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
THE INFLUENCE OF COOPERATIVE LEARNING MODELS TO INCREASE LEARNING MOTIVATION ON OBJECT-ORIENTED PROGRAMMING MATERIALS Zega, Imanuel; Rondonuwu, Yeremia Victor; Hardiyanti, Mawar; Sarumaha, Demonius
Educational Technology Journal Vol 4 No 1 (2024): Volume 4 Nomor 1, April 2024
Publisher : Universitas Negeri Surabaya

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Abstract

The world of education requires an interesting learning process for students, with the aim that the students being taught do not feel bored in following the learning process. Learning methods that use conventional methods are one of the causes of students feeling bored in the learning process. The research carried out was Classroom Action Research (PTK) with a cooperative learning model applied to third-semester students in the Information Systems study program at Unversitas Pignatelli Triputra. Cooperative learning is a teaching method that involves students studying in small groups to achieve common goals when completing assignments. It is based on the idea that when students work together and exchange knowledge, they learn more effectively. Based on the results of the data analysis that has been carried out, it is known that the initial reflection scores achieved by students were only 22.2% of students who achieved completeness, 55.5% in cycle I and cycle II, and as much as 83.3%. This shows that the use of appropriate teaching strategies can produce real improvements and help students learn enthusiastically and achieve the desired goals.
ENHANCING STUDENTS’ PROBLEM SOLVING THROUGH A FLIPPED CASED-BASED LEARNING Diningrat, Syaiputra W.M.; Kristanto, Andi; Pradana, Hirnanda Dimas; Kholidya, Citra Fitri
Educational Technology Journal Vol 4 No 1 (2024): Volume 4 Nomor 1, April 2024
Publisher : Universitas Negeri Surabaya

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Abstract

The implementation of flipped classroom has become popular in higher education. However, few studies have conducted on how to expand various instructional strategies into a flipped classroom practice, which is important to learning. Meanwhile, prior studies have examined the effect of case-based learning (CBL) on improving student problem solving ability. The present study thus proposed a flipped classroom combined with CBL, an extension of the classic flipped classroom model. The present study also examined the effect of flipped classroom combined with CBL on students’ problem-solving ability. To compare the effect of CBL on student problem solving in a flipped classroom, we conducted a quasi-experimental design study with three classes involving 94 students in a private university in Indonesia. Across 7 weeks, where one experimental group received Flipped classroom combined with CBL and a second experimental group received the flipped classroom model, while the control group received regular classroom activities. The results indicated that learning through the flipped classroom combined with CBL resulted in better problem-solving ability compared to the flipped classroom model and conventional method. The findings imply that a flipped classroom combined with CBL is effective in cultivating students’ problem-solving ability and need to be replicated that involve larger groups of participants
PENGEMBANGAN MEDIA POCKET BOOK DIGITAL BERBASIS PROBLEM BASED LEARNING PADA PEMBELAJARAN PPKN TEMA 7 KELAS IV SD Widiastuti, Tri; Hidayat, Otib Satibi; Adnan, Evita
Educational Technology Journal Vol 4 No 2 (2024): Volume 4 Nomor 2, Oktober 2024
Publisher : Universitas Negeri Surabaya

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Abstract

This research and development aims to produce a media product in the form of a PBL-based digital pocket book for Civics learning Theme 7 The Beauty of Diversity in My Country in grade IV of elementary school.  This study uses the ADDIE development method which has five stages, namely Analysis, Design, Development, Implementation and Evaluation.  Product validation trials in this study involved three experts, namely material experts, linguists and media experts.  In addition to these three experts, this development involved fourth grade students and teachers at SDIT Cendekia Islamic School Bekasi in product validation trials.  The collection of information in this study was obtained based on the results of observations and interviews with teachers and fourth grade students and questionnaires.  The validation results of material experts were 77.8%, linguists 85.4%, and media experts 88.75%.  So as to obtain the overall results of expert test validation with an average of 83.98%.  The results of product trials on One To One were 81.3%, Small Groups were 86%, and Field Tests were 91.3%, as well as teacher validation results were 91%.  Thus, this shows that PBL-based digital pocket book media is feasible to be used as an additional learning media for fourth grade elementary school students.
PENGEMBANGAN MEDIA PERMAINAN PUZZLE BERBASIS ANDROID UNTUK MATERI PECAHAN KELAS III SD Fauziah, Jihan Nur; Sarifah, Iva; Adnan, Evita
Educational Technology Journal Vol 4 No 2 (2024): Volume 4 Nomor 2, Oktober 2024
Publisher : Universitas Negeri Surabaya

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Abstract

This research and development aims to produce a product and determine the feasibility of an Android-based puzzle game media for fractional material for grade III elementary school. This research was conducted in the researcher's home environment, namely, RW 001, Jakamulya Village, South Bekasi District, Bekasi City. The research method used is the research and development (R&D) method with the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation). Data collection techniques using observation, interviews, and questionnaire. The data were analyzed using the Miles and Huberman analysis model. Respondents in this development are one material expert lecturer, one media expert lecturer, one language expert lecturer and third grade students in RW 001, Jakamulya Village, South Bekasi District, Bekasi City. The test results for developing Android-based puzzle game media to three experts (expert review) obtained an average value of 88% or the media was in the very good category. In addition, the results of the One to One trial stage are 95% and the Small Group is 98%. Referring to the results of data analysis of the Miles and Huberman model, the puzzle game media based on Android is a valid product and is suitable for use in learning mathematics in grade III Elementary School.
PENDEKATAN PEMBELAJARAN MODIFIKASI PERMAINAN SEBAGAI SOLUSI ALTERNATIF DALAM MENGEMBANGKAN GERAK DASAR MEMUKUL BOLA (STUDI DESKRIPTIF KUALITATIF PADA MAPEL PJOK DI KELAS TINGGI SEKOLAH DASAR KRAMAT PELA 09) ulandari, wangi; Siregar, Rosinar; Sumantri, Syarif
Educational Technology Journal Vol 4 No 2 (2024): Volume 4 Nomor 2, Oktober 2024
Publisher : Universitas Negeri Surabaya

