cover
Contact Name
Hirnanda Dimas Pradana
Contact Email
hirnandapradana@unesa.ac.id
Phone
+6285732745279
Journal Mail Official
etj@unesa.ac.id
Editorial Address
Jurusan Kurikulum dan Teknologi Pendidikan Gedung O4 Lantai 1 FIP Unesa Kampus Unesa Lidah Wetan Jalan Lidah Wetan Surabaya
Location
Kota surabaya,
Jawa timur
INDONESIA
Educational Technology Journal
ISSN : -     EISSN : 27972593     DOI : https://doi.org/10.26740/etj.v2n2
Core Subject : Education,
Educational Technology Journal (ETJ) is a scientific journal that contains and disseminate the results of research, in-depth study, and the ideas orinnovative work in the field of science education. The innovative work of the teachers and lecturers of the development of the education sector which is able to make a positive contribution to the schools and educational institutions the focus of this journal. 1. Educational Technology 2. Curriculum 3. Learning Media 4. Learning Material 5. Learning Environment 6. Learning Methods 7. Learning Theory 8. Learning Design 9. Learning Approach 10. Learning Model 11. Learning Strategies 12. Techniques in Learning
Articles 48 Documents
PENGEMBANGAN BOOKLET DIGITAL BER Pengembangkan Booklet Digital Berbasis Contextual Teaching Learning Tema Cita-Citaku Untuk Muatan Petan Pembelajaran PPKn Kelas IV Indah Amalia Ramadhan
Educational Technology Journal Vol 2 No 2 (2022): Volume 2 Nomor 2, Oktober 2022
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1468.296 KB) | DOI: 10.26740/etj.v2n2.p1-7

Abstract

Penelitian dan pengembangan ini bertujuan untuk menghasilkan produk berupa booklet digital berbasis CTL pada pembelajaran PPKn Tema 6 Cita-Citaku di kelas IV sekolah dasar. Penelitian ini menggunakan metode pengembangan ADDIE yang terdiri dari lima tahapan, yaitu Analysis, Desgain, Development, Implementation, Evaluation.Uji coba validasi produk melibatkan tiga orang ahli, yaitu ahli materi, ahli bahasa, ahli media, dan siswa kelas IV A SD Negeri Karang Tengah 07. Pengumpulan informasi diperoleh dari wawancara dengan guru dan siswa kelas IV serta kuesioner. Hasil validasi ahli materi 90%, ahli bahasa 76,3%, ahli media 97,7%. Sehingga memperoleh rata-rata hasil keseluruhan validasi uji ahli adalah 88%. Hasil uji coba produk one to one 91,4%, small group 92,7%,  filed test 93,1%. Dengan demikian hal tersebut menunjukan bahwa booklet digital berbasis CTL layak untuk digunakan sebagai media belajar untuk siswa kelas IV sekolah dasar.
RANCANG BANGUN MEDIA POWER POINT INTERAKTIF PADA MATERI ZAT TUNGGAL DAN CAMPURAN DI KELAS V SD Syifa Umi Hunafa; Novi Yanthi; M. Ridwan Sutisna
Educational Technology Journal Vol 2 No 2 (2022): Volume 2 Nomor 2, Oktober 2022
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (487.629 KB) | DOI: 10.26740/etj.v2n2.p8-21

Abstract

Penelitian ini didasarkan pada perkembangan ilmu pengetahuan dan teknologi, dimana hal tersebut dapat dijadikan sebagai perantara untuk lebih memaksimalkan proses pembelajaran khususnya yang berkaitan dengan penggunaan media pembelajaran digital. Adapun tujuan dari penelitian ini yaitu untuk mendesain dan mengembangkan media pembelajaran Power Point interaktif dalam konten pelajaran IPA di SD kelas V yaitu mengenai zat tunggal dan campuran. Penelitian ini menggunakan metode penelitian D&D (Design and Development) dengan menggunakan model ADDIE (Analysis, Design, Development, Implement, Evaluation). Produk media pembelajaran Power Point interaktif yang sudah dikembangkan selanjutnya divalidasi oleh dua ahli yaitu ahli media dan ahli materi. Hasil kedua validasi tersebut menunjukkan bahwa dari segi media dinyatakan “layak” untuk digunakan dan dari segi materi dinyatakan “sangat layak” untuk digunakan. Sementara pada tahap implementasi, media pembelajaran Power Point interaktif pada zat tunggal dan campuran diujicobakan terhadap guru dan siswa kelas V SD. Hasil keduanya menunjukkan bahwa media pembelajaran tersebut dinyatakan “sangat layak” untuk digunakan pada proses pembelajaran IPA di kelas V, khususnya pada materi zat tunggal dan campuran.
Pengembangan Lift The Flap Book Berbasis Multimedia Interaktif dalam Pembelajaran PPKn Kelas V Sekolah Dasar Wanda Dwy Rezka; Otib Satibi Hidayat; Rosinar Siregar
Educational Technology Journal Vol 2 No 2 (2022): Volume 2 Nomor 2, Oktober 2022
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (373.072 KB) | DOI: 10.26740/etj.v2n2.p38-43

Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah produk berupa Lift The Flap Book berbasis multimedia interaktif dalam pembelajaran PPKn materi hak dan kewajiban sebagai warga masyarakat untuk kelas V Sekolah Dasar. Pengembangan Flap Book ini menggunakan metode Research and Development dengan model pengembangan ADDIE yang terdiri dari 5 tahap yaitu analisis, perancangan, pengembangan, implementasi, dan evaluasi. Teknik pengumpulan data yaitu dengan wawancara dan kuisioner. Penilaian dilakukan dengan melibatkan tiga orang ahli, yaitu ahli materi, ahli media, dan ahli Bahasa, serta sebelas orang siswa kelas V SDN Bendungan Hilir 05 Pagi. Analisis data yang digunakan dalam penelitian ini adalah teknik analisis data statistik deskriptif. Hasil penelitian menunjukkan bahwa kelayakan Lift The Flap Book berbasis multimedia interaktif untuk uji ahli materi mendapatkan persentase sebesar 76,9%, uji ahli media 97,2%, dan uji ahli Bahasa 70,5%. Persentase uji coba siswa untuk tahap One to One sebesar 97,5%, dan Small Group 88,4%. Lift The Flap Book berbasis multimedia interaktif ini dinilai sangat layak, sehingga dapat digunakan oleh siswa dalam pembelajaran PPKn materi hak dan kewajiban sebagai warga masyarakat kelas V Sekolah Dasar.
PERANAN MEDIA PEMBELAJARAN DALAM KURIKULUM 2013 Hari Sugiharto Setyaedhi
Educational Technology Journal Vol 1 No 1 (2021): Volume 1 Nomor 1, April 2021
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (353.635 KB) | DOI: 10.26740/etj.v1n1.p19-30

Abstract

The curriculum aims to prepare the 2013 Indonesian man to have the ability to live as individuals and citizens who believe, productive, creative, innovative, and affective and able to contribute to the society, nation, state, and world civilization. A professional teacher is not only required to master the learning material that will be delivered to their students, but also to be able to develop and utilize media and learning resources for the learning process. Media and learning resources is an integral part of the whole process of education in all programs and levels, so the skills to develop and utilize instructional media sorely needed by a professional teacher. The role of media in learning the curriculum in 2013 is very important, because the learning process begins with the activity observed (Reading, listening, listening, seeing (with or without tools). The smoothness and effectiveness of learning, among others, supported by the presence of tools / media / learning resources available. Availability of tools / media / learning resources enable students to learn better, more intensive, and more potential that can be developed. Therefore, tools / media / learning resources need to be presented appropriately in the curriculum of 2013.
PENGEMBANGAN E-LKPD BERBASIS PROBLEM BASED LEARNING UNTUK PEMBELAJARAN PPKN DI KELAS IV SEKOLAH DASAR Felia Nursyamsiana; Otib Satibi Hidayat; Edwita Edwita
Educational Technology Journal Vol 3 No 1 (2023): Volume 3 Nomor 1, April 2023
Publisher : Universitas Negeri Surabaya

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Abstract

The aim of this research and development is to develop an E-LKPD based on Problem Based Learning that is suitable for use by 4th grade elementary students. This research was conducted in 4th grade at SD Negeri Mustikasari II, Bekasi in June 2021. This research uses Research and Development (R&D) method by ADDIE. There are five steps in this reseacrh, including: analyze, design, development, implementation and evaluation. The techniques of collecting data used in this research are interviews and questionnaires. The respondents in this development are an expert material lecturer, an expert media lecturer, an expert linguist lecturer and thirty grade students at SD Negeri Mustikasari II, Bekasi. The results indicate that E-LKPD based on Problem Based Learning is considered very feasible, as seen from the results of the overall average score of 95% according to experts and student questionnaires of 81,7% for the one-to-one stage, 82,2 % for the small group stage and 83,8% for the field test stage. E-LKPD is considered very feasible, so it can be used by students as one of the electronic teaching materials in studying the obligations and rights of living things and the environment.
PENGEMBANGAN MAJALAH ELEKTRONIK BERBASIS KONTEKSTUAL DALAM MUATAN PELAJARAN IPS KELAS V SEKOLAH DASAR Nadiah Septiana; Nidya Chandra Muji Utami; Yustia Suntari
Educational Technology Journal Vol 3 No 1 (2023): Volume 3 Nomor 1, April 2023
Publisher : Universitas Negeri Surabaya

