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Contact Name
Andri Putra Kesmawan
Contact Email
andriputrakesmawan@gmail.com
Phone
+6281990251989
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journal@idpublishing.org
Editorial Address
Perumahan Sidorejo, Jl. Sidorejo Gg. Sadewa No.D3, Sonopakis Kidul, Ngestiharjo, Kapanewon, Kasihan, Kabupaten Bantul, Daerah Istimewa Yogyakarta 55184
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INDONESIA
Jurnal Teknologi Pendidikan
ISSN : -     EISSN : 30263166     DOI : https://doi.org/10.47134/jtp
Core Subject : Education,
Jurnal Teknologi Pendidikan (JTP) ISSN 3026-3166 is a scientific journal published by Indonesian Journal Publisher. JTP publishes four issues annually in the months of September, December, March, and June. This journal only accepts original scientific research works (not a review) that have not been published by other media. The focus and scope of Jurnal Teknologi Pendidikan include articles concerned with research, theory development, instructional methods, instructional strategy, instructional materials development, experiment, survey, and teacher development.
Articles 7 Documents
Search results for , issue "Vol. 2 No. 4 (2025): June" : 7 Documents clear
Pengembangan Media Pembelajaran PPT Berbasis Games Edukatif pada Kompetensi Dasar Hidangan Sepinggan di SMK Negeri 2 Mojokerto Annafik, Izza Wardah; Bahar, Asrul; Pangesthi, Lucia Tri; Widagdo, Andika Kuncoro
Jurnal Teknologi Pendidikan Vol. 2 No. 4 (2025): June
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v2i4.1571

Abstract

Penelitian ini bertujuan untuk mengetahui hasil dari pengembangan media pembelajaran PPT berbasis games edukatif juga mengetahui kelayakan PPT pada materi hidangan sepinggan serta menghasilkan respons siswa terhadap PPT berbasis games edukatif. Pengembangan media pembelajaran menggunakan model pengembangan ADDIE dengan tiga tahapan Analysis (Analisis), Design (Desain, dan Development (Pengembangan). Validasi media pembelajaran PPT berbasis games edukatif ini melibatkan tiga validator materi dan dua validator media. Instrumen yang digunakan untuk menguji kelayakan media pembelajaran meliputi lembar validasi materi, media dan angket untuk mengetahui respons siswa. Hasil penelitian menunjukkan bahwa validasi materi memperoleh nilai persentase rata-rata 87,9% dan validasi media dengan nilai persentase rata-rata 88,25% dengan keduanya memiliki interpretasi sangat layak dengan revisi. Respons siswa memiliki nilai rata-rata 87,03% dengan interpretasi sangat baik. Hasil ini menunjukkan bahwa PPT ini dapat digunakan dalam proses pembelajaran.
Kecerdasan Buatan di Ruang Kelas: Analisis Penurunan Motivasi Belajar dan Kemampuan Berpikir Kritis Siswa SMP Negeri 1 Ganding Sumenep Rahmawati, Yanur
Jurnal Teknologi Pendidikan Vol. 2 No. 4 (2025): June
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v2i4.1640

Abstract

Penelitian ini menganalisis dampak penggunaan kecerdasan buatan (AI) terhadap penurunan motivasi belajar dan kemampuan berpikir kritis siswa di SMP Negeri 1 Ganding, sebuah sekolah rural di Sumenep, Jawa Timur. Dengan pendekatan kualitatif dan desain studi kasus, penelitian melibatkan 15 siswa, 5 guru, dan 1 kepala sekolah sebagai informan. Data dikumpulkan melalui wawancara, observasi partisipatif selama 8 minggu, dan analisis dokumen. Hasil menunjukkan bahwa penggunaan AI, seperti Quizizz, Google Classroom, dan ChatGPT, menyebabkan penurunan motivasi belajar akibat ketergantungan pada jawaban otomatis, rendahnya literasi digital, dan minimnya interaksi sosial. Kemampuan berpikir kritis menurun karena siswa cenderung menyalin solusi instan dari AI tanpa analisis mendalam. Faktor konteks rural, seperti keterbatasan infrastruktur, minimnya pelatihan guru, dan budaya belajar pasif, memperburuk masalah ini. Penelitian merekomendasikan pendekatan hibrida yang mengintegrasikan AI dengan pembelajaran kolaboratif, pelatihan literasi digital intensif, dan peningkatan infrastruktur teknologi.
Pengaruh Penggunaan Smartphone terhadap Minat Baca di Kalangan Generasi Alpha Fakhri Siddik, Muhammad Nur; Rismayeti, Rismayeti; Sudiar, Nining
Jurnal Teknologi Pendidikan Vol. 2 No. 4 (2025): June
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v2i4.1793

