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
PENINGKATAN KREATIVITAS PESERTA DIDIK MELALUI MODEL PEMBELAJARAN PROJECT BASED LEARNING TEMA 6 KELAS III SEKOLAH DASAR Fahira Anatasya Hazri Handaka; Ratih Purnamasari; Maya Krisna Sushanty
Educational Technology Journal Vol 3 No 2 (2023): Volume 3 Nomor 2, Oktober 2023
Publisher : Universitas Negeri Surabaya

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Abstract

This research was compiled with the aim of increasing the creativity of students by applying the Project Based Learning learning model to class IIIA students at SDN Semeru 1 Bogor. Creativity referred to in this study include; have curiosity, self-confidence, persistence, and high imagination and dare to express opinions. This type of research is Collaborative Classroom Action Research (PTKK), a type of research that examines learning problems in the classroom through reflection in an effort to find problems with various planned actions. The research design uses the Kemmis and Mc. Taggart. This research was conducted in the even semester of the 2022/2023 school year, in February. The subjects of this study were class IIIA students at SDN Semeru 1 consisting of 28 students. The object of research is the creativity of students. Data collection techniques using observation and interviews. Data were analyzed descriptively and presented in the form of tables and graphs. The results showed that there was an increase in students' creativity, namely in the first cycle of 69% (high), then in the second cycle it increased to 90% (very high). This means an increase of 21%. Thus the use of the Project Based Learning learning model in Theme 6, especially in the SBdP content of Decorative Works material can increase the creativity of class IIIA students at SDN Semeru I.
PENGEMBANGAN E-MODUL PADA MATERI KONSEP JARINGAN KOMPUTER MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR DI SMKS KETINTANG SURABAYA Dea Alvanita Pangesti Pangesti; Mustaji Mustaji
Educational Technology Journal Vol 3 No 2 (2023): Volume 3 Nomor 2, Oktober 2023
Publisher : Universitas Negeri Surabaya

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The purpose of this study is to determine the feasibility and effectiveness of e-module material on the concept of computer networks, computer subjects and basic networks. The development procedure used is the ADDIE model. The subjects in this study were class X Multimedia 2 as an experimental class and class X Multimedia 1 as an experimental class. The data collection method uses interviews, questionnaires and tests. To analyze data with the Normality Test using the F test, the Homogeneity Test uses the chi-squared formula and the T-Test uses the t-test formula. The experimental design used was the Pretest Posttest Control Group Design. Based on the results of data analysis from questionnaires and interviews, it can be concluded that the e-module material of the concept of computer networks is included in the category of feasible and good use in learning. While the results of data analysis of student learning outcomes show that e-modules are effective in improving learning outcomes. This can be proven by the results of the t test, t count obtained results greater than t table, namely 3.79 for t count and 1.66 for t table. Thus the e-module material on the concept of computer networks in Computer and Basic Networks subjects effectively improves the learning outcomes of class X Multimedia students
PEMANFAATAN MODEL PEMBELAJARAN KOOPERATIF TIPE MAKE A MATCH UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS X MULTIMEDIA PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR DI SMK KETINTANG SURABAYA Fadya Ayu Noviyanti; Utari Dewi
Educational Technology Journal Vol 3 No 2 (2023): Volume 3 Nomor 2, Oktober 2023
Publisher : Universitas Negeri Surabaya

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Abstract

This study aims to evaluate the effectiveness of cooperative learning model type make a match in improving the learning outcomes of students in class X Multimedia at SMK Ketintang Surabaya in basic computer and network subjects. The research was conducted with experimental method and used Nonequivalent Control Group Design. The research subjects consisted of two classes, namely the control class and the experimental class. The experimental class applied the make a match type cooperative learning model, while the control class applied conventional learning. The research data were collected through observation sheets and learning outcome tests. The results showed that the cooperative learning model of make a match type could be implemented well by teachers and students. The normality test results showed that the data were normally distributed and the homogeneity test results showed that the data were homogeneous. In addition, the results of hypothesis testing showed that there was a significant increase in the learning outcomes of students who applied the make a match type cooperative learning model compared to students who applied conventional learning. This research shows that the cooperative learning model of make a match type is effective in improving student learning outcomes in basic computer and network subjects at SMK Ketintang Surabaya. This learning model can be an alternative for teachers and schools in developing more effective and innovative learning strategies.
PEMANFAATAN MEDIA SOSIAL INSTAGRAM SEBAGAI MEDIA PEMBELAJARAN MATERI PEMASARAN PRODUK MATA PELAJARAN PRODUK KREATIF DAN KEWIRAUSAHAAN KELAS XII MULTIMEDIA SMKN 1 SURABAYA Karmila Ridha Rahma; Hari Sugiharto Setyaedhi
Educational Technology Journal Vol 3 No 2 (2023): Volume 3 Nomor 2, Oktober 2023
Publisher : Universitas Negeri Surabaya

