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Contact Name
Triyanti Abdulrahman
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akademika.journal@uia.ac.id
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samsulsyarifah@gmail.com
Editorial Address
Jl. Raya Jatiwaringin No.12, Lt. 3, Gedung Alawiyah, Jaticempaka, Pondokgede, Kota Bekasi, Jawa Barat 17411
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INDONESIA
Akademika Jurnal Teknologi Pendidikan
ISSN : 20894341     EISSN : 26559633     DOI : https://doi.org/10.34005/ak
Core Subject : Education, Social,
Jurnal Akademika berfokus pada penerbitan artikel penelitian asli, meninjau artikel dari kontributor, dan isu-isu terkini yang terkait dengan pendidikan dan teknologi. Tujuan utama Akademika adalah menyediakan platform bagi para cendekiawan internasional akademisi, dan peneliti untuk berbagi pemikiran kontemporer di bidang pendidikan dan teknologi. Ini juga bertujuan untuk mempromosikan studi interdisipliner dalam pendidikan dan teknologi dengan demikian menjadi jurnal internasional terkemuka dalam pendidikan dan teknologi.
Articles 235 Documents
The PENGEMBANGAN E-BOOK BERBASIS 3D PAGEFLIP PRO PADA MATERI EKOSISTEM UNTUK SISWA KELAS VII SMPN PONTIANAK Afandi Afandi; Andi Besse Tenriawaru; Alfeus Ardiansa Manurung
Akademika Vol 11 No 01 (2022): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v11i01.1855

Abstract

This study was structured with the aim of knowing the feasibility of student learning media at SMPN 16 Pontianak, SMPN 11 Pontianak, and SMPN 6 Pontianak on ecosystem materials, knowing the process of developing media. e-book based on 3D Pageflip Pro, and knowing the validity and reliability of the developed learning media. The research method used is Research and Development with a model Four-D. In this research, it is reduced to a development model Three-D includes stages define (definition), design (design), and develop (development) to step expert appraisal (expert judgment). The data sources for this study were 60 seventh-grade students from SMPN 16 Pontianak, SMPN 11 Pontianak, and SMPN 6 Pontianak, as well as 3 biology science teachers from each of these schools and 2 lecturers of Biology Education FKIP Untan. The result of the validity of the 3D Pageflip Pro-based ebook media is v 0.80 valid category. The results of inter-rater reliability using the ICC get results from 0.5 to 0.851 in the good category. 3D Pageflip Pro-based e-book media that has met the good criteria and deserves to be declared for use
DEVELOPMENT OF TECHNOLOGY-BASED LEARNING MEDIA USING ADOBE PREMIERE PRO ON ANCIENT RELICS OF SRIWIJAYA KINGDOM ON SIGUNTANG HILL TO MITIGATE ONLINE LEARNING PROBLEMS DURING COVID-19 PANDEMIC Bunga Wulandari; Syarifuddin Syarifuddin
Akademika Vol 11 No 01 (2022): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v11i01.1886

Abstract

This study uses a Research and Development approach applied towards teaching materials regarding the ancient relics of the long-gone Sriwijaya Kingdom found on Siguntang Hill. The target audience of this study is students of grade X (ten) of Senior High School 15 Palembang. The Research and Development method used in this study is from Hannafin and Peck, while the validators for the resulting materials are from experts in their respective fields related to this study, that is: media, materials and learning design experts respectively. The purpose of this study is to see the effectiveness of the products produced during online learning. This effectiveness is proven by a 39.37% increase in the students’ learning outcomes with an N-gain of 0.74 after utilizing Adobe Premiere Pro in the online learning process. This means that the utilization of Adobe Premiere Pro in the context of technology-based learning media is effective and thus valid. learning media development, history education, Adobe Premiere Pro
PENGARUH MATERI PEMBELAJARAN DIGITAL INTERAKTIF TERHADAP KREATIVITAS Anugrah Budi Satria Mahardika; Mustaji Mustaji; Hari Sugiharto Setyaedhi
Akademika Vol 11 No 01 (2022): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v11i01.1906

