cover
Contact Name
Dian Arief Pradana
Contact Email
dianarief@untag-banyuwangi.ac.id
Phone
+6285233152005
Journal Mail Official
dianarief@untag-banyuwangi.ac.id
Editorial Address
Fakultas Keguruan dan Ilmu Pendidikan, Universitas 17 Agustus 1945 Banyuwangi Jl. Adi Sucipto No. 26 Banyuwangi – Jawa Timur, Indonesia, 68416.
Location
Kab. banyuwangi,
Jawa timur
INDONESIA
JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH)
ISSN : -     EISSN : 30464714     DOI : https://doi.org/10.62734/jtech.v1i3.421
Core Subject : Education,
As an international, multi-disciplinary, peer-refereed journal, the scope of this Journal of Technology, Education & Teaching (J-TECH) area which provides a platform for the publication of the most advanced scientific researches in the areas of learning, development, instruction and teaching. The journal welcomes original empirical investigation. The papers may represent a variety of theoretical perspectives and different methodological approaches. They may refer to any age level, from infants to adults and to a diversity of learning and instructional settings, from laboratory experiments to field studies. The major criteria in the review and the selection process concerns the significance of the contribution to the area of learning and instruction. instruction learning and teaching curriculum development learning environment teacher education educational technology educational development
Articles 5 Documents
Search results for , issue "Vol. 2 No. 1 (2025): JOURNAL OF TECHNOLOGY, EDUCATION " : 5 Documents clear
Creating an Effective Multilingual Learning Curriculum for Bilingual Students in Indonesia, Fostering Language Proficiency Sari, Septy Kumala; Mustofa, S. Ahmad Marjuki; Pradana, Dian Arief
JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH) Vol. 2 No. 1 (2025): JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62734/jtech.v2i1.451

Abstract

This journal explores the development of a curriculum designed for effective multilingual learning specifically catering for bilingual students in Indonesia. As the country embraces linguistic diversity, the need for a curriculum that accommodates multiple languages becomes essential to foster inclusivity and improve educational outcomes. This study investigates current educational practices, identifies challenges faced by bilingual learners, and proposes a comprehensive framework that integrates cultural relevance and language proficiency. Using qualitative and quantitative research methods, including surveys and interviews with educators and students, the findings highlight the importance of contextualised learning experiences and teacher training. The proposed curriculum aims to enhance cognitive development, cultural awareness and linguistic skills among bilingual students, ultimately contributing to a more equitable education system in Indonesia. This research underscores the need to adapt educational approaches to meet the needs of diverse language communities, thus supporting national development goals in the context of globalisation.
The Analysis of Cultural Content the Eight Grade Junior High School Students English Textbook Budianto, Faradiba Mahadewi; Pradana, Dian Arief
JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH) Vol. 2 No. 1 (2025): JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62734/jtech.v2i1.458

Abstract

The aims of this research are to analyze the culture categories and get the most dominant category presented in the textbook. Qualitative research design, specifically content analysis of textbooks is employed in the study. This research use data analysis according to Miles and Huberman (1992) explain that analysis involves three concurrent activities: data reduction, data display, and conclusion drawing/verification. The primary data source for this study is the researcher employs established categories to analyze the data, including food and drink, locations, art, ceremonies, social behavior, beliefs and values, history, and individuals. These categories were developed by Adoskou, Moran, Dweik, and Al-Sayed in 1990, 2001, and 2015. The textual and visual data are examined based on the cultural categories of source culture, target culture, and worldwide culture. These categories were developed by Cortazzi & Jin in 2022.  
Application of Gamification in Learning: Its Influence on Motivation, Involvement, and Student Learning Outcomes Prameswari, Kenyo; Novita, Iva; Pradana, Dian Arief
JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH) Vol. 2 No. 1 (2025): JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62734/jtech.v2i1.459

Abstract

The application of gamification in education is becoming a topic that is increasingly discussed, both in the context of formal and non-formal education. The purpose of this research is to examine how the application of gamification in e-learning can increase student motivation and involvement. This research uses a qualitative approach with a literature study method that includes various previous studies on gamification in education. The results of this study show that the application of game elements in online learning can increase interactivity, strengthen the attractiveness of the subject matter, and encourage students to more actively participate in the learning process. In addition, this study also found that gamification has the potential to improve student learning outcomes by making the material more interesting and giving faster feedback. This research concludes that gamification can be an effective tool in creating a more interesting learning experience and increasing student motivation. However, further research is still needed to optimize the gamification design in various learning contexts.
The Using Blooket Web as a Teaching Medium on Students’ Motivation to Learn English as a Second Language Erlangga, Prayoga Eka Krisna
JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH) Vol. 2 No. 1 (2025): JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62734/jtech.v2i1.460

Abstract

The integration of game-based platforms like Blooket in English as a Second Language (ESL) education has gained attention for its ability to enhance student motivation and engagement. This study examines the impact of using Blooket as a teaching medium to motivate middle school students learning ESL. Blooket offers interactive, quiz-based games tailored to various learning needs, aligning with gamification principles that foster a fun and engaging environment. The research employs a mixed-method approach, combining pre- and post-test surveys and interviews, to evaluate the motivational effects of Blooket compared to traditional teaching methods. Results indicate a significant increase in motivation and engagement among students using Blooket, highlighting its potential as a tool for modern ESL education.
The Influence of the Gemification Method on Vocabulary Development in Primary Schools Santoso, Titah Agastya; Armeridha, Yesika Agnes Sandya; Pradana, Dian Arief
JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH) Vol. 2 No. 1 (2025): JOURNAL OF TECHNOLOGY, EDUCATION & TEACHING (J-TECH)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62734/jtech.v2i1.483

Abstract

English in Indonesia is studied as a foreign language since school age to help prepare the younger generation to face the global world. However, the uneven education system in cities and rural areas is one of the challenges in teaching English to students. As a result of this challenge, students' motivation to learn English is low because it is considered boring and difficult to learn. The difference in English language skills of elementary school children in urban and rural areas is the reason for the implementation of this English language training service program for elementary school students. This program aims to improve English skills, especially vocabulary development and speaking skills for elementary school students. Teaching using the gamification method is an option that is considered effective for teaching and training students to learn English because it can increase children's interest and motivation through playing snakes and ladders, guessing words, and singing. The data collection techniques used are participant observation, pre-test, and post-test.

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