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Abstract

The purpose of this study was to find out the use of social media Instagram as a learning medium for product marketing materials in the multimedia department of SMKN 1 Surabaya. The research method used is a qualitative method, while the research design used is a case study. Methods of data collection using observation, interviews, and documentation studies. To test the validity of the data using the credibility test (Internal Validity) and Transferability test (External Validity). The subjects in this study were students of class XII Multimedia. Data collection using interviews, observation, and documentation was used to determine the characteristics of students, knowledge of sources related to Instagram social media, and the number of project assignments. The main results of this study indicate that students can utilize Instagram social media as a learning medium in creative and entrepreneurship product subjects to carry out product marketing and promotion, providing the latest references to students can provide stimulation their creativity, in the implications of working on projects using Project Based Learning learning model.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS GAMES UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA MATERI PROSEDUR KERJA ANIMASI 2D MATA PELAJARAN ANIMASI 2D KELAS XI ANIMASI SMK NEGERI 2 SURABAYA Nur Isnaini Oktavia; Lamijan Hadi Susarno
Educational Technology Journal Vol 3 No 2 (2023): Volume 3 Nomor 2, Oktober 2023
Publisher : Universitas Negeri Surabaya

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The purpose of developing game-based interactive multimedia media is to determine the feasibility of game-based interactive multimedia media to be presented in the subject matter of 2D animation work procedures and to determine the effectiveness of game-based interactive multimedia media in the learning process of 2D animation work procedure material for Class XI Animation at SMKN 2 Surabaya . The development model used is the ADDIE model with the subject of the XI Animation class XI Animation students at SMKN 2 Surabaya. Media feasibility data was obtained from the results of validation instruments from learning design experts, materials and media, as well as individual, small group and field product trials. Media effectiveness data obtained from the results of the pretest and posttest values that have been through the analysis of t test data. From the analysis of the t test data, the results obtained are t count 17.57 and t table 1.995 indicating t count is greater than t table. So, it can be concluded from the results obtained, showing game-based interactive multimedia media 2D animation work procedure material is feasible to be applied in learning activities 2D animation work procedure material and is effective in improving learning outcomes in class XI 2D animation work procedure material at SMKN 2 Surabaya
PERBANDINGAN MODEL PEMBELAJARAN STAD, TGT, DAN KOMBINASI STAD-TGT DALAM MENINGKATKAN HASIL BELAJAR SISWA TKR KELAS XI PADA MATA PELAJARAN PKKR Bunga Rahmania; Ikhsanudin; Sulaeman Deni Ramdani
Educational Technology Journal Vol 3 No 2 (2023): Volume 3 Nomor 2, Oktober 2023
Publisher : Universitas Negeri Surabaya

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Abstract

This study is aiming to compare learning achievement of the students with the STAD, TGT, and STAD-TGT combination models. This research is quasi-experimental research. The samples used were 3 classes from SMKN 1 Ciruas and SMK PGRI 1 Serang. Data collection using test and observation sheets of student activity. Data analysis techniques used descriptive analysis, normality test and homogeneity test, as well as hypothesis testing. The results of the study were obtained through descriptive analysis with an average learning achievement using the STAD model is 58.33, TGT model is 54.47, and STAD-TGT combination model is 65.29. Descriptively, the learning achievement category in STAD-TGT combination model is higher than two other models. Based on the descriptive analysis it was concluded that the learning outcomes of the STAD-TGT combination model obtained the highest average score. However, this difference was not significant, as evidenced by the Tukey HSD test which resulted in the STAD-TGT combination model with the STAD model (sig. 0.447), while the difference occurs significantly between the STAD-TGT combination model and the TGT model (sig. 0.027). The conclusion in this study is that the STAD-TGT combination model is sequentially better in improving student learning outcomes in class XI TKR. Keywords: experiment; learning acheivement; STAD, TGT, STAD-TGT combination.
DEVELOPMENT OF ARTICULATE STORYLINE INTERACTIVE MEDIA BASED ON PROBLEM BASED LEARNING IN SCIENCE LEARNING IN CLASS Muthiah Wandani, Frisya Alvita; Yarmi, Gusti; Supriatna, A.R
Educational Technology Journal Vol 4 No 1 (2024): Volume 4 Nomor 1, April 2024
Publisher : Universitas Negeri Surabaya

