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Contact Name
Endra Priawasana
Contact Email
endracq@gmail.com
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+6287857730118
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Jalan Jawa No10 Jember - Jawa Timur - Indonesia
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Kab. jember,
Jawa timur
INDONESIA
Journal of Education Technology and Inovation
ISSN : 26212137     EISSN : 26212080     DOI : https://doi.org/10.31537/jeti.v7i2
The Journal of Educational Technology and Innovation (JETI) publishes scientific papers that concentrate on teaching and learning science in school environments from early childhood to higher education as well as workplaces and informal learning, related to science education. Therefore, the aim is to link research with practice by providing information, ideas, opinions and insights. The JETI Journal welcomes contributions from around the world. In seeking research to publish, JETI looks for manuscripts that will contribute and advance our knowledge in science education research rather than duplicating what is already done and known. Therefore, JETI is also interested in publishing valid and original research that discusses the new capabilities of science learning/teaching and innovative practices in science learning/teaching. JETI specifically emphasizes research in educational practice and scholastic reality in schools up to university level. JETI may be directly concerned with science education, but also welcomes manuscripts in the field of interdisciplinary research, the journal focuses on. Character Education Educational Problems and Policies Special Needs Education (Students Disabilities) Curriculum Educational Management and Leadership Media and Learning Models Multicultural Education Early childhood education Basic education Junior secondary education Upper secondary education Higher Education Formal and non-formal education
Articles 9 Documents
Search results for , issue "Vol. 5 No. 2 (2022): Desember" : 9 Documents clear
THE INFLUENCE OF PROBLEM BASED LEARNING AND MIND MAPPING MODELS ON LEARNING OUTCOMES INDONESIAN LANGUAGE STUDENTS OF CLASS X AT SMAN PAKUSARI Chimayatul Aidah
Journal of Education Technology and Inovation Vol. 5 No. 2 (2022): Desember
Publisher : Program Pasca Sarjana, Universias PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jeti.v5i2.967

Abstract

Learning needs to be emphasized on process and quality to realize maximum learning outcomes. Learning Indonesian in class X is still not getting optimal results, so there is a need for a new model to be implemented, namely by using a problem based learning model and a mind mapping model. Learning with this observation report material is appropriate to use the problem based learning model because students are directly involved with what they see. Meanwhile, the concept map model makes it easier for students to design texts.The purpose of this study was to determine: (1) there is an effect of the Problem Basic Learning (PBL) Model on Indonesian Language Learning Outcomes for Class X Students at SMAN Pakusari Jember Regency, (2) there is an influence of the Mind Mapping Model (MM) on Language Learning Outcomes. Indonesia Class X Students at SMAN Pakusari Jember Regency, and (3) Is there an effect of the Problem Basic Learning (PBL) Model with the MIND MAPPING (MM) Model on the Indonesian Language Learning Outcomes of Class X Students at SMAN Pakusari Jember Regency. This quantitative research method is experimental. Due to the large population, the sub- population of the study was taken as many as 35 students. The school is SMA Negeri Pakusari class X 1 which uses 2 models, namely the Problem Basic Learning Model (PBL) and the Mind Mapping Model (MM). The data analysis technique in this study is to use two-way analysis. Based on the hypothesis test, it is proven that: (1) there is an effect of the Problem Based Learning model on the Indonesian Language Learning Outcomes of Class X Students on the LHO learning outcomes in the comparison of learning outcomes before and after treatment, the tcount value is 33.4356 with a significance value of 0.110. Because the value of tcount > ttable or the significance value is smaller than the 5% significance level. (2) There is an effect of the Mind Mapping model on Indonesian Language Learning Outcomes of Class X Students on learning outcomes in the comparison of Learning Outcomes before and after treatment, the tcount value is 32.569 with a significance value of .000 Because the tcount > ttable or the significance value is more smaller than the 5% level of significance. (3) There is an Influence of Problem Based Learning Model and Mind Mapping Model Together on Learning Outcomes for class X LHO in comparison of learning outcomes before and after treatment, the tcount value is 6.377 with a significance value of 0.206. Because the value of tcount > ttable or the significance value is smaller than the 5% significance level
THE EFFECT OF USE OF VIDEO MEDIA AND WORKSHOP ON THE LEARNING RESULTS OF CLASS VII STUDENTS MATHEMATICS SMP MUHAMMADIYAH 5 SILIRAGUNG Mardiasari Dwi
Journal of Education Technology and Inovation Vol. 5 No. 2 (2022): Desember
Publisher : Program Pasca Sarjana, Universias PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jeti.v5i2.981