Abstract

The purpose of this study was to determine the effect of interactive teaching materials on students' creativity in learning the basics of graphic design. Students can use interactive teaching materials to support their creativity. This study uses an experimental type using a quasi-experimental design in the form of a nonequivalent control group design. This research was conducted at SMK Wijaya Putra Surabaya on the basics of graphic design involving 60 students of which 30 students were in the control class and 30 students in the experimental class. Pre and posttest sessions were conducted to obtain information about the impact of using interactive teaching materials on students' creativity. This research has implications for educators regarding the use of interactive digital learning materials for learning.
PENGARUH CONTEXTUAL TEACHING AND LEARNING TERHADAP HIGHER ORDER THINKING SKILLS GEOMETRI BANGUN RUANG Dita Alvinda Calista; Rusijono Rusijono; Utari Dewi
Akademika Vol 11 No 01 (2022): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v11i01.1907

Abstract

This study aims to determine the effect of contextual teaching and learning onhigher-order thinking skills in geometry. Geometry is one of the scopes of mathematics, inwhich it studies lines, spaces, and volumes that are abstract and related to each other,have lines and points so that they become symbols such as squares, triangles, circles,and others, the method used is a quasi-experimental design with 60 high school studentsas research subjects, divided into two groups experimental and control. There are threecomponents of higher-order thinking skills in this study, 1) creative thinking, 2) logicalthinking, and 3) problem-solving. the three components were measured using a test. Dataanalysis technique by comparing the two groups that were tested statistically. Statisticaltest results obtained sig. 0.68 > 0.05 can be concluded that CTL has a significant effecton the ability of HOTS in geometry
CAMBRIDGE CURRICULUM IMPLEMENTATION AT SMP MADINA ISLAMIC SCHOOL Zahra Nabilla Islam; Nurul Hasanah Fajaria
Akademika Vol 11 No 01 (2022): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v11i01.1932

Abstract

This study aims to describe and analyze the implementation of the international curriculum, namely the Cambridge curriculum, to determine the concept of the Cambridge curriculum and the manifestation of the concept, namely the application of the Cambridge curriculum and to determine the results achieved in implementing the Cambridge curriculum at Madina Islamic School. This research is qualitative descriptive research. Data collection was done by interview, observation, and documentation methods. To check the validity of the data obtained, the researcher used the source triangulation method. The results of the research conducted indicate that (1) The form of application of the Cambridge curriculum at Madina Islamic School is by requiring all students to have a Cambridge certificate in at least one field of study by taking the Cambridge certification exam. Coaching is held once a week for one subject or one subject as well as intensive coaching is carried out for two days before the Cambridge certification exam. (2) The inhibiting and supporting factors of the implementation of the Cambridge curriculum in student learning from the results show that the guidance and assistance carried out by the school, namely the principal and the teacher council to their students through the implementation of the Cambridge curriculum in student learning so that students increasingly show their true identity character.
MENINGKATKAN EFEKTIVITAS PEMBELAJARAN MELALUI APLIKASI GAME EDUKASI BERBASIS ANDROID Nur Ayu Annisa; Isti Rusdiyani; Lukman Nulhakim
Akademika Vol 11 No 01 (2022): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v11i01.1939

Abstract

Interesting learning media innovations have an impact on the quality of the process and learning outcomes .Optimization effort smartphone students in learning activities namely by integrating interactive multimedia into Smartphone based android Development of the 4-D model which has four main stages, namely; define, design, develop, and disseminate. The purpose of the study was to determine the effectiveness of using Android-based educational game learning media on learning outcomes..This type of screening research is development research or Research and Development (R&D) with developed media is learning media in the form game education based android . The object of this development research is students in SMAN 1 Cigemblong to be exact class XI. Quantitative data analysis to test the effectiveness of learning media products using Tests N - Gain Score. Based on learning media development products game education based android that the average value results pre-test and post-test it's 0.73. Based on the reference value if the value of g>0.7 then falls into the "high" category, thus based on these results the use of the product that has been developed affects the effectiveness of learning.
ANALYSIS OF THE CONTRIBUTION OF ISLAMIC EDUCATION IN THE TIME OF THE PROPHET MUHAMMAD TO THE DEVELOPMENT OF MODERN EDUCATION Khairan Muhammad Arif
Akademika Vol 11 No 01 (2022): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v11i01.1944