Abstract

Penelitian ini bertujuan untuk mengetahui apakah terdapat pengaruh antara penggunaan smartphone dengan minat baca siswa. Metode yang digunakan adalah kuantitatif deskriptif dengan pendekatan studi kasus. Sampel dalam penelitian ini berjumlah 80 responden yang dipilih dengan teknik purposive sampling. Berdasarkan hasil analisis data, diketahui bahwa tidak terdapat pengaruh yang signifikan antara penggunaan smartphone terhadap minat baca siswa. Hal ini ditunjukkan oleh nilai signifikansi yang diperoleh sebesai 0,165 > 0,01 dan nilai koefisien determinasi yang sangat rendah yaitu 1,2%, dan 98,8% minat baca dipengaruhi oleh faktor lain di luar variabel yang diteliti. Temuan ini menggambarkan bahwa meskipun smartphone merupakan bagian dari kehidupan sehari-hari siswa, penggunaannya tidak secara langsung menentukan tingkat minat baca mereka. Kesimpulan dari riset ini menekankan bahwa perlunya peran orang tua dan guru dalam membentuk kebiasaan membaca peserta didik, serta pentingnya pengawasan dalam penggunaan smartphone agar tidak mengganggu aktivitas literasi siswa.
Exploratory Action Research in Language Teacher Education: Opportunities and Challenges Dilafruz Sarimsakova
Jurnal Teknologi Pendidikan Vol. 2 No. 4 (2025): June
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v2i4.1884

Abstract

This article explores the role of Exploratory Action Research (EAR) in language teacher education, focusing on both its potential and the barriers to its effective implementation. EAR offers student teachers an opportunity to engage in classroom-based inquiry, enhancing their professional development through reflective teaching and systematic research. Drawing from theoretical frameworks and practical applications, this article discusses how EAR strengthens inquiry skills, connects theory with practice, fosters collaboration, and supports context-sensitive teaching. It also outlines the main challenges such as time constraints, limited research experience, and institutional barriers. Recommendations are provided for successfully integrating EAR into teacher education programs
Utilization of Artificial Intelligence in Modern Education Marisa, Marisa; Pertiwi, Septa; Wahyuni, Sri
Jurnal Teknologi Pendidikan Vol. 2 No. 4 (2025): June
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v2i4.1933

Abstract

The sophistication of information technology has had a major influence on various aspects of human life, including in the field of education. One of the prominent innovations is artificial intelligence (AI), which is now widely applied to support the learning process at various levels, including universities. This article discusses the use of AI technology in education, with a focus on its contribution to improving the quality of learning, administrative effectiveness, and providing a more personal and adaptive learning experience for students. This study uses a literature study method with a descriptive qualitative approach. The results of the study show that AI has been utilized through various platforms such as ChatGPT, Perplexity, and Gemini, which help students find references, complete assignments, and understand lecture materials. However, the use of AI also poses a number of challenges, such as dependency, plagiarism, decreased social interaction, and ethical and privacy issues. Therefore, the use of AI in education needs to be directed wisely so that this technology truly plays a positive role in supporting the teaching and learning process.
Innovation in Education: Improving the Quality of Learning in The Digital Era Chrystie, Della; Putri, Setiani
Jurnal Teknologi Pendidikan Vol. 2 No. 4 (2025): June
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v2i4.1931

Abstract

Digital technology has significantly influenced education, particularly in learning methods, media, and systems. Educational innovation is essential to meet the demands of the 21st century, emphasizing flexibility, information access, and relevant skills. Innovations not only involve new technologies but also curriculum updates, pedagogical approaches, and the evolving role of teachers as facilitators. Blended learning models and the use of interactive tools like Google Classroom, Quizizz, Wordwall, and Kahoot have improved student engagement and motivation. Platforms like SPADA have helped equalize access to quality education across Indonesia. However, challenges persist, such as digital inequality, limited infrastructure, lack of teacher training, and resistance to change. Negative effects of technology overuse, including social disconnection and moral decline, also need attention. Thus, educational innovation must be balanced with character development, digital literacy, and collaboration among schools, families, and government. With structured strategies, education in the digital era can foster a creative, critical, and globally competitive generation.
Development of Digital-Based Ludo Game Media Material on How We Live and Grow in the Science Subject for Grade V in Elementary Schools Putrawan, Putu Rendy; Primayana, Kadek Hengki; Pancaria, I Nyoman
Jurnal Teknologi Pendidikan Vol. 2 No. 4 (2025): June
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v2i4.1681

Abstract

This study aims to develop digital-based Ludo game media as a learning media on the material "How We Live and Grow" in the subject of Natural and Social Sciences (IPAS) for grade V Elementary School students. Media development uses the ADDIE model which includes the stages of analysis, design and development. This digital-based Ludo game media is designed to increase student involvement and understanding through active and enjoyable learning. The validity results from media experts, material experts and language experts show that this media is declared valid and feasible to use. Practicality tests on students show that this media is practical and effective in increasing interest in learning and understanding of the concept of IPAS material. Thus, digital-based Ludo game media can be an alternative innovative learning media and support the active learning process in grade V Elementary School.

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