Abstract

This research was conducted to instructional video media on the mathematics learning outcomes of Grade VII students of SMP Muhammadiyah 5 Siliragung. This research is quantitative research. With this type of causal quantitative research. The research was conducted in class VII, namely class VIIA and VIIC, for 62 students. Meanwhile, to test the validity and reliability of the Video questionnaire instrument (X1), Data collection techniques used questionnaires, mathematics learning outcomes tests and observation sheets. The data analysis technique used the multiple linear regression test to test the effect of video media and worksheets media on mathematics learning outcomes and simulant test (F test) to test the effect of using video media and worksheets together on mathematics learning outcomes. The results show that the regression coefficient of the learning video is 0.233, meaning that if the learning video variable (X1) increases by 1% assuming the LKS variable (X2) and the constant (a) is 0 (zero), then Student mathematics learning outcomes increased by 23.3% while the second regression test can be seen that the LKS media regression coefficient value is 0.325, meaning that if the LKS variable (X2) increases by 1% assuming the learning idea variable (X1) and the constant (a) is 0 (zero), then the students' mathematics learning outcomes increased by 32.5%. And based on the results of the simultaneous test (F test), it can be seen that if F count is 6.649 with F table value is 3.15 so that the Fcount value> F table or 6.649> 3.15, and a significant level of 0.000 <0.05, it can be concluded that independent variables have an influence on variables. dependent
THE EFFECT OF CREATIVE GAME METHODS ON LEARNING INTERESTS AND PRE-LITERACY SKILLS AT TK MAMBAUL ULUM SUKOWONOTHE EFFECT OF CREATIVE GAME METHODS ON LEARNING INTERESTS AND PRE-LITERACY SKILLS AT TK MAMBAUL ULUM SUKOWONO Ningsih Supriati
Journal of Education Technology and Inovation Vol. 5 No. 2 (2022): Desember
Publisher : Program Pasca Sarjana, Universias PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jeti.v5i2.982

Abstract

This study aims to determine how much influence the creative play method has on learning interest and pre-literacy abilities at the early childhood education level at Kindergarten level. child. The type of research used is quasi-experimental research because here the researcher wants to apply an action or treatment. Students' learning interest which affects pre-literacy skills is measured from the work with the T-Test which is carried out on the average class value of A1 and A2 lines Equal variance not assumed that the Sig (2-tailed) value is 0,000 where the value is < 0.05, it can be said that H0 is rejected, so it can be concluded that there is a significant difference / effect. From the mean difference, it shows that the class A2 score of -24 is greater than A1 of -31.8. This shows that although classes A1 and A2 show the same significant effect, class A2 shows a greater influence. It can be concluded that the application of the creative game method is proven to significantly improve the pre-literacy abilities of Mambaul Ulum Kindergarten students
THE INFLUENCE OF STUDENT PERCEPTIONS ABOUT COOPERATIVE LEARNING ON LEARNING MOTIVATION AND ACHIEVEMENT OF CLASS IV STUDENTS AT SDN PACE III Abdul Basir Muhammad; Darsan Darsan
Journal of Education Technology and Inovation Vol. 5 No. 2 (2022): Desember
Publisher : Program Pasca Sarjana, Universias PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine 1) Knowing the effect of student perceptions of cooperative learning on the motivation of grade IV/a SDN Pace III academic year 2019/2020?. This type of research is causal quantitative research. Determination of the research area is done by using a purposive sampling area technique. In this study, the method of determining respondents was saturated sampling. The method used by the author in collecting data in this study are 1) Observation (observation), 2) Interview (interview), and 3) Documentation. Pre-study includes testing research instruments both validity and reliability. While post-research is a test conducted to determine the results of research that will determine the acceptance or rejection of a research hypothesis. From the results of this study, the authors can conclude that the results of the hypothesis test of students' perceptions of cooperative learning (jigsaw) significantly affect the learning achievement of grade IV/A students at SD Negeri Pace III, Silo District, Jember Regency in social studies subjects for the 2019/2020 academic year which can be seen from the results of the regression coefficient test where Ho (regression coefficient is not significant) is rejected because the empirical t statistic > theoretical t statistic (7.285 > 2.05) and the probability of 0.000 is less than 0.05.
THE INFLUENCE OF THE IMPLEMENTATION OF THE SAM'IYAH SYAFAWIYAH METHOD AND POWER POINT ON ARABIC LEARNING OUTCOMES OF CLASS X ACCOUNTING AT SMK MUHAMMADIYAH 1 GENTENG Taslim Taslim
Journal of Education Technology and Inovation Vol. 5 No. 2 (2022): Desember
Publisher : Program Pasca Sarjana, Universias PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jeti.v5i2.991

