cover
Contact Name
Fahrur Rozi
Contact Email
joeict.ubhi@gmail.com
Phone
+6285646149638
Journal Mail Official
joeict.ubhi@gmail.com
Editorial Address
Jl. Mayor Sujadi No.7, Manggisan, Plosokandang, Kec. Kedungwaru, Kabupaten Tulungagung, Jawa Timur 66229
Location
Kab. tulungagung,
Jawa timur
INDONESIA
Journal of Education and ICT
This journal encompasses original research articles, review articles, and short communications, including: Pendidikan Teknologi Informasi Information System Artificial Intelligence AI & Expert systems Database Systems Computing Languages & Algorithms Computer Networks & Communications Computer Architecture
Articles 95 Documents
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ARTICULATE STORYLINE PADA MATA PELAJARAN SIMULASI DAN KOMUNIKASI DIGITAL SISWA KELAS X TAB 4 DI SMK NEGERI 2 TULUNGAGUNG Nurna Listya Purnamasari; Susi Gustika Fardani
JoEICT (Jurnal of Education And ICT) Vol 5, No 2 (2021)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v5i2.2207

Abstract

SMK Negeri 2 Tulungagung is one of the vocational high schools located in Sumbergempol District, Tulungagung Regency. Some teachers have used LCD projectors for teaching and learning activities in class, but there are still many students who do not pay close attention to the material. So we need interactive and interesting learning media on Simulation and Digital Communication materials using the Articulate Storyline application. to increase student enthusiasm for learning.This research is a type of research and development or Research and Development (RD). Development is a method for producing certain products or improving existing products and testing the effectiveness of these products. The development model used is the ADDIE model (Analysis, Design, Development, Implementation, Evaluations) because the ADDIE model has general characteristics that are suitable for use in development research. Data collection techniques using observation and interviews. The instruments used are expert validation sheets and product trial questionnaires. While the data analysis technique used is quantitative descriptive analysis.The results of the analysis of the media expert test resulted in a percentage of 84% or included in the very feasible criteria, while the results of the material science test resulted in a percentage of 82.5% which was included in the very feasible criteria. The results of the field test yielded a percentage of 85.4% which was included in the very feasible category.
DEVELOPMENT OF TEACHING MATERIALS BASED ON E-MODULE CLASS X INFORMATICS SUBJECTS Ike Oktavia; Nurna Listya Purnamasari; Isnaini Meilina Wulandari
JoEICT (Jurnal of Education And ICT) Vol 7, No 1 (2023)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v7i1.4684

Abstract

The era of globalization and technological developments proves that the world has entered the industrial era of 4.0. The existence of this human activity is easier to get information. Not only information, but in the world of education it also makes it easier for teachers and students to carry out teaching and learning activities. State Vocational High School (SMK) 1 Tulungagung still uses teaching materials that are PDF text. With the lack of variety of teaching materials, students feel quickly bored and bored in the learning process. Less attractive teaching materials make students lazy to learn. In addition, it also affects the value of Student Completeness Criteria (KKM). So the development of e-module-based teaching materials can provide student enthusiasm and motivation in the learning process. This research aims to arouse students' enthusiasm for learning by using e-module-based teaching materials that are interactive and facilitate students in learning. This research method is Lee and Owens (2004). This research uses RD (Research and Development) development research, this research produces a product, and tests the effectiveness of the resulting product. In this study, researchers used the Lee and Owens (2004) development model consisting of five stages, namely Assessment, Design, Development, Implementation, and Evaluation. The eligibility results of media experts get a percentage of 100%, material experts get a percentage of 100%, small group trials get a percentage of 97.6%, and large group trials get a percentage of 92.6%. Based on the average results of the four percentage data, the percentage of products is 97.3% and is included in the "Very Decent" category based on the rating scale table. So this study concludes that the development of e-module-based teaching materials in informatics subjects is very suitable for grade X students of SMK Negeri 1 Tulungagung. 
PENGEMBANGAN APLIKASI PENGENALAN WARNA SEBAGAI MEDIA BELAJAR MENGGUNAKAN AUGMENTED REALITY BERBASIS ANDROID UNTUK ANAK USIA DINI Roroindah Dwi Cahyani; Fahrur Rozi
JoEICT (Jurnal of Education And ICT) Vol 3, No 2 (2019)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v3i2.1146