Abstract

Research on contributions in Education, especially in Islamic Education is very urgent for education experts and educators in the global era, especially in relation to developing the theoryof s system education. Research on the contribution of Islamic education in the time of the Prophet Muhammad saw to the development of modern Islamic Education aims to explore, introduce and implement the concepts, curriculum, learning methods and educational facilities of Islam in the time of prophet Muhammad saw and its kinbution to the development of modern education. The result of this study is that there are similarities and correlations between the concepts, objectives, curriculum and learning methods of Islamic education in the time of the Prophet and modern education, so that it can be concluded that there is a contribution of concepts, objectives and curricula as well as learning methods of Islamic education in the time of the Prophet Muhammad saw to modern education. There was a rapid development experienced by educational facilities in the time of the Prophet saw, from mosques developing rapidly in the early eighth century AD, where several mosques turned into universities until today.
PEMANFAATAN APLIKASI TIKTOK SEBAGAI MEDIA EDUKASI DI ERA GENERASI Z Putri Naning Rahmana; Dhea Amalia Putri N; Rian Damariswara
Akademika Vol 11 No 02 (2022): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v11i02.1959

Abstract

Penelitian ini bertujuan mendiskripsikan pemanfaatan aplikasi TikTok sebagai media edukasi di era generasi Z. Penelitian ini menggunakan metode penelitian deskriptif kualitatif. Subjek penelitian ini adalah generasi Z, dengan objek penelitian pemanfaatan aplikasi tiktok sebagai media edukasi. Data yang di kumpulkan dengan menggunakan metode wawancara. Hasil penelitian menunjukkan bahwa pertama, penggunaan aplikasi tiktok pada generasi Z. kedua, jenis-jenis konten tiktok yang sering dilihat oleh generasi Z. ketiga, pemanfaatan aplikasi tiktok bagi media edukasi pada generasi Z. Manfaat yang akan diperoleh dari bahan bacaan artikel ini adalah perspektif baru mengenai pemanfaatan aplikasi tiktok bagi media edukasi pada generasi Z untuk mendapatkan ilmu pembelajaran baru serta sebagai sarana guna menyebarkan konten edukatif.
IMPLEMENTASI BAHAN AJAR MEDIA AUTOPLAY STUDIO 8 MATERI MOTIF BATU NISAN DI KESULTANAN PALEMBANG DARUSSALAM Syarifuddin Syarifuddin; Maura Rizki Amelia; Hudaidah Hudaidah
Akademika Vol 11 No 02 (2022): Akademika : Jurnal Teknologi Pendidikan
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v11i02.2003

Abstract

This research on the development of the motifs of the Palembang Darussalam sultanate tombstones tries to provide effective learning outcomes. The method used is quantitative using the Borg and Gall models to research and develop prototypes. The subject of this research is the students of class X SMA N 1 Palembang. The product has gone through a one-on-one expert revision stage carried out by 3 experts with attached comments so that this learning teaching material product is considered very valid with an average score of 4.67. The effectiveness of learning teaching materials using Autoplay Studio 8 which has been developed and carried out in the test phase, the results of the trial got a score of 46.2% with the n-gain value reaching a score of 0.72. This means that the prototype is suitable for use as an effective learning tool for class X SMA N 1 Palembang and as a learning support product
PENGEMBANGAN VIDEO PEMBELAJARAN MENGGUNAKAN SOFTWARE WONDERSHARE FILMORA PADA MATA PELAJARAN SEJARAH Fama Gala Tea; Syarifuddin Syarifuddin; Adhitya Rol Asmi
Akademika Vol 11 No 02 (2022): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v11i02.2006

Abstract

The study discusses “Development Of Learning Videos Using Wondershare Filmora Software In History Subject Class X State Senior High School 3 Palembang”. The purpose of this study was to determine the stages of development of video learning media using Wondershare Filmora Software.and to determine the effect of the effectiveness of video media developed using Wondershare Filmora Software. This type of research is Research and Development (R&D) with the Allesi and Trollip development model. The research was conducted at state Senior High school 3 Palembang.The conclusion of the study shows that; (1) Video media using Wondershare Filmora Software in class X history of State High School 3 Paelmbang can be said to be valid if it has been tested through the validity of 3 expert reviews and with input from experts, and field tests to determine the practicality of the media and efficient media. (2) There is an increase in student learning outcomes by 24.66%, so the value obtained from Ngain is 0.46 which is in the medium category