Abstract

This study aims to know the influence of the application of the Sam'iyah Syafawiyah Method and Power Point-based Learning on Arabic Learning Outcomes. The subjects of this study were students of Class X Accounting for Odd Semester students at SMK Muhammadiyah 1 Genteng 2020-2021 Academc Year. This research used a quantitative-causality approach, which is an approach that examines causal relationships. Determination of the research area using purposive sampling area. The population was 75 students, while the sample was 50 students. The data collection techniques were the questionnaire method, observation, documentary and test methods. While the method of analysis of this research used multiple linear regression analysis and Anova test with SPSS 23. This research resulted in three things: (1) There was an influence of the Sam'iyah Syafawiyah method on Arabic Language Learning Outcomes of Class X Accounting; (2) there was an influence of Power Point-Based Learning on Arabic Learning Outcomes of Class X Accounting; (3) there was a significant influence of the implementation of both Sam'iyah Syafawiyah Method and Power Point-Based Learning on the learning outcomes of Class X Accounting.
THE EFFECTvOF THE USE OF VIDEO TUTORIALS ON LEARNING INTERESTS AND SCIENCE LEARNINGvOUTCOMES OF GRADEvVIII A STUDENTSvOF SMP MUHAMMADIYAH 10 MUNCAR Imron Rosadi Mohammad
Journal of Education Technology and Inovation Vol. 5 No. 2 (2022): Desember
Publisher : Program Pasca Sarjana, Universias PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jeti.v5i2.993

Abstract

The Covid-19 pandemic has had a major impact on various sectors, one of which is education. The world of education is also feeling the impact. In the past, before the Covid system and learning models were carried out face-to-face between teachers and students, the problem in this study was whether video tutorial-based learning media could affect science learning outcomes. The respondents of this research were class VIII students of SMP Muhammadiyah 10 Muncar with a total of 30 students. This research was a quantitative study with a causal design. Valid and reliable degree with validity and reliability tests. Instrument analysis test using: 1) Descriptive test, 2) Normality test 3) Homogeneity test. Test the hypothesis using: 1) Regression analysis, 2) F test, 3) T test The results show that: 1) sig. from the learning video tutorial variable, there is a motivation of 0.000, so the conclusion is sig > 0.05, meaning that there is an influence of video-tutorial-based learning media on students' interest in learning science. 2) the sig value of the influence variable of video tutorial-based learning media on learning outcomes is 0.000. The conclusion obtained is sig > 0.05, it means that there is an influence of video tutorial-based learning media on students' natural science learning outcomes. 3) the output results of the regression analysis obtained F count 29.124 with  sig 0.000, because > 0.05, there is an influence of video tutorial-based learning media on learning interest and science learning outcomes in students, especially junior high school students.
THE EFFECT OF PROJECT BASED LEARNING LEARNING MODELS ON THE LEARNING OUTCOMES OF PPKN VII GRADE STUDENTS SMP PGRI MUMBULSARI Syafi’i Imam
Journal of Education Technology and Inovation Vol. 5 No. 2 (2022): Desember
Publisher : Program Pasca Sarjana, Universias PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jeti.v5i2.994

