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Contact Name
Rahmat Perdana
Contact Email
rahmat260997@gmail.com
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Journal Mail Official
cic.jetlc@gmail.com
Editorial Address
Cahaya Ilmu Cendekia Publisher, Jl. Perumnas Griya Sungai Duren, No. 54 A, Jambi, Indonesia 36361
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INDONESIA
Journal of Educational Technology and Learning Creativity
ISSN : 30253888     EISSN : 30217865     DOI : https://doi.org/10.37251/jetlc
Core Subject : Science, Education,
Covers all the Journal of Educational Technology and Learning Creativity at the level of primary, secondary, senior, and higher education. The goal of this journal is to bring together researchers and practitioners from academia and industry to focus on Educational advancements and establishing new collaborations in these areas. Original research papers and state-of-the-art reviews are invited for publication in all areas of the Journal of Educational Technology and Learning Creativity. Topics of Interest include, but are not limited to the following: Innovation and best practices in online learning, training, research, and management Educational Technology, models, and Trends in Higher Education Computer-supported collaborative learning, training, and research Intelligent guidance and mentoring system Learning analytics and educational data mining Open access system for learning and training Organizational and administrative perspectives on the Use of IT in higher education University Governance and Leadership in the knowledge society Institutional policies, standards, and assessment methods Higher education Attendance and service models using the Internet Internationalization and cultural aspects of online learning, training, and research
Arjuna Subject : Umum - Umum
Articles 5 Documents
Search results for , issue "Vol. 1 No. 1 (2023): June" : 5 Documents clear
Development of Digital Book Bilingual Physics Learning Media Using Kvisoft Flipbook for High School Class X Semester 1 Subject of Newton's Law Alga Nawangsih Fauziyah; Mohamed Ramadan; Phiwayinkosi Richmond Gumede; Idongesit N. Udosen
Journal of Educational Technology and Learning Creativity Vol. 1 No. 1 (2023): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v1i1.618

Abstract

Purpose of the study: The purpose of this study was to develop learning media in the form of bilingual digital books on Physics learning materials on the subject of Newton's laws that meet the good criteria. Methodology: This research is a development research using mixed research methods with sequential exploratory design where the data obtained in this study are qualitative data supported by quantitative data. Sources of research data include material experts (content feasibility, language and images, presentation, and graphics), high school physics teachers as reviewers, and students who study making learning media as peer reviewers. Data analysis techniques used in this study are qualitative and quantitative analysis. Main Findings: Physics learning media in the form of digital books arranged according to the rules of writing modules on Newton's Law material and its application to State High Schools that have been developed, from all aspects meeting the very good criteria as many as 27 students out of 30 students. Then on good criteria as many as 3 students out of 30 students based on a questionnaire compiled according to the characteristics of the module according to the Ministry of National Education in 2008. Novelty/Originality of this study: The novelty of this research is that learning media have been developed in the form of digital books which are arranged according to the rules of writing modules on Newton's Law material and its application for class X high school with the manufacturing procedure using CorelDRAW X4 software in its manufacture.
Development of Learning Media in the Form of Electronic Books with Dynamic Electricity Teaching Materials Fengky Adie Perdana; Siti Hajar Zakariah; Talal Alasmari
Journal of Educational Technology and Learning Creativity Vol. 1 No. 1 (2023): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v1i1.619

Abstract

Purpose of the study: This study aims to develop learning media in the form of electronic books with the subject matter of Dynamic Electricity for class X SMA semester II that meet the good criteria. Methodology: This development research uses research and development methods. The development model used in this study is a procedural model, namely a descriptive model that shows the steps that must be followed to produce a product in the form of learning media. Data obtained through interviews and questionnaires. The data analysis technique used is descriptive qualitative analysis. Main Findings: Based on data analysis in this study, it was concluded that the results of the development of electronic book media obtained very good criteria in terms of material and media aspects. Novelty/Originality of this study: Making and presenting electronic books as learning media in the form of digital media is done using the Corel Draw X4 and Kvisoft Flipbook Maker Pro 3.6.5 programs and then saving them in the .exe format.
Development of Interactive Multimedia Based on Adobe Flash as a Learning Media Steps of Geographical Research Arifia Mawardani; M. Mirunalini; Chaloemphon Meechi; Smruti Shah
Journal of Educational Technology and Learning Creativity Vol. 1 No. 1 (2023): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v1i1.620