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Abstract

This study aims to develop contextual based e-magazine on the content in social studies lesson class V elementary school. The method used is the Research and Development (RnD) with the development process using the model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). However, due to the Covid-19 pandemic this research is only up to the development phase. Data collection techniques used are observation, interview and questionnaire. Respondents in this research are one material expert lecturer, one media expert lecturer, one linguist lecturer, three 5th graders of elementary school for one to one phase, and twelve students for small group phases. The results of the feasibility of 1) Media expert validation obtained a score of 96,15%, 2) Material expert validation obtained a score of 93,75%, 3) Linguist validation obtained a score of 85%. Based on the results of the validation of the experts, overall a score of 92,4% was obtained in the very good category. The test to 5th graders of elementary school is resulting in average score of 93,33% for one-to-one phase and 96,67% for small group phase which was included in the very good category so that the product was declared suitable for use.
PENGEMBANGAN MEDIA AUDIO-VISUAL ANIMASI BERBASIS PROBLEM-BASED LEARNING PADA PEMBELAJARAN IPS KELAS IV SD Cintya Febriyanda Wulandari Cintya; Arita Marini; Imaningtyas Imaningtyas
Educational Technology Journal Vol 3 No 1 (2023): Volume 3 Nomor 1, April 2023
Publisher : Universitas Negeri Surabaya

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Abstract

This study aims to develop problem-based learning-based audio-visual animation in social studies learning with the theme "My Hero" as a distance learning video for fourth grade elementary school students. Respondents in this study were students of class IV. The development model used is ADDIE with modifications to the implementation stage, with analysis, planning, development, implementation and evaluation stages. Data collection techniques used are observation, interviews, and questionnaires. The recapitulation of problem-based learning audio-visual animation conducted by media experts scored 98.21%, material experts scored 83.33%, and linguists scored 100%. The results of the recapitulation of the test for grade IV students in the one to one stage involved 4 students and 1 class teacher getting a score of 89.5%. Therefore, audio-visual animation based on problem-based learning can be said to be valid and appropriate for use in distance learning for fourth grade elementary school students.
EFEKTIVITAS FLIPBOOK DIGITAL PADA MATERI IPAS DALAM MENINGKATKAN MOTIVASI DAN HASIL BELAJAR PESERTA DIDIK DI SMK YAPALIS KRIAN Siti Aisyah; Mustaji Mustaji
Educational Technology Journal Vol 3 No 1 (2023): Volume 3 Nomor 1, April 2023
Publisher : Universitas Negeri Surabaya

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Abstract

The purpose of this study was to determine the feasibility and effectiveness of digital Flipbook media in increasing student learning motivation in class X TKJ SMK Yapalis Krian Sidoarjo in the 2023/2023 academic year. Development model using 4D (Define, Design, Development and Disseminations) The research method uses development research involving qualitative and quantitative research. For data collection techniques using interviews, questionnaires and tests. Structured interview techniques are used to collect media validation data, material to experts. Questionnaire sheets are addressed to students to determine the level of motivation in learning with Flipbook media. While the test is used to determine the impact of motivation, namely student learning outcomes in the form of pre-test and post-test. For data analysis, the writer uses descriptive analysis, validity and reliability and T test. The results of the research on media and material validation showed 76% and 86%, in the large and small group testing the results were 81% and 84% in the very feasible category. The results of student motivation obtained results of 82% of the overall student average. This shows that the existence of Flipbook media can increase student motivation in learning activities.
PENGARUH PROJECT BASED LEARNING (PjBL) TERHADAP KETERAMPILAN EDITING VIDEO SISWA SMK Mitra Nata Rahayu; Fajar Arianto
Educational Technology Journal Vol 3 No 1 (2023): Volume 3 Nomor 1, April 2023
Publisher : Universitas Negeri Surabaya

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Abstract

Project Based Learning (PjBL) is the latest learning model innovation that is deliberately designed to bridge learning theory and learning practice, especially those related to creativity, work design in the form of projects oriented towards product and concept acquisition and to improve learning outcomes in the form of students' video editing skills. This study aims to determine the effect of the Project Based Learning (PjBL) learning model on video editing skills in Audio Video Processing Engineering subjects. The research used a quasi-experimental design with a posttest only control group design. The research subjects were students of Multimedia Department Vocational High School totaling 68 students. Data collection was carried out tests for video editing skills. The research hypothesis was tested using t-test. Descriptive statistics research results show the average value of video editing skills of students who apply the Project Based Learning (PjBL) learning model reaches 82.53 while those who learn using direct learning (Direct Learning) is 74.15. The results of the research hypothesis show that the difference between the two numbers shows a significant difference in the results of video editing skills
PENGEMBANGAN MEDIA PEMBELAJARAN KARTU HURUF UNTUK ANAK DIDIK DI TK BUNGA BANGSA KECAMATAN PAKAL SURABAYA Ida Ariyanti; Hirnanda Dimas Pradana
Educational Technology Journal Vol 3 No 1 (2023): Volume 3 Nomor 1, April 2023
Publisher : Universitas Negeri Surabaya

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Abstract

This research uses a type of development research (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) to design effective learning by making letter cards for kindergarten-aged children. The research subjects were teachers and students of Bunga Bangsa Kindergarten. The results of this study indicate that the use of letter card learning media increases student involvement in learning and helps students to be able to read beginning. Product development in the form of letter cards is based on product needs in learning at Bunga Bangsa Kindergarten. The development of this product produces letter cards that are needed in learning at the kindergarten level and are expected to be able to easily help students to be able to read at the beginning. In conclusion, the development of these letter cards can help increase student involvement in learning and help students to be able to read for starters. The development of this product has also gone through validation stages from media experts and material experts as well as individual trials which have shown positive results