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 60 Documents
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN QUIZIZZ TERHADAP MINAT BELAJAR PESERTA DIDIK KELAS IV SEKOLAH DASAR Yenes Eri Kusuma, Iche Luxi; Putri, Dya Ayu Agustiana; Sari, Eka Yuliana
Educational Technology Journal Vol 5 No 2 (2025): Vol. 5 No. 2 (2025): Volume 5 Nomor 2, Oktober 2025
Publisher : Universitas Negeri Surabaya

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Abstract

This study investigates the impact of Quizizz as a learning media on the interest of fourth-grade elementary school students in Indonesia. Utilizing a quantitative survey method, data were collected through questionnaires administered to 37 students. The results indicate a significant positive effect of Quizizz on student interest in learning, with statistical analysis revealing a p-value of less than 0.001. The findings highlight the importance of engaging and interactive learning media in enhancing student motivation and participation in the learning process. This suggests that incorporating innovative educational tools like Quizizz can effectively improve students' interest and outcomes in their studies.
PENGARUH MEDIA GIMKIT TERHADAP MINAT BELAJAR SISWA SEKOLAH DASAR Madani, Maghfiroh Sulthon; Putri, Dya Ayu Agustiana; Sari, Eka Yuliana
Educational Technology Journal Vol 5 No 1 (2025): Vol. 5 No. 1 (2025): Volume 5 Nomor 1, April 2025
Publisher : Universitas Negeri Surabaya

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This study examines the effect of using Gimkit learning media on the learning interest of elementary school students. Using a quantitative survey method, data were collected through a questionnaire given to 54 students. The results showed that the use of Gimkit had a significant positive effect on students' learning interest, with statistical analysis revealing a p-value of less than 0.001. These findings highlight the importance of interesting and interactive learning media in increasing students' motivation and participation in the learning process. This suggests that the application of innovative educational tools such as Gimkit can effectively improve students' learning interest and learning outcomes.
PENGARUH MEDIA DIORAMA BERBASIS KINCIR AIR TERHADAP MINAT BELAJAR MATERI KOMPONEN EKOSISTEM PADA PEMBELAJARAN IPA KELAS V SEKOLAH DASAR Yahya, Mohamad; Putri, Dya Ayu Agustina; Astutik, Leny Suryaning
Educational Technology Journal Vol 5 No 2 (2025): Vol. 5 No. 2 (2025): Volume 5 Nomor 2, Oktober 2025
Publisher : Universitas Negeri Surabaya

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This study aims to evaluate the impact of the use of learning media in grade V at SDN 1 Panggungrejo and SDN 3 Mojosari. After conducting a survey, the author identified problems, such as the lack of optimal use of learning media by teachers, which resulted in students paying less attention to teachers when delivering material during the learning process in the classroom. To overcome this problem, the researcher provided waterwheel-based diorama media to evaluate whether its use had an impact or not. The method used in this study was quantitative with a quasi-experimental research model in the form of multiple-choice questions. The instruments, in the form of pre-tests and post-tests, were administered in the control class and the experimental class to test students' understanding, and an analysis was conducted to calculate the t-test. The results showed that the experimental class, which used waterwheel-based diorama media, had an effect on students' understanding of the IPAS subject matter on ecosystems. This was in accordance with the calculations made using JAMOVI 2.3.28. A P value of 0.667 was obtained. Because the p value > 0.05, Ho is accepted, so it can be said that there was no effect on the conceptual understanding of elementary school students in the experimental class compared to the control class when the pretest was conducted. Meanwhile, when the posttest was conducted in the control and experimental classes, a p-value < 0.001 was obtained, which means it is less than or lower than (< 0.05). The p-value is < 0.05, so Ho is rejected, and it can be concluded that Ha is accepted. Thus, there is a significant effect on the concept comprehension test between students who participated in learning using waterwheel-based diorama media and students who participated in learning without using waterwheel-based diorama media. Ha: μ1 ≠ μ2. In conclusion, the application of waterwheel-based diorama learning media has a significant effect on fifth-grade elementary school students' understanding of ecosystem material.
PERAN TEKNOLOGI PEMBELAJARAN DALAM PENGEMBANGAN KURIKULUM BERBASIS KOMPETENSI PADA PENDIDIKAN ISLAM. Fadila, Ibnatun Intan
Educational Technology Journal Vol 5 No 1 (2025): Vol. 5 No. 1 (2025): Volume 5 Nomor 1, April 2025
Publisher : Universitas Negeri Surabaya

