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Contact Name
Triyanti Abdulrahman
Contact Email
akademika.journal@uia.ac.id
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+6285387381474
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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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Jawa barat
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
EFEKTIVITAS PLATFORM REPETISI JARAK GAMIFIKASI, QUIZLET, DALAM MENINGKATKAN PEMBELAJARAN KOSAKATA PADA SISWA EFL KELAS 5 Chotimah, Chusnul
Akademika Vol 14 No 02 (2025): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/ak.v14i02.5313

Abstract

Vocabulary is essential for helping young learners improve their English skills, but many students find it difficult to memorize new words when instruction relies only on traditional memorization techniques. The effectiveness of the gamified spaced repetition platform, Quizlet, in enhancing vocabulary acquisition among grade fifth English as a Foreign Language students is examined in this study. The objective of this research is to improve the students’ vocabulary acquisition using Quizlet in grade 5. An experimental design was used, involving two groups: one experimental group that learned vocabulary with Quizlet and a control group that used conventional teaching methods. Both groups completed a pre-test and a post-test to assess their vocabulary development. Results showed that the experimental group achieved significantly greater improvements in vocabulary than the control group. The use of Quizlet's flashcards, interactive activities, and spaced reviews helped increase engagement, consistent practice, and better retention of words. These findings suggest that Quizlet is a valuable tool for supporting vocabulary growth in young English language learners. The study recommends integrating gamified digital tools into elementary English classes to enhance student motivation and facilitate ongoing vocabulary development.
THE RELATIONSHIP BETWEEN SYNCHRONOUS LEARNING DEXTERITY AND ASYNCHRONOUS LEARNING DEXTERITY WITH STUDENT LEARNING PERFORMANCES IN HIGHER EDUCATION Kardipah, Seipah; Winanti, Yunea Kusuma
Akademika Vol 14 No 02 (2025): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/ak.v14i02.5315

Abstract

This study analyzes the relationship between students' synchronous and asynchronous learning dexterity and their learning performance in an online learning environment in higher education. Using a quantitative correlational design, data were collected from 33 graduate students through asynchronous and synchronous learning agility questionnaires and final course grades. Data were analyzed using Spearman's rho correlation to determine the strength and direction of the relationships between variables. The results showed a strong, positive, and significant correlation between student learning outcomes and synchronous learning dexterity (r = .867, p < .01) and asynchronous learning dexterity (r = .725, p < .01). These findings suggest that students who are agile in both real-time and self-paced learning activities achieve higher learning outcomes. This investigation demonstrates the value of instructional design in integrating synchronous learning approaches with asynchronous learning flexibility to enhance student engagement and learning outcomes. Overall, these results provide empirical support for designing adaptive learning models that balance both modes (synchronous and asynchronous) to optimize student performance and student experience in higher education.
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID UNTUK MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN KIMIA Nordiana, Lia; Mansur, Hamsi; Sari, Nina Permata
Akademika Vol 14 No 02 (2025): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/ak.v14i02.5330

Abstract

This research aims to: (1) design and create Android-based Augmented Reality learning media for chemistry subjects, (2) ascertain the suitability of the developed media, and (3) assess its effectiveness in enhancing students' learning enthusiasm. This study employs Research and Development (R&D) methodology, utilizing the ADDIE model (analysis, design, development, implementation, and evaluation). The limited trial subjects are students from class XI A at SMA Negeri 1 Lampihong. Data collection techniques include: observation, validation from media experts, material experts, and learning interest questionnaires. Data analysis was performed descriptively both qualitatively and quantitatively, employing Likert Scale calculations and N-Gain analysis. The research findings received a score of 66, with a percentage of 94.28% from media experts, and a score of 54, with a percentage of 90% from material experts. Meanwhile, the N-gain calculation results yielded an average value of 0.57, which falls into the "moderate" category. The average percentage of N-gain is 57.35%, categorized as "moderately effective. " Consequently, the research results indicate that it is highly suitable for use and reasonably effective in boosting students' learning interest.
Exploring the Use of Minecraft Education Edition to Support Computational Thinking, Coding Skills, and AI Literacy: A Case Study in an Indonesian Madrasah Informatics Classroom Meiningdias, Catur Yoga; Suryaman, Maman; Wahyudin, Undang Ruslan
Akademika Vol 14 No 02 (2025): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/ak.v14i02.5351

Abstract

This study investigates how Minecraft Education Edition can support digital transformation in the Informatics curriculum of an Indonesian Islamic senior high school (madrasah). It examines how game-based learning mediates the development of computational thinking, coding fluency, and foundational artificial intelligence (AI) literacy, as well as the affective qualities of the learning environment. A qualitative case study was conducted at MAN 9 Jakarta with 210 Grade 10 students organised into six Informatics classes, one Informatics teacher, and the madrasah principal. Data were collected through classroom observations of Minecraft-based lessons, semi-structured interviews with 30 focal students (five representatives from each class), interviews with the teacher and principal, and documentation of student artefacts and institutional reports. Thematic analysis followed an iterative process of coding, data display, and conclusion drawing, supported by triangulation, member checking, and an audit trail to enhance trustworthiness. The findings show substantial gains in computational thinking: students articulated decomposition strategies, recognised patterns across missions, mentally simulated algorithms, and engaged in systematic debugging. Coding proficiency improved as learners used sequences, conditionals, and loops to design solutions in authentic missions. Emerging AI literacy was evident when students described agents as rule-based systems and attributed errors to flawed code rather than autonomous intent. The Minecraft-based environment fostered joyful, mindful, and meaningful engagement, characterised by high motivation, sustained focus, and perceived relevance to real-world applications. The study concludes that Minecraft Education provides an effective, contextually appropriate model for Informatics instruction in madrasah settings, with implications for curriculum design, teacher professional development, and SDG-oriented digital transformation policies.
PENERIMAAN SISWA TERHADAP METODE BERMAIN PERAN UNTUK BERBICARA DIKELAS DWIBAHASA KELAS V SDIT AL-MUZZAMMIL Fadhil, Muhammad Rizky
Akademika Vol 14 No 02 (2025): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/ak.v14i02.5393

Abstract

This research focuses to examine students’ reception towards the use of the role-play method in the teaching and learning process to improve their English-speaking skills. The method used in this research is a qualitative approach, with classroom observation as the main technique for collecting data, along with directly asking fifth-grade elementary school students about their experiences using role-play in English learning activities. Based on the analysis of the observations and the students’ answers, the majority of them greatly enjoyed the role-play method, and judging from their increased activeness in speaking, the method successfully created an engaging and active learning atmosphere.