Abstract

Penelitian ini merupakan penelitian pengembangan yang dilakukan di PAUD Karunia Ibu yang bertujuan untuk: Mengetahui langkah-langkah dalam menghasilkan produk berupa aplikasi berbasis android dengan menggunakan augmented reality sebagai media belajar, buku katalog, dan mengetahui kualitas produk yang dibuat dalam membantu guru serta orang tua untuk mengenalkan warna pada anak usia dini. Penelitian pengembangan ini dibuat dengan menggunakan model Prototype, yakni Mendengarkan pelanggan, Merancang dan membuat Prototype, Uji Coba Prototype. Langkah-langkah dalam menghasilkan suatu produk yaitu menetapkan materi pengenalan warna untuk anak usia dini sesuai dengan hasil wawancara di PAUD Karunia Ibu, membuat marker, mendesain aplikasi, mencoding aplikasi, membentuk file apk android, membuat dan mencetak buku katalog, uji materi dan analisis hasil uji materi, uji media pada aspek functional suitability dan analisis hasil uji media, uji lapangan pada aspek usability dan analisis uji lapangan, uji performance aplikasi pada aspek performance efficiency,dan analisis uji performance aplikasi. Berdasarkan hasil dari pengujian produk dapat diketahui: materi yang ada pada aplikasi sudah layak dan sesuai, pada uji functional suitability dinyatakan layak digunakan karena setiap fungsi menu aplikasi dapat berfungsi dengan baik, pada uji aspek portability aplikasi sudah dapat berjalan pada 4 versi android yang berbeda, dan pada aspek pengujan usability memperoleh presentase sebesar 84% (sangat baik).
DEVELOPMENT OF ARTICULATE STORYLINE 3-BASED INTERACTIVE LEARNING MEDIA FOR COMPUTER SYSTEMS SUBJECT: AN ADDIE-BASED DESIGN STUDY IN INDONESIAN VOCATIONAL EDUCATION Jauhari Tamam; Abdul Haris Indrakusuma
JoEICT (Jurnal of Education And ICT) Vol 10, No 1 (2026)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v10i1.1658

Abstract

The persistent reliance on conventional, teacher-centered instructional methods in Indonesian vocational secondary schools (SMK) has been identified as a contributing factor to low student engagement and suboptimal learning outcomes, particularly in technical subjects such as Computer Systems. This study addresses that gap by developing and evaluating an interactive learning medium for the Computer Systems subject at Class X Multimedia 2, SMK Islam 1 Durenan, using Articulate Storyline 3 as the development platform. The research employed the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) instructional design model. Validation was conducted through expert review (material and media experts) and two-phase student trials (small group: n = 10; large group: n = 25). Quantitative data were collected via structured rating instruments and analysed using percentage feasibility scores. Results demonstrated that the developed medium achieved a material feasibility score of 85% (Very Feasible), a media feasibility score of 79% (Feasible), and student response scores of 72% and 80% for the small-group and large-group trials, respectively, both rated as Feasible. These findings confirm that the Articulate Storyline 3-based medium is both technically sound and pedagogically appropriate for vocational learners. The study contributes empirical evidence supporting the adoption of authoring-tool-based interactive media in vocational ICT education and provides a replicable development framework for practitioners and researchers in similar contexts
DEVELOPMENT OF A LECTORA-BASED ELECTRONIC MODULE FOR DIGITAL SIMULATION SUBJECT IN GRADE X AT SMKN 2 TULUNGAGUNG: A R2D2 MODEL APPROACH Oktavia Riski Ayu Fatimah; Nurna Listya Purnamasari
JoEICT (Jurnal of Education And ICT) Vol 9, No 2 (2025)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v9i2.1647

Abstract

The limited availability of digital learning media in vocational secondary schools represents a critical challenge that hampers students' self-directed learning and engagement. This study addresses this gap by developing a Lectora Inspire-based electronic module (e-module) for the Digital Simulation subject in Grade X at SMKN 2 Tulungagung, Indonesia. The development employed the Reflective, Recursive Design and Development (R2D2) model, which encompasses three interconnected phases: Define Focus, Design and Development Focus, and Dissemination Focus. Product validation was conducted through expert review panels comprising a media expert and a subject-matter expert, followed by user trials with student groups. Quantitative data were collected using Likert-scale questionnaires and analyzed using feasibility percentage formulas. Validation results demonstrated that the e-module achieved a media expert feasibility score of 82.8%, a subject-matter expert feasibility score of 92.5%, a small-group trial score of 80.5%, and a large-group trial score of 85.0%. The overall average feasibility index reached 84.75%, classified as "Very Feasible" according to established criteria. These findings confirm that the developed e-module is suitable for deployment as an instructional medium in the Digital Simulation subject, offering a replicable model for technology-enhanced learning material development in vocational education contexts
DEVELOPMENT OF INTERACTIVE LEARNING MEDIA USING LECTORA INSPIRE FOR INFORMATION AND COMMUNICATION TECHNOLOGY SUBJECT: AN ADDIE-BASED APPROACH Roikhatus Silma Nadzifa; Fahrur Rozi
JoEICT (Jurnal of Education And ICT) Vol 10, No 1 (2026)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v10i1.1656