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Abstract

The development of technology and information in the 21st century era has brought many significant changes to various fields, one of which is in the field of education including Islamic education. Its development has a major influence on life because technology is one of the important things in the application and development of competency-based curriculum so as to make it more relevant to the needs of students in the digital era. This article discusses the role of technology in supporting the development of a competency-based curriculum in the realm of Islamic education, by applying a foundation on how technology can be used to enhance students' knowledge skills, as well as Islamic values. The research found that learning technology enables better assessment than before, more interaction and collaboration, creates an active learning atmosphere, and creates greater access to various resources used for learning. Through this research, it is hoped that it can provide a change for an educator in making policy on how to design and implement a curriculum that is relevant to technological advances. The results are expected to help improve the quality of Islamic education to be more flexible and innovative.
SOCIUS CLASH OF CHAMPIONS: SOCIOLOGY LEARNING MEDIA INNOVATION FOR CLASS XI SPECIAL TALENT MAN 1 MALANG Saputra, Indra Fagil
Educational Technology Journal Vol 5 No 1 (2025): Vol. 5 No. 1 (2025): Volume 5 Nomor 1, April 2025
Publisher : Universitas Negeri Surabaya

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Abstract

Technological developments play an important role in the learning process of the modern era. Sociology learning in schools has a significant role in shaping the character of students because it is a fundamental aspect that produces social change. Class XI special talent MAN 1 Malang has kinesthetic student characteristics. Researchers innovated Team Games Tournament (TGT) based learning based on sociology material on social problems by developing the Clash of Champions concept. The research used qualitative research methods with descriptive methods, data collection techniques used by researchers to obtain data through interviews, observation, and documentation. By conducting interviews with 4 students of class XI F special talent for sports and 1 sociology subject teacher as the sociology subject teacher in the study group of class XI MAN 1 Malang in 2024/2025. Socius Clash of Champions innovation provides space for students with kinesthetic learning styles where this concept combines 2 learning media, namely Puzzlemaker and Wordwall. The concept of Socius Clash of Champions is in line with the view of constructivism theory where students build skills and knowledge independently, educators act as facilitators with interesting learning designs to form Student Centered Learning (SCL).
PERANCANGAN MEDIA PEMBELAJARAN MENGGUNAKAN SMART APPS CREATOR (SAC) DALAM APLIKASI AGRIFISH LEARN Tubagus, Guntur Azhuri; Hutabarat, Rachel Merry Grace; Ghina Oktaviana Putri; Sukma, Nabilla Febrianty
Educational Technology Journal Vol 5 No 2 (2025): Vol. 5 No. 2 (2025): Volume 5 Nomor 2, Oktober 2025
Publisher : Universitas Negeri Surabaya

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This study aims to develop an interactive digital learning medium called Agrifish Learn, which is specifically designed for vocational high school students in freshwater aquaculture agribusiness. This application was created using Smart Apps Creator (SAC) with a flowchart and storyboard approach to design navigation and visual and audio displays. The development model used is ADDIE, which includes the stages of needs analysis, interface design, content development, implementation, and evaluation through trials with ten vocational high school students. The resulting media consists of two main features: Material Pool and Quiz Pool, which present material and evaluation interactively. The results of the trials show that this media is easy to use, interesting, and helps students understand the material better.
Pengembangan Media Pembelajaran Berbasis Game Educaplay pada Pelajaran PAI Materi Ibadah Haji di Sekolah Dasar Al Ami, Baiti; Raharjo, Raharjo
Educational Technology Journal Vol 5 No 1 (2025): Vol. 5 No. 1 (2025): Volume 5 Nomor 1, April 2025
Publisher : Universitas Negeri Surabaya

