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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
MEDIA PEMBELAJARAN HURUF HIJAIYAH UNTUK ANAK USIA DINI BERBASIS GAME ANDROID Ahmad Turmudi Zy; Edora Edora
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.v11i02.2019

Abstract

As religious people we must fortify ourselves as early as possible with the provision of religious knowledge. One of them is in reading the Koran. For early childhood, the initial stage of reading the Koran is being able to master the hijaiyah letters. The problem in this research is the lack of interest in children's learning and the lack of media that is applied in the process of learning hijaiyah letters. The media used is still conventional so that the learning objectives are not achieved optimally. Therefore, a learning media for early childhood was made in the form of an Android-based educational game. This research applies the MDLC (Multimedia Development Life Cyrcle) method. Testing the functional requirements in this application through the stages of black box testing. The black box test results are 100%, meaning that this application is in line with user needs and all functions run according to functional requirements. Therefore, it can be concluded that this educational game is attractive and effective in increasing hijaiyah letter learning skills
PENGEMBANGAN MODUL INTERAKTIF SEBAGAI PANDUAN PENGGUNAAN ARTICULATE STORYLINE Dzaky Mubarok; Niko sudibjo
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.v11i02.2049

Abstract

This study aims to evaluate a product that is developed in the form of an interactive module for employees of the Biro Pengembangan Pembelajaran Multimedia Nusantara University. This development follows the systematic procedure of S. Thiagarajan's 4D development model. This development model consists of four major steps, Define, Design, Develop, Disseminate. The subjects of this study were 21 employees at the Biro Pengembangan Pembelajaran Multimedia Nusantara University. The evaluation of this interactive module includes a feasibility test from experts including, learning design experts, material experts, media experts, and users. The results of this study showed that the trial of learning experts, media experts and material experts stated that this interactive module was feasible to use. The results of the one-on-one got an average score of 3.87, the results of the small group trial with an average value of 3.66, the results of the evaluation test trial showed an average score increase of 34 points with an N-Gain Score of 73%, based on these three trials it was stated that users responded positively and indicated that this interactive module have a good quality and effective in use as a Articulate Storyline Guidance at the Biro Pengembangan Pembelajaran Multimedia Nusantara University.
PENGEMBANGAN MODUL MULTIMEDIA INTERAKTIF BERBASIS SKENARIO PADA MATA KULIAH KOMUNIKASI ANTARBUDAYA & RESOLUSI KONFLIK Bayu Febriawan; Rijanto Rijanto
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.v11i02.2050

Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan sebuah modul multimedia digital interaktif pada Mata Kuliah Komunikasi Antarbudaya dan Resolusi Konflik di Universitas Multimedia Nusantara. Penelitan pengembangan ini menggunakan model ADDIE yang terdiri dari lima tahapan yang dilakukan yaitu analysis, design, develop, implementation, dan evaluation. Produk yang dihasilkan adalah modul digital interaktif yang menggunakan berbasis skenario dan disusun di dalam platform moodle elearning.umn.ac.id. Pengumpulan data dalam penelitian ini menggunakan wawancara, angket, dan tes yang kemudian dianalisis secara kualitatif dan kuantitatif. Proses uji coba dalam penelitian ini melibatkan para ahli dan pengguna. Para ahli yang dilibatkan adalah ahli materi, ahli desain pembelajaran, dan ahli media pembelajaran. Uji coba pengguna dilakukan dengan melibatkan responden mahasiswa Program Studi Ilmu Komunikasi. Para ahli dan pengguna diberikan kesempatan untuk menggunakan produk multimedia interaktif dan memberikan respon dari kuesioner yang diberikan. Hasil analisis akhir menunjukkan tingkat kevalidan dan kelayakan produk sebesar 84%. Selanjutnya dilakukan uji evaluasi dengan menggunakan n-gain score untuk mengukur efektivitas produk dengan menggunakan tes 20 soal pretest dan posttest. Hasilnya didapat n-gain score sebesar 71%. Berdasarkan data tersebut dapat dikatakan produk layak digunakan dan cukup efektif untuk menjadi media pembelajaran pada mata kuliah komunikasi antarbudaya dan resolusi konflik.
PENGEMBANGAN BUKU PANDUAN PENILAIAN MULTIMEDIA PEMBELAJARAN Sungkono Sungkono; Novi Trilisiana; Mulyo Prabowo
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.v11i02.2112