Abstract

The limited use of technology-based instructional media in junior high school settings has negatively affected student engagement and learning outcomes in Information and Communication Technology (ICT) subjects. This study aims to develop interactive learning media using Lectora Inspire for eighth-grade ICT students at SMP Negeri 4 Tulungagung, Indonesia, and to evaluate its feasibility based on expert validation and student responses. The development process followed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), a systematic instructional design framework widely adopted in educational technology research. The media was validated by two material experts and two media experts, and subsequently tested with 10 students (small group) and 30 students (large group). Feasibility was measured using a percentage-based scoring rubric. Results indicated that material experts rated the media at 76.4% (Feasible), media experts rated it at 75.9% (Feasible), while student responses reached 87.92% (small group) and 92.92% (large group), both classified as Very Feasible. These findings demonstrate that the Lectora Inspire-based interactive media is a viable, engaging, and pedagogically appropriate tool for ICT learning at the junior secondary level. The study contributes to the growing body of research on authoring-tool-based e-learning development in developing-country educational contexts, and highlights the potential of offline-compatible interactive media to address infrastructure challenges in Indonesian schools
THE EFFECT OF JIGSAW-TYPE COOPERATIVE LEARNING ON MOTIVATION AND ACADEMIC ACHIEVEMENT IN INFORMATICS EDUCATION: A QUASI-EXPERIMENTAL STUDY AT VOCATIONAL HIGH SCHOOL Fahrur Rozi; Erma Rohmawati
JoEICT (Jurnal of Education And ICT) Vol 8, No 1 (2024)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v8i1.10207

Abstract

Conventional lecture-based instruction in vocational Informatics education frequently leads to passive engagement and suboptimal learning outcomes among students. Objective: This study investigates the effect of the Jigsaw-type cooperative learning model on students' learning motivation and academic achievement in the Informatics subject at State Vocational High School 2 (SMK Negeri 2) Tulungagung, Indonesia. Methods: A quasi-experimental design with a Non-equivalent Control Group pre-test/post-test structure was employed. The experimental group (Class X-A, n = 30) received Jigsaw-based instruction over four weeks, while the control group (Class X-B, n = 30) continued with conventional lecture-based learning. Learning motivation was assessed using a validated Likert-scale questionnaire (Cronbach's α = 0.87), and academic achievement was measured through pre-test and post-test instruments. Data were analyzed using the Independent Sample T-Test following normality (Kolmogorov-Smirnov) and homogeneity (Levene's) prerequisite tests. Results: The analysis revealed significant differences between groups for both motivation (sig. = 0.001, t = 3.412, Cohen's d = 0.78) and learning outcomes (sig. = 0.000, t = 4.186, Cohen's d = 0.91), with the experimental group demonstrating substantially higher post-test scores (M = 82.4, SD = 6.3 vs. M = 71.6, SD = 7.1). Conclusion: The Jigsaw cooperative learning model significantly enhances both motivation and academic achievement in Informatics education at the vocational level. The peer-teaching mechanism inherent in the Jigsaw structure reduces learning anxiety and promotes active knowledge construction, particularly effective in technical subjects such as Microsoft Excel. These findings provide empirical support for the pedagogical shift from teacher-centered to student-centered instruction in vocational ICT education in Indonesia.
DEVELOPMENT OF AN ANDROID-BASED APPYBUILDER LEARNING MEDIUM FOR DIGITAL SIMULATION SUBJECT AT VOCATIONAL HIGH SCHOOL: AN ADDIE MODEL APPROACH Putri Yanti; Yandria Elmasari
JoEICT (Jurnal of Education And ICT) Vol 10, No 1 (2026)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v10i1.1640