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This study aims to develop and test the effectiveness of Educaplay game-based learning media on the subject of Hajj worship in Islamic Education learning in elementary schools. The research method used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. Data collection was carried out through questionnaires, interviews, observations, and tests. The validation results by media and content experts showed percentages of 94% and 93.3%, both of which fall into the very good category. Student learning outcomes were analyzed by comparing pretest and posttest scores. The average pretest score was 74.50, increasing to 91.50 in the posttest. Based on the N-Gain test, a score of 0.66 or 66% was obtained, categorized as medium. This indicates that the Educaplay game-based learning media is effective in improving student learning outcomes in the subject of Hajj worship.
The PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS WEBSITE PADA EKSTRAKURIKULER TEKNOLOGI INFORMASI DAN KOMUNIKASI DI SMP MUHAMMADIYAH TANJUNG SELOR Aci, Sahid Setiawan; Aisyah, Iis Siti; Waluyo, Lud
Educational Technology Journal Vol 5 No 2 (2025): Vol. 5 No. 2 (2025): Volume 5 Nomor 2, Oktober 2025
Publisher : Universitas Negeri Surabaya

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This research aimed to develop a valid, practical, and effective website-based learning media to support Information and Communication Technology extracurricular activities at SMP Muhammadiyah Tanjung Selor. The study employed Research and Development methodology using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation) with purposive sampling technique involving 25 students participating in ICT extracurricular activities. Data collection was conducted through questionnaires, observations, interviews, and literature studies, while data analysis utilized descriptive qualitative and statistical descriptive techniques. The research results demonstrated that the developed website-based learning media achieved material expert validation score of 77% (Good category) and media expert validation score of 80% (Very Good category), indicating valid criteria. Student responses during implementation showed positive feedback with average percentages of 92.7% for the first meeting, 81.6% for the second meeting, and 85.3% for the third meeting, all categorized as Very Good. Teacher responses reached 90% (Very Good category), confirming the media's practicality. Effectiveness was proven through significant improvement in pre-test and post-test results, showing enhanced student understanding of ICT concepts, hardware-software identification, word processing applications, and digital design using Canva.
PENGEMBANGAN SISTEM DETEKSI TANTRUM REAL-TIME BERBASIS IOT UNTUK MENDUKUNG PENDIDIKAN INKLUSIF DI SEKOLAH LUAR BIASA Sindoro, Nayla Deffonda; Dianti, Sri; Saefullah, Reikhan; Syamsudin, Muhammad Syafri
Educational Technology Journal Vol 5 No 2 (2025): Vol. 5 No. 2 (2025): Volume 5 Nomor 2, Oktober 2025
Publisher : Universitas Negeri Surabaya

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In Special Education Schools (SLB), detecting and handling negative emotional behaviors such as tantrums in autistic students is a major challenge that directly affects the safety and quality of learning. This study aims to design a real-time tantrum detection system based on the Internet of Things (IoT), integrating a heart rate sensor and a sound sensor, processed using an ESP32 microcontroller and connected to a web-based monitoring platform as a notification medium for teachers. Through a software engineering approach and literature review of over 40 reputable scientific publications, this system is developed as an innovative and applicable early solution in the context of inclusive education. Theoretical reviews indicate that physiological and vocal behavioral indicators are key signals in detecting stress or emotional outbursts in students with Autism Spectrum Disorder (ASD). This system design is expected to contribute to creating a more adaptive, safe, and responsive learning environment in SLB.
PENGARUH MEDIA PEMBELAJARAN KOLABORATIF TERHADAP PENINGKATAN LITERASI DIGITAL DAN KREATIVITAS SANTRIWATI DI PONDOK PESANTREN PUTRI KH. AHMAD BASTOMI Kurnia, Nicky Dwi
Educational Technology Journal Vol 5 No 2 (2025): Vol. 5 No. 2 (2025): Volume 5 Nomor 2, Oktober 2025
Publisher : Universitas Negeri Surabaya

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This study examines the effectiveness of collaborative learning media in enhancing digital literacy and creativity among female students at Pondok Pesantren KH. Ahmad Bastomi Mojosari Loceret. The study subjects consisted of 50 female students. The research design was a quasi-experiment (one-group pretest–posttest) with data collection methods including digital literacy tests, creativity questionnaires, observations, and interviews. The results showed an increase in average digital literacy scores from 65% (pre) to 80% (post). Statistical analysis (paired t-test) indicated a significant difference (t ≈ 7.07; p < 0.001). Furthermore, 75% of respondents showed an increase in creativity according to questionnaires and observations; a proportion test against the random proportion of 50% yielded z ≈ 3.535 (p ≈ 0.0004). Implications: The application of adaptive collaborative media can be an effective strategy to address the limitations of mobile phone access in boarding schools and improve information exploration skills as well as the creativity of female students.