorial-based learning media achieved a very good category, with feasibility scores of 94.1% from media experts, 100% from instructional design experts, 92.9% from subject matter experts, and 96.7% from field practitioners. Student trial results indicated feasibility levels of 90.6% in individual trials, 89.2% in small group trials, and 93.1% in large group trials. These findings confirm that the developed video tutorial media demonstrates a high level of validity and feasibility and is suitable for use in PESH learning. This study implies the strengthening of video tutorial-based media utilization as an alternative instructional resource that supports more effective and student-centered learning.
Integration of the Innovation Diffusion Theory (IDT) and the Technology Acceptance Model (TAM) in the Adoption of Learning Management Systems (LMS) Ali Mujahidin; Day Ramadhani Amir; Boedy Irahdtanto; Ahmad Rizky Wahyu Pratama
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.v5i4.102528

Abstract

The utilization of Learning Management Systems (LMS) in higher education remains suboptimal despite rapid advancements in educational technology. Challenges arise from technical factors and users’ perceptions regarding the system’s usefulness and ease of use. This study aims to analyze and evaluate the factors influencing LMS adoption by integrating Innovation Diffusion Theory (IDT) and Technology Acceptance Model (TAM) to provide a comprehensive understanding of user behavior. A quantitative explanatory approach with a survey method was employed. The study involved 282 respondents, including students and faculty members. The research instrument consisted of questionnaires based on IDT and TAM constructs, while data were analyzed using Structural Equation Modeling (SEM) with SmartPLS 4 software. The results indicate that out of 12 proposed hypotheses, 10 were supported, and 2 were rejected. Factors such as relative advantage, compatibility, observability, and trialability significantly affected perceived ease of use and perceived usefulness, whereas complexity was not significant. Furthermore, perceived ease of use and perceived usefulness positively influenced behavioral intention to use LMS. These findings confirm that integrating IDT and TAM effectively explains LMS adoption in a holistic manner. Practically, this study provides a foundation for system development, implementation strategies, and higher education policies to enhance LMS utilization, while supporting the adoption of adaptive and sustainable educational technologies.
Development of POLELA Educational Video on Balloon and Lantern Sleeve Patterns for Fashion Design Students Yunita Asfia; Evania Yafie; Siti Ubaidah; Thiessa Krisnanda; Yusrin Nasrillah
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.v5i4.102854

Abstract

Many students face difficulties in mastering the steps of creating balloon and lantern sleeve patterns, which affects their achievement in the Pattern Making course. Conventional teaching methods, such as lectures and board demonstrations, have proven less effective in accommodating diverse learning styles. This study aimed to develop and evaluate the effectiveness of the educational video POLELA (Balloon and Lantern Sleeve Patterns) in enhancing students’ understanding and independent learning in Grade X Fashion Design and Production programs. This research employed a Research and Development (R&D) approach using the ADDIE model, covering the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects included content experts, media experts, and 30 students as a limited trial sample. Data were collected through a four point Likert scale questionnaire and analyzed descriptively. The results indicated content validation with an average score of 3.43, media validation 3.63, and 95.33% positive student responses, showing that the POLELA video is highly feasible, practical, and effective. The findings suggest that integrating audiovisual elements in Pattern Making instruction can improve conceptual understanding, engagement, and students’ independent learning. The implication is that educational videos like POLELA can serve as a flexible and innovative teaching strategy and are recommended for broader implementation in vocational education to support the development of students’ practical skills.
Active Learning to Improve Teachers’ Competence in Developing Learning Media Selvi Dwi Hartiyani; Landung Sudarmana
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.v5i4.102973

Abstract

The development of the world of education, learning in the future will not only be about pedagogy and andragogy, but also include heutagogy and cybergogy, global and national conditions such as wars between countries and large-scale demonstrations if frequent and continuous, will affect learning conditions and learning outcomes. This study aims to implement active learning centered on students, with the background of changes in the learning paradigm that is centered on teachers with the industrial revolution 4.0. The ability or competence of teachers today is not only about pedagogy and andragogy, but also huetagogy, and cybergogy. This is very necessary because it is for sustainable learning and has an impact on the future of education. This research and development study uses APPED (Analysis and Initial Research, Design, Production, Evaluation and Dissemination). The data collection technique was carried out by filling out an instrument consisting of 30 questions with points 1-3 which aimed to determine the students' learning styles using visual, auditory or kinesthetic learning styles. After knowing the students' learning styles, learning and learning media were designed so that students play an active role in the learning process. Learning media was produced using Canva, Quizizz, Mentimeter, and EdPuzzle, and evaluated and disseminated. Three classes, 10 students from each class, were sampled, resulting in seven active students with a score of 80% and three active students with a score of 60%. Therefore, the implementation of active learning using these learning media techniques can be considered successful.
DIGIAPEL Interactive Digital Media as a Solution to Improve Digital Literacy of Vocational High School Students Yusrin Nasrillah; Evania Yafie; Thiessa Krisnanda; Siti Ubaidah; Yunita Asfia
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.v5i4.103248

Abstract

The digital literacy of vocational high school students in understanding coating materials still poses challenges in learning practices, as reflected in their low interest in reading and the limited availability of interactive digital media that is interesting and easily accessible. This study aims to develop of DIGIAPEL interactive digital media in supporting the strengthening of vocational high school students' digital literacy in coating materials. DIGIAPEL interactive digital media is designed by integrating the Canva platform as a visual presentation medium and Liveworksheet as a means of learning interactivity. This study uses a research and development approach with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects involved 10th grade vocational high school students. Data collection was carried out through questionnaires validated by media and subject matter experts, as well as questionnaires on student responses to the use of DIGIAPEL media. The data were analyzed using integrated qualitative and quantitative descriptive analysis techniques. The results showed that DIGIAPEL media was considered very feasible by media and subject matter experts and received positive responses from students. This media was perceived to have good visual quality, clear navigation structure, and was able to support independent learning and increase student active engagement in the learning process. These findings indicate that the use of DIGIAPEL interactive digital media has the potential to be an effective learning alternative in strengthening the digital literacy of vocational school students. The implications of this study emphasize the importance of developing and utilizing contextual