Abstract

This study aims to 1) produce a proper multimedia learning assessment guidebook, 2) determine the feasibility level of a multimedia learning assessment guidebook. This research is a type of three-stage research and development of the four stages of Thiagarajan namely Define, Design, and Development. The research subjects are the review media, review instruments, and students. The results of this research are made into a book that has an ISBN so that it can be widely used by the public. The resulting multimedia assessment guidebook product is in the form of a printed book that has a variety of colors; physical appearance; design text, images, and charts according to the characteristics of students and validators. The results of the media expert's assessment of the guidebook are offered as very feasible. The results of the expert assessment (material) of the guidebook are categorized as very feasible. So, the overall assessment of the book means that it is very worthy of publication. Multimedia assessment guidebooks are recommended for use in tertiary institutions that focus on research and development of multimedia learning products. The guidebook can be disseminated to the campus academic community as users to find out the effectiveness and usefulness of the guidebook for further research
INSTRUMEN JARINGAN KOMPUTER UNTUK MAHASISWA PENDIDIKAN INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS NEGERI JAKARTA Yuliatri Sastrawijaya; Muhammad F Duskarnaen; Hamidillah Ajie; Hana Amanda Putri; Khasanah Khasanah
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.v11i02.2159

Abstract

Education is a learning effort for students with the intention of making people more critical in thinking. Measurement is a scoring procedure for special attributes or characteristics attached to a person associated with the attribute being measured. This study aims to produce a computer network instrument that has been validated by three lecturers, and has been validated and the differential power has been calculated with 200 student respondents and its reliability has been calculated. This research is an experimental research, the subjects of the research are students of the Informatics and Computer Engineering Education study program at Jakarta State University who are taking computer network courses. Based on the results of the analysis of computer network instruments for the category of material and face validity which were filled in by 3 lecturers, out of 50 items they were declared good and worthy of being tested on students. In the next step, 200 students who had passed the Computer Networks course were taken to be tested for validity to see the differentiability of the questions and the level of difficulty of the questions, the result was that there were 7 (14%) items including easy items with very good differentiating power, there were 38 items ( 76%) including moderate grains, with good discriminating power, and there are 5 items including difficult grains with sufficient discriminating power. The next step is that the results of the answers of the 200 students who were tested calculated the reliability and obtained good results of r = 0.82. From the results of this study, the finished instrument was given to students who took the Computer Networks course as many as 70 people.
PENGARUH MODEL PELATIHAN PEMBELAJARAN BERBASIS KERJA TERHADAP KREATIVITAS PESERTA PELATIHAN BLK BOJONEGORO Ristanto Ristanto; Rusijono Rusijono; Fajar Arianto
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.v11i02.2163

Abstract

The importance of human resources is based on the fact that human resources are the basic elements of every company. Human resources can determine the advantages of a company because human resources are goal makers, innovation, communication, creativity, and strategy for the company. The purpose of this study was to determine the effect of the Work Based Learning training model on the creativity of trainees at BLK Bojonegoro. This research is a qualitative research which can specifically be categorized as a qualitative research program evaluation. The sample in this study amounted to 100 trainees at BLK Bojonegoro. The results showed that the high scale of creativity (85.5%), the tasks of the training participants (83.4%), support for learning (78.8%) and clear goals (76%). In training models where exposure to real-world constraints, opportunities, policies and regulations is mandatory, work-based learning occupies an important niche in participants' experiences.
KONSEPSI ANALISIS KEBUTUHAN LKPD BERBASIS SAINTIFIK MATERI SEJARAH NENEK MOYANG BANGSA INDONESIA DI KELAS X Ainah Ainah; L.R. Retno Susanti; Umi Chotimah
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.v11i02.2169