Abstract

Project-based learning focuses on hands-on learning, real-life assignments, or at least integration of learning materials with the real life of everyday life. In fact, this learning model is a contextual education family and a learning model or approach, the development of project-based learningRecently, online or online learning has been carried out a lot in order to stop the spread of the corona virus. Online learning is intended to avoid direct contact between teachers and students and between students themselves with the intention of preventing transmission The respondents of this study were 65 students of class VII SMP PGRI Mumbulsari, and the research area was determined using a purposive sampling method. This research is a quantitative research with a causal design. Data collection tools use questionnaires, tests, and documentation as well as interview aids. The validity and reliability of the instrument and the degree of validity and reliability of the test. Instrumental analysis tests used: 1) Descriptive Test, 2) Normality Test, 3) Homogeneity Test. Test the hypothesis with: 1) t-test and 2) F-test. The research results show the following: 1) Signature value. From the project-based learning variable of 0.000, the result is a signal. > 0.05 means that there is a project-based learning model for learning outcomes, 2) signal value. From the online variable of 0.000, the conclusion is sig. > 0.05 means that there is an online learning model for learning outcomes, 3) The results of the Fcount 31,654 regression analysis obtained a signature. 0.000, because > 0.05, there are joint project-based learning and online learning models around student learning outcomes. The assumptions made in this study are that project-based learning and online learning can be applied properly in the teaching and learning process because they can affect learning outcomes
DIFFERENCES IN THE USE OF ROLE PLAYING METHODS AND LECTURE METHODS ON THEMATIC LEARNING OUTCOMES OF CLASS V SDN 9 BANYUWANGI Putri Faradila Dianita
Journal of Education Technology and Inovation Vol. 5 No. 2 (2022): Desember
Publisher : Program Pasca Sarjana, Universias PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jeti.v5i2.995

Abstract

One of the efforts to improve the quality of education is through the introduction of contemporary curriculum development and role playing methods which are very suitable for elementary school thematic learners. In learning activities that use role play, the teacher can combine several subjects in one activity. This of course will make it easier and save the teacher's time to convey learning material. The purpose of this research is to find out whether the use of the role playing method has an effect on thematic learning outcomes. The research was conducted in class V of elementary school with a total of 70 students. Data collection techniques used questionnaires, tests and documentation. The data analysis technique uses multiple linear regression to test learning outcomes, using individual sample t-tests. The results showed that the t-test analysis of descriptive statistics on learning outcomes showed a significant difference between the average students who were treated with an average of 83.43 using the role playing method. This means that the role play method is very possible. While increasing student learning outcomes, students who were treated with the lecture method averaged 70.29. This means that the application of the lecture method has not been effective in improving student learning outcomes. In the t-test analysis using SPSS 23.00 the coefficient is less than 0.05 so the tcount is 12.179 which is significant. Furthermore, it can be said that there is a positive influence in the use of role playing learning on thematic learning outcomes of elementary school students
THE INFLUENCE OF COMIC MEDIA BASED ON ADOBE PHOTOSHOP CS ON WRITING SKILLS AND LEARNING INTEREST OF CLASS IV SDN SIDOMULYO STUDENTS 05 Fitriana Veni
Journal of Education Technology and Inovation Vol. 5 No. 2 (2022): Desember
Publisher : Program Pasca Sarjana, Universias PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jeti.v5i2.999

Abstract

This study aims to determine the effect of comic media based on Adobe Photoshop CS on writing skills and learning interest of fourth grade students of SDN Sidomulyo 05, Silo-Jember District.The phenomenon that exists in grade IV SDN Sidomulyo 05 is that there are several problems found in learning essay writing and a lack of interest in participating in learning activities. The problems encountered include: (a) there are still many students who have difficulty expressing their thoughts, feelings and ideas in writing in writing, (b) not being able to use solid sentences, (c) not being able to use correct spelling, (d) lack of interest in writing activities or tend to get bored easily because there are no more ideas that can be expressed in their writing, (e) students are not active in participating in essay writing activities and joke more with their friends. This study uses a causal quantitative research approach (cause and effect) in looking at the relationship of variables to the object under study, so that in this study there is an independent variable (X) namely comic media and two dependent variables, namely writing skills (Y1) and interest in learning (Y2). Techniques to determine a sample from a population that has certain characteristics to the desired quota. From this technique the researchers took a sample of class IV as many as 30 students. With the help of SPSS v.22 the results of the data obtained through the calculation of the SPSS test t-test, the t-count value of the conventional learning method has a value of -2.900 with a probability of 0.008 (sig). The mean difference in the conventional method is -2.30769 with a df of 25. Meanwhile, the t-count value in the comic media based on the Adobe Photoshop CS program is 6.325 with a probability of 0.001 (sig). The number of df is 25 with a mean difference of 4.61538. Meanwhile, from the results of the questionnaire data analysis of interest in learning obtained 0.535, this means that 53.5% of the data both have a positive effect. Based on the results of analysis and hypothesis testing, data obtained that Ho is rejected, which means that there is an effect of using adobe photoshop-based comic media on students' writing skills and interest in learning

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