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
Interactive PowerPoint Based on Discovery Learning for Teaching the Area of Plane Figures in Grade V Elementary School Mathematics I Kadek Dwi Arta; I Wayan Wiarta; Dewi Anzelina
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.v5i4.103435

Abstract

Mathematics learning in elementary school still faces challenges due to the abstract nature of its concepts, particularly in the topic of plane figures area, which leads to low students’ conceptual understanding. This study aims to examine the feasibility and effectiveness of an interactive PowerPoint media based on Discovery Learning to improve students’ mathematics learning outcomes. The study employed a Research and Development approach using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects involved elementary school students as media users, as well as experts in instructional design, instructional planning, media, and subject matter as validators. Data were collected through expert validation sheets, individual and small-group trial questionnaires, and learning achievement tests. The research instruments consisted of questionnaires, assessment rubrics, and posttest items. Data analysis was conducted using descriptive quantitative methods to assess media feasibility and a t-test to examine its effectiveness. The results showed that the developed media was considered feasible, with validation scores of 95% from instructional design experts, 80% from instructional planning experts, 91.67% from media experts, and 91.67% from subject matter experts. Individual trials obtained a score of 89%, while small-group trials reached 84%, both categorized as good. The effectiveness test indicated an average posttest score of 93, exceeding the minimum mastery criterion of 75, with a t-value of 12.449 > 2.10. The conclusion confirms that the interactive PowerPoint media based on Discovery Learning is valid, practical, and effective. These findings imply that the media can be utilized by teachers as an alternative approach to create active, engaging, and learning experiences aligned with 21st-century competency demands.
Utilization of Interactive Multimedia in Sepak Takraw Extracurricular Activities in Junior High Schools I Putu Adi Mahardika; I Ketut Semarayasa; Luh Putu Tuti Ariani
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.v5i4.103520

Abstract

This study aims to develop and validate interactive multimedia-based learning media for sepak takraw using Adobe Animate to support extracurricular activities in junior high schools. The study arises from the limited use of conventional media in explaining sepak takraw techniques, which affects students’ understanding and skills. The research employed the Research and Development (R&D) method with the 4D model, consisting of define, design, develop, and disseminate stages. Data were collected through interviews, surveys, questionnaires, and literature studies, and analyzed using descriptive quantitative techniques. The resulting product is an interactive multimedia application accessible via desktop and Android devices. Validation results showed that the material expert gave an average score of 4.7 and the media expert 4.67, both categorized as very good. These findings indicate that the developed media is feasible for improving students’ sepak takraw skills, learning motivation, and independent learning. The implication of this study suggests that Adobe Animate–based interactive multimedia can serve as an innovative alternative for coaches to create more engaging, adaptive, and student-centered learning experiences in the digital era.
Augmented Reality (AR) Educational Media for the Prevention of the Three Major Sins in Education at Elementary Schools Komang Alex Pramuditha Poerniawan; I Nengah Eka Mertayasa; I Nyoman Indhi Wiradika
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.v5i4.103700

Abstract

The increasing prevalence of bullying, intolerance, and sexual violence in elementary schools indicates inadequate preventive efforts supported by innovative and technology-responsive educational media. This condition underscores the urgency of developing informative and engaging educational media to raise students’ awareness in preventing the Three Major Sins of Education. The purpose of this development research is to develop an Augmented Reality (AR) product as an educational medium to prevent the 3 Major Sins of Education in elementary schools and to describe the responses of students and teachers to the AR product. The type of research used is Research and Development (R & D) with the Multimedia Development Life Cycle (MDLC) model as a framework for developing multimedia products consisting of the stages of Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The results of this development research are in the form of an AR website assisted by Assmblr EDU called EduAR VIA, which has undergone content expert testing with a score of 1.00 with the criteria “Very Valid”, and a media expert test with a score of 1.00 with the criteria “Very Valid”, as well as a user response test showing a “Very Positive” qualification with the criteria “Very Good” or the developed media is able to increase students' interest in understanding the material on the 3 Major Sins in Education. Thus, the development of the Augmented Reality product has yielded valid results and positive responses, making it a relevant alternative educational medium with the potential to optimize education and foster positive character development in students.
Educational Games on Creative Thinking Skills and Chinese Language Learning Achievement in Vocational Schools Yue fang LIN; I Komang Sudarma; Ketut Agustini
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.v5i4.104324

Abstract

Against the backdrop of global educational game development and vocational education reform in China, Chinese language instruction in vocational secondary schools remains dominated by traditional lecturing, provides limited support for creative thinking, and is insufficiently aligned with Generation Z’s digital learning characteristics. Moreover, research on the integration of educational games in vocational Chinese language learning is still limited and fragmented, making this study both necessary and timely. This study adopted a quasi-experimental design (200 students, 100 each in the experimental group and the control group) to explore the impact of educational games on vocational secondary school students’ creative thinking and Chinese language achievement. The experimental group adopted a game-integrated teaching model, while the control group used traditional teaching methods.The research results showed that: the creative thinking score of the experimental group increased by 30.2% (t=10.35-11.76, p<0.001), and the Chinese language achievement increased by 28.0% (t=9.76-12.45, p<0.001); the improvement of the control group was minimal. There was a significant positive correlation between the two (r=0.69, p<0.001), and learning motivation and strategies played a mediating role (β=0.22-0.32, p<0.001). Educational games can significantly promote the development of vocational school students' creative thinking and can effectively improve vocational school students' Chinese language achievement.
ARCS Model-Based Educational Game for Athletics in Physical Education Steven Roseily; Ketut Agustini; Ni Nyoman Parwati
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.v6i1.107727

Abstract

Physical Education, Sports, and Health (PJOK) learning, particularly in athletics, is often perceived as tedious and repetitive by students, leading to low learning motivation. This study aims to develop an educational game named "FitMove" based on the ARCS model (Attention, Relevance, Confidence, Satisfaction) and to test its validity, practicality, and effectiveness in increasing the learning motivation of junior high school students. This research is a Research and Development (R&D) study using the ADDIE model. The research subjects included material experts, media experts, practitioner teachers, and seventh-grade students at a Junior High School in Denpasar. Data collection utilized validation sheets, response questionnaires, and the Instructional Materials Motivation Survey (IMMS). The data were analyzed using descriptive quantitative analysis for validity and practicality, and a Paired Sample t-Test for effectiveness. The results showed that FitMove was declared very valid (I−CVI=1.00) and very practical by teachers (94.6%) and students (91.1%). The effectiveness test showed a significant increase in student learning motivation (p<0.001) with a post-test average score (144.00) higher than the pre-test (119.71). This research implies that integrating sensor-based gamification can effectively bridge the gap between digital play and physical exertion, offering a scalable solution for modernizing physical education.