Abstract

Purpose of the study: This study aims to develop interactive geography learning multimedia on appropriate and effective geography research step material. The product produced is in the form of interactive learning multimedia that can be used as a learning medium as well as a learning resource for students for material on geographic research steps. Methodology: This research is a development research (R & D) with a comparative descriptive analysis technique. sampling technique Simple Random Sampling. Data collection techniques were carried out through questionnaires and tests. The trials carried out consisted of small group trials and field trials. Main Findings: The results obtained show that: (1) The development which was carried out using the development model of Walter Dick and Lou Carrey was developed using a combination of simulation models and drills based on Adobe Flash; (2) Interactive multimedia based on Adobe Flash is proven to be appropriate for use as a learning medium for class X senior high school "Geographical Research Steps" material in the 2013 curriculum. Novelty/Originality of this study: The novelty of this research is that it produces learning media that are suitable for use.
Development of E-Learning Media Using Adobe Flash Program in a Contextual Learning Model to Improve Students' Learning Outcomes in Junior High School Geographical Research Steps Materials Rustaminezhad, Mohammad Ali; Amosa, Abdulganiyu Alasela; Jamebozorg, Zahra
Journal of Educational Technology and Learning Creativity Vol. 1 No. 1 (2023): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v1i1.621

Abstract

Purpose of the study: This study aims to analyze the needs of students and teachers for the development of e-learning media with the Adobe Flash program, develop e-learning media with the Adobe Flash program, determine the feasibility of e-learning media with the Adobe Flash program. Methodology: The research method used is the research and development (R&D) method developed by Dick and Carey. The sampling technique used was purposive sampling and simple random sampling. Data collection was carried out using validation sheets from media experts, material experts, educators, student trial questionnaires, observation, posttest, and documentation. Main Findings: The results of this study are needs analysis based on dominant results includes visual learning characteristics, experience of using media with frequent categories, agreeing responses with media development, green visualization, and Comic Sans MS font type. Development of research products in the form of e-learning media with the Adobe Flash program equipped with pictures, maps, videos and animations used to support contextual learning models. Novelty/Originality of this study: The novelty of this research is that the results of this study can provide convenience for independent learning through the media and make it easier to implement material on real problems in the surrounding environment.
Development of Visual Novel Games as Learning Media for the History of Indonesia's Independence Muhammad Hanif Khoiruddin; Zain Hazmi Zain Bahari; Mariwan Salih Kaka; Suchart Saenpich
Journal of Educational Technology and Learning Creativity Vol. 1 No. 1 (2023): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v1i1.622

Abstract

Purpose of the study: This study aims to develop an Android-based visual novel game using material from the history of Indonesian independence and to determine the level of feasibility by going through a feasibility test on the Visual Novel Game application of the History of Indonesian Independence. Methodology: This research is research and development type. Research and development is research with the aim of conducting research and innovating in making a product. System development in this study uses the Evolutionary Prototype method. With this method, the prototype can be continuously developed until the prototype fulfills the functions and procedures required by the system. Main Findings: The results showed that the use of renpy as an engine facilitated the process of making the Visual Novel Independence Game application. Then, the independence game application is good and can be said to be appropriate as a learning medium. From the feasibility test summary, the feasibility percentage of the Visual Novel Merdeka game has an average of 76.6%. This percentage is categorized as having good eligibility. In terms of the material for the independence game application, it is also in accordance with the needs of teaching materials for grade 11 high school or vocational school. Novelty/Originality of this study: This application is light, easy to understand and has a small size so that it will make it easier to use.

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