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Abstract

This research aims to identify the process of implementing a game modification learning approach as an alternative solution in developing basic movements of hitting the ball based on previous research. This research was conducted at SDN Kramat Pela 09 morning, Kebayoran Baru, South Jakarta. The research method used was descriptive qualitative research method. Data collection techniques using observation, interviews and documentation. Based on the research findings that researchers found in the field, 6 out of 10 students mentioned that they preferred the modified baseball game compared to the commonly used baseball. In addition, students also prefer the modified baseball game because the number of people in one team is less than the regular baseball game, it also makes the field used smaller so that students do not need to run as far as the regular baseball game. The game is also carried out with a smaller field area compared to the field in ordinary baseball. Keyword: Modification of Games; Development of Basic Movements; Hitting the Ball, Kasti Ball, PJOK.
UPAYA PENINGKATAN SOFT SKILL PESERTA DIDIK SESUAI TANTANGAN ABAD XXI DI SMK NEGERI PERTANIAN KOTA SERANG bohari, bohari; Ikhsanudin, Ikhsanudin; Shodiq, Dzulatif As
Educational Technology Journal Vol 4 No 2 (2024): Volume 4 Nomor 2, Oktober 2024
Publisher : Universitas Negeri Surabaya

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Abstract

Vocational Schools also aim to produce human resources who are intellectual and ready to use in the world of work. Therefore, to prepare students who are able to compete in the 21st century is the responsibility of Indonesian educational institutions by implementing or equipping them with 4C competencies through superior programs. This research method uses a qualitative approach with a narrative study method. The purpose of this research is to find out the efforts made by schools to improve students' soft skills in the challenges of the 21st century. The findings of this research are regarding efforts to improve students' soft skills with several programs created by schools, including the existence of extracurriculars, literacy Fridays, P5 program (project to strengthen the profile of Pancasila students). apart from that, it is also to improve soft skills through entrepreneurship learning which is included in the Creative Products and Entrepreneurship (PKK) subjects.).
IMPLEMENTASI PROJECT BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR PERKULIAHAN CYBER BUSINESS MAHASISWA SISTEM INFORMASI UNIVERSITAS PIGNATELLI TRIPUTRA ANGKATAN 2022 Rondonuwu, Yeremia Victor
Educational Technology Journal Vol 4 No 2 (2024): Volume 4 Nomor 2, Oktober 2024
Publisher : Universitas Negeri Surabaya

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Abstract

This research aims to evaluate the effectiveness of implementing the Project Base Learning model in CyberBusiness lectures for the Information Systems students of Pignatelli Triputra University, Class of 2022. Theresearch method used is an experiment with a Pretest-Posttest Design. The subjects of the study consist ofone class comprising 18 students. The testing process involved implementing conventional lectures fromthe beginning of the semester until the midterm and then utilizing the project-based learning method untilthe end of the semester. The test results indicate that the data are distributed normally and homogeneous,and the hypothesis testing using the T-test shows that the use of the project-based learning lecture modelsignificantly affects learning outcomes compared to conventional lecture models. This study demonstratesthat the project-based learning model effectively enhances learning outcomes for Information Systemsstudents of Pignatelli Triputra University, Class of 2022, in the Cyber Business course. This lecture orlearning model is an alternative for teachers, educators, and schools to develop more effective, creative,and innovative learning strategies.
PENGEMBANGAN KETERAMPILAN BERBICARA ANAK DIDIK BERBASIS METODE EKSTEMPORAN PADA MATA PELAJARAN BAHASA INDONESIA Nainggolan, Rustani; Ningsih, Putri Amelia; Alamanda, Alfa
Educational Technology Journal Vol 4 No 2 (2024): Volume 4 Nomor 2, Oktober 2024
Publisher : Universitas Negeri Surabaya

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Abstract

Speaking skills at the secondary school level teach students how to speak in public. The first step that teachers need to do is to apply a variety of knowledge about speaking skills so that students really understand what they will convey to others. Students can present factual, factual, and communicative information to others if they have a holistic view, obtained from various sources. This study aims to provide an understanding of assessment of secondary school student's speaking skills. For speaking, pupils might employ four method. One of the most commonly used methods is the improvisation method. This extemporaneous method, only prepares an outline of the theme or material that will be delivered to the listener. Then the outlines, students develop their own with the intellectual abilities that students have. This extemporaneous method is very beneficial for the development of students' speaking skills. Language factors and non-language factors also greatly support the effectiveness of students in speaking. So that these factors must be considered by students when speaking in front of an audience. Keywords: extemporaneous method; speaking skills; knowledge; students.