Abstract

The limited availability of instructional media in vocational secondary education, particularly for the Digital Simulation and Communication (SIMDIG) subject, poses a significant challenge to effective learning. This study addresses this gap by developing an Android-based mobile learning application using the AppyBuilder platform, guided by the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) instructional design model. The research was conducted at SMK Negeri 2 Tulungagung, involving expert validation by a media specialist and a subject matter expert, followed by small-group (n = 5) and large-group (n = 15) user trials with Grade X students. Data were collected through structured questionnaires and analyzed using descriptive percentage analysis. Validation results showed a media expert score of 71.4% (feasible) and a content expert score of 82.5% (highly feasible). Student trials yielded scores of 81.6% for both small-group and large-group evaluations, classified as highly feasible. These findings indicate that the developed application is appropriate and effective as a supplementary learning medium that can be accessed anytime and anywhere via Android devices. This study contributes a replicable development framework for low-code mobile learning tools in vocational education settings and highlights the potential of drag-and-drop application platforms for bridging the instructional media gap in resource-constrained schools
EFFECTIVENESS OF THE ONLINE DEMONSTRATION METHOD ON STUDENTS LEARNING OUTCOMES IN INFORMATION AND COMMUNICATION TECHNOLOGY THROUGH A QUASI-EXPERIMENTAL STUDY IN AN INDONESIAN JUNIOR SECONDARY SCHOOL Cahyani Akbar Enduran; Anggara Sukma Ardiyanta; Farid Sukmana
JoEICT (Jurnal of Education And ICT) Vol 10, No 1 (2026)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v10i1.1672

Abstract

Information and communication technology (ICT) education in In-donesian junior secondary schools has traditionally relied on lec-ture-based instruction, a format that affords learners limited oppor-tunity for active engagement and often fails to translate into optimal learning outcomes. This study investigated whether an online-adapted demonstration method produced significantly different learning outcomes compared with a conventional lecture-based method among grade VII students studying basic Microsoft Word operations at a public junior secondary school (SMPN 2 Pakel) in Tulungagung, Indonesia, during the transition to remote instruction necessitated by the COVID-19 pandemic. A quantitative, quasi-experimental approach employing a nonequivalent pretest-posttest control-group design was adopted. From a population of 94 grade VII students, 62 students were selected through purposive sampling and assigned to an experimental class (n = 31), which received vid-eo-based demonstration instruction distributed through a class mes-saging group and a video-sharing platform, and a control class (n = 31), which received conventional text- and lecture-based instruction through the same digital channels. Achievement was measured us-ing a validated multiple-choice test administered before and after treatment, and an independent-samples t-test was used to examine between-group differences once normality and homogeneity as-sumptions were confirmed. The mean posttest score of the experi-mental group (M = 83.06, SD = 7.49) exceeded that of the control group (M = 65.65, SD = 9.46); the independent-samples t-test indi-cated a statistically significant difference, t(60) = 8.035, p < .001, mean difference = 17.42. These findings demonstrate that the online demonstration method produced a significantly larger improvement in learning outcomes than the conventional method, supporting multimedia- and constructivist-learning perspectives that visual-ized, sequential demonstration facilitates deeper comprehension of procedural ICT content even in a fully remote setting. The study contributes empirical evidence on adapting an inherently visual, hands-on teaching method to emergency remote instruction—an area that remains underexplored relative to research on demonstra-tion teaching in face-to-face classrooms. Implications for ICT peda-gogy, methodological limitations, and directions for future research are discussed
DEVELOPMENT OF SPARKOL VIDEOSCRIBE-BASED LEARNING MEDIA USING THE ADDIE MODEL FOR VOCATIONAL TOURISM EDUCATION: A FEASIBILITY AND EFFECTIVENESS STUDY Lutfita Yona Wijayanti; Fahrur Rozi
JoEICT (Jurnal of Education And ICT) Vol 9, No 1 (2025)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v9i1.1585

Abstract

The integration of digital media in vocational education remains underexplored, particularly in the context of tourism subjects at the secondary vocational level. Conventional instructional methods—such as dictation, static PowerPoint presentations, and paper-based assignments—have been widely reported to reduce student engagement and learning motivation. This study addresses this gap by developing and evaluating Sparkol VideoScribe-based animated whiteboard learning media for the Productive Tourism subject at Grade X of SMK Negeri 1 Boyolangu, Tulungagung, Indonesia. The ADDIE instructional design model (Analysis, Design, Development, Implementation, and Evaluation) was employed as the systematic development framework. Feasibility was assessed through expert validation and user trials. A Media Expert validated the product and awarded a score of 83% (Very Feasible), while a Content Expert assigned 87.5% (Very Feasible). Small-group trials (n = 5) yielded 77.6% (Very Feasible), and large-group trials (n = 20) produced 90% (Very Feasible), resulting in an overall mean feasibility score of 84.5%. These findings demonstrate that Sparkol VideoScribe-based media represents a technically sound and pedagogically appropriate learning tool for vocational tourism education. The novelty of this research lies in its systematic application of the ADDIE framework to develop whiteboard animation media specifically contextualized for hospitality and tourism competencies in Indonesian vocational secondary schools. Future research should examine the media's direct impact on student learning outcomes and explore adaptive integration with mobile and cloud-based learning environments

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