Abstract

This study aims to develop teaching materials for student worksheets (LKPD) on the historical material of the ancestors of the Indonesian nation in class X. This research uses the ADDIE model. The stages of this research are the preliminary investigation stage and the prototype stage. Data collection techniques in the form of observation, and questionnaires. The data analysis technique in this study used an instrument sheet in the form of a likert scale with 5 levels of assessment and calculated to see the validity and practicality of the product. The results of the study of 3 expert validators of design, material and language showed that LKPD products were tested for validity with the resulting category which was very valid and the average percentage obtained was 82%. The product practicality test for students through filling out the questionnaire obtained an average very practical assessment of 83%. LKPD book products have been tested to be effective in improving student learning outcomes, as can be seen from the comparison of student scores at the time of pretest then learning to use LKPD in an N-gain score of 0.60 in the medium category. This shows that this LKPD is effectively used to help improve student learning outcomes in history learning, especially the historical material of the ancestors of the Indonesian nation
EDUCM SEBAGAI APLIKASI EDUKASI MERANCANG KARYA MINI RISET BERBASIS CASE METHOD Abdinur Batubara
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.v11i02.2193

Abstract

Application called EduCM, which is designed to provide education to students on how to develop case-method-based lecture assignments.. The research method used is the descriptive qualitative method with the ADDIE model (Analyze Design, Development, Implementation, and Evaluation), the research sample being students from the PPKn Department, FIS UNIMED. Data collection tools include observation, questionnaires, and test techniques. Data analysis used Miles and Hubermann's data analysis to analyze data from field observations. The orientation of the results will focus on the influence of EduCM to assist students in developing lecture assignments, in this case, mini-research based on the Case Method. The results showed that from the total sample taken, namely 126 students with a population of 187 students majoring in PPKn and FIS at UNIMED, there was a significant increase from the initial observation data related to understanding and the ability to develop case-based scientific papers. The result is that 80.16% of students fall into the category of "very good understanding," with indications of understanding the basic concepts of scientific work, the nature of the case method, and being skilled at developing case method-based scientific papers. whereas in the initial observation, the category of "very good" was even 0% and even 79, 37% in the "poor" category, and 15.87% in the "bad" category, with indications of not understanding the three indications of the "very good" category. Then the results also show 13.49% in the "good" category, 6.35% in the "enough" category, and 0% in the "bad" category
RESPON SISWA TERHADAP MULTIMEDIA INTERAKTIF LIDDLE (LINE AND ANGLE LEARNING) Nurlaela Saadah; Dori Lukman Hakim
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.v11i02.2204

Abstract

The development of increasingly sophisticated technology will impact the field of education so that teachers are required to innovate in learning, one of which is by creating learning media. The selection of suitable learning media will attract students' interest in learning mathematics. Liddle interactive multimedia is an android application that aims to make it easier for students to understand line and angle material. This study aims to determine how students respond to interactive multimedia liddles on line and with angle material. This research was conducted at SMP Negeri 1 Jonggol with class VII I research subjects involving seven students. The research design used is descriptive research to describe students' responses to interactive multimedia Liddle. Data collection techniques in this study used student response questionnaires. While the analytical method used in this study is a semantic differential scale consisting of 4 scores. Based on the study results, it can be concluded that the interactive multimedia liddle received a positive response from students and was declared good to be used as a learning medium in the mathematics learning process. This is based on the results of the data from the aspects contained in interactive multimedia liddle get a percentage of 88.39% with the criteria of "Very Good".
HUBUNGAN ANTARA PERAN ORANG TUA DAN KOMPETENSI PEDAGOGIK GURU DENGAN HASIL BELAJAR MATEMATIKA Amelia Diantami Adesta; Khasanah Khasanah
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.v11i02.2214

Abstract

The purpose of this study was to determine the significant relationship between the role of parents and mathematics learning outcomes, the significant relationship between the teacher's pedagogic competence, and the significant relationship between the role of parents and the teacher's pedagogic competence together with the mathematics learning outcomes of sixth grade students in the city of Bekasi. The research method used in this research is survey method with correlation technique. The population used in this study is divided into two, namely, the target population and the affordable population. The target population comes from the sixth grade elementary school students in the city of Bekasi, while the accessible population is the sixth grade elementary school as many as 100 people. The samples in this study were students from Al Muzzammil Integrated Islamic Elementary School, Darul Maza Integrated Islamic Elementary School, Al Fajar Islamic Elementary School, and Ar Rahman Islamic Elementary School. In this study, the instrument used is a questionnaire and secondary data. The results of this study are first, the role of parents has a significant relationship with learning outcomes in mathematics. Second, teacher pedagogic competence has a significant relationship with mathematics learning outcomes. Third, the role of parents and the teacher's pedagogic competence together have a significant relationship with mathematics learning outcomes.