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This research and development aims to deliver products, determine the feasibility, and effectiveness of the interactive media Articulate Storyline based on Problem-Based Learning in science learning for grade IV elementary school students. This research uses the ADDIE development model which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluate. Product validation trials were carried out by involving material experts, media experts, linguists, and fourth grade students of SDIT Cendekia Islamic School Bekasi City. Information collection was obtained from observations, interviews with fourth grade teachers, and questionnaires. The results of the material expert validation were 95%, media experts 96.6%, and linguists 97.9%. Thus obtaining the average overall result of the experts validation is 96.5%. The results of the one to one product trial were 82.1%, small group 88.5%, and field test 92.5%. As well as getting an increase in learning outcomes from the pre-test 72.76 and post-test 93.72. Thus, this shows that the interactive media Articulate Storyline based on problem-based learning is feasible and effective to be used as an alternative or additional learning media for grade IV elementary school students.
AI-GENERATED CONTENT: GUIDELINES, HIGHER-ORDER THINKING SKILLS, AND COPYRIGHTS Allen, Taylor; Villaflor-Wilson, Romina; Muljana, Pauline; Romero-Hall, Enilda
Educational Technology Journal Vol 4 No 1 (2024): Volume 4 Nomor 1, April 2024
Publisher : Universitas Negeri Surabaya

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Artificial Intelligence (AI) technology has progressed in leaps and bounds and has taken the world by storm with its seemingly endless potential applications that can have both positive and negative effects on society at large. Regulating a powerful and ever-evolving tool, however,  is a slippery slope with no consensus on how laws are applied to specific AI applications and how these will work in diverse contexts (Chauhan, 2022). The implications of regulations for generative AI are about as vast as its potential, and the lack of a comprehensive framework all the more highlights the difficulty in applying policies to varying contexts. It is essential, therefore, for higher education institutions to form a task force of faculty, faculty developers, and instructional designers to develop up-to-date guidelines and best practices through a Strength, Weaknesses, Opportunities, and Threats (SWOT) analysis and warrant regulations that are aligned with their contexts while promoting higher order thinking and an understanding of copyright principles. Strategies and collaborations can be developed, thereby providing a range of perspectives on effective and responsible use of AI technology in education, fostering cooperation and educational opportunities, and ensuring ethical use and awareness of data privacy for educators and users alike.
EXPLORATION OF THE POTENTIAL OF BLOCKCHAIN TECHNOLOGY IN SECURING DATA AND EDUCATIONAL CREDENTIALS Azahra, Suci Rizkiah
Educational Technology Journal Vol 4 No 1 (2024): Volume 4 Nomor 1, April 2024
Publisher : Universitas Negeri Surabaya

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Blockchain technology has emerged as a potential solution for ensuring data security and integrity in various fields, including education. In this publication, we explore the potential of blockchain technology in securing educational data and credentials. We start by providing an introduction to the basic concepts and principles of blockchain technology. Next, we explain how blockchain technology can be used to create a secure and trusted system for storing educational data, including academic history, certificates, and transcripts. We also discuss the use of blockchain in securing educational credentials, such as degrees and certificates, as well as concepts such as credential tokenization and decentralized verification. We identified possible advantages to be gained from the application of blockchain technology in education, including increased security, transparency, and reduced administrative costs. However, we also acknowledge challenges, such as scalability, privacy, and legal and regulatory barriers. Through case studies and existing implementation projects, we provide real-life examples of how blockchain technology has been tested and applied in educational contexts.  In conclusion, blockchain technology has great potential for securing data and educational credentials. In an educational context, blockchain can improve security, transparency, and efficiency. However, challenges and barriers need to be overcome for the application of blockchain in education to become more widespread and successful.
THE IMPLEMENTATION OF THE NUMBERED HEAD TOGETHER (NHT) COOPERATIVE LEARNING MODEL TO ENHANCE STUDENT LEARNING OUTCOMES IN THE TOPIC OF MECHANICAL MEASURING INSTRUMENTS AT SMKN 1 TUNJUNG TEJA Triani, Nova; Iman, Atep; Ikhsanudin, Ikhsanudin
Educational Technology Journal Vol 4 No 1 (2024): Volume 4 Nomor 1, April 2024
Publisher : Universitas Negeri Surabaya

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In this study, the researchers want to find out how much better students learn mechanical measuring instruments when they use the NHT type of joint learning model compared to when they use the traditional model of learning at SMKN 1 Tunjung Teja. A non-equivalent control group approach is used in this kind of study, which is kind of like an experiment. The people who took part in this study were students in class X at TKRO SMKN 1 Tunjung Teja. A learning outcome test was used as a study tool, and the T-test and N-gain test were used to analyze the results. The results showed that the experimental class that used the NHT learning method learned a lot. They got an average score of 22.80 on the pretest and 90.80 on the posttest. The control class had an average score of 21.47 on the pre-test and 49.26 on the post-test for learning results. A significant value of 0.00 ? 0.05 was found when the independent sample t-test test was used to test the claim. The N-gain number for the experimental class was 88.10% with high criteria, while it was 35.71% for the control class with intermediate criteria. This shows that the students learned more. What this means is that using the NHT type group learning model makes learning about mechanical measuring tools much more effective.