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Contact Name
Yogi Irdes Putra
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yogiip28@gmail.com
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+6285273754788
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No. 15, Lrg. Kemang, RT.14, RW.05, Kel. Sungai Pinang, Kec. Bungo Dani, Muara Bungo, Jambi, Indonesia
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INDONESIA
Jurnal Kelimuan Teknologi dan Pendidikan Terpadu (TEKDIKA)
ISSN : -     EISSN : 31236839     DOI : https://doi.org/10.65841/tekdika.v2i1
Core Subject :
Jurnal Keilmuan Teknologi dan Pendidikan Terpadu TEKDIKA is a scientific journal that publishes research articles literature reviews and scholarly works in the fields of technology education and human resource development. The journal scope includes educational technology pure technology information systems artificial intelligence vocational education learning media educational management and innovations in education and technology. TEKDIKA serves as an interdisciplinary platform that connects technology and educational science to support academic collaboration innovation and the application of relevant technologies in various educational fields. This journal is published twice a year and accepts manuscripts from academics researchers practitioners and students who contribute to the advancement of integrated educational science and technology.
Arjuna Subject : -
Articles 20 Documents
PENGARUH METODE PJBL TERHADAP MINAT BELAJAR DAN KREATIVITAS SISWA PADA PEMBELAJARAN TIK DI SMPIT AL-AKHYAR KELAS VII: English Fitrah Udin
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 1 No. 1 (2025): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65841/tekdika.v1i1.37

Abstract

This study aims to determine the effect of the Project Based Learning (PjBL) method on students’ learning interest and creativity in ICT learning for seventh-grade students at SMPIT Al-Akhyar. The background of this research is the low level of student interest and creativity caused by monotonous and teacher-centered learning. The study employed a quantitative approach with a quasi-experimental design. The subjects consisted of 48 students divided into an experimental class and a control class using a total sampling technique. The instruments were questionnaires on learning interest and creativity that had been tested for validity and reliability, while the data were analyzed using a t-test with the help of SPSS version 26.The results show that the implementation of PjBL had a significant effect on increasing students’ learning interest and creativity. Students in the experimental class were more enthusiastic, active, and able to produce creative works that reflected deeper understanding. PjBL also encouraged students to collaborate, think critically, and engage in   meaningful and contextual learning experiences.Practically, this research implies that teachers can use PjBL as an alternative strategy for enjoyable and effective ICT learning. Socially, PjBL fosters 21st-century skills such as collaboration, communication, and  creativity that are beneficial for social life. The originality of this study lies in the application of PjBL in ICT subjects at the junior high school level, which has rarely been investigated, with a dual focus on both learning interest and student creativity.
Ms PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING BERBANTUAN AI DALAM MENINGKATKAN KREATIVITAS DAN HASIL BELAJAR SISWA DI SMK N 1 BUNGO intan goyanda; Ahmad Ridoh; Fauziah Fauziah
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 1 No. 1 (2025): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65841/tekdika.v1i1.39

Abstract

Abstract The quick growth of technology, especially Artificial Intelligence (AI), has created new chances to help exciting learning methods. Still, students studying Visual Communication Design (DKV) at SMK Negeri 1 Bungo often don’t show much creativity in their design projects, which affects how well they learn. This research wants to look into how Project Based Learning (PjBL) that uses AI influences students’ creativity and their results in the Basic Principles of Design class. The study used a type of research called quasi-experimental with a design that includes only posttests and a control group that wasn’t equal. The sample included 58 students, split into an experimental group with 30 students and a control group with 28 students. The tools used for the research were a creativity survey and a test for measuring learning achievement. The data was examined using a test for independent samples called the t-test. The results show that using the PjBL model with AI helped boost both the creativity of the students and their learning results a lot. Moreover, students in the experimental group showed more creativity and had better learning results than those in the control group. Therefore, it can be said that using the PjBL model with AI is effective in enhancing the creativity and learning results of DKV students at SMKN 1 Bungo.
Pengaruh model pembelajaran kooperatif tipe number head together terhadap aktivitas dan hasil belajar peserta didik kelas VII mata pelajaran informatika SMP 5 muara bungo riska riska; Fauziah Fauziah; Ahmad Ridoh
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 1 No. 1 (2025): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65841/tekdika.v1i1.41

Abstract

Abstract Study This aim Forknow (1) influence use of learning models Cooperative type Number Heads Together to Activity learning, (2) use of learning models Cooperative type Number Heads Together towards learning outcomes Informatics, and (3) use of learning models Cooperative Number Head Together type against Activities and Learning Outcomes participant educate Class VII Informatics at SMP N 5 Muara Bungo. Methods used in study This is method study experiments, with amount sample 44. Data collection techniques using questionnaire techniques, tests questions, and documentation. And the data analysis techniques used in study This is a validity test, reliability test, power test discriminan, difficulty level test, normality test, homogeneity test, and hypothesis test. Based on the independent t-test on the activity Study obtained sig. value 0.000 < 0.05 and t count 5.358 > t table 2.018 and independent t-test on the results Study obtained sig. value 0.000 < 0.05 and t count 6.531 > t table 2.018. So it can be concluded that: There is an influence of the learning model cooperative type Number Heads Together to activities and results Study participant educate grade VII subjects lesson informatics at SMP N 5 Muara Bungo. Keywords: Cooperative Model, Number Heads Together, Activities and Learning Outcomes
The PENGARUH MOTIVASI DAN GAYA BELAJAR TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN TIK DI KELAS X SMK SETIH SETIO 2 MUARA BUNGO Cipto Anugrah
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 1 No. 1 (2025): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65841/tekdika.v1i1.43

Abstract

This study looks at how learning motivation and learning styles affect the results students get in the ICT subject for tenth graders at SMK Setih Setio 2 Muara Bungo. The background says there are differences in how well students do, and this is thought to be because of different levels of motivation and learning styles. The study uses ideas about motivation, types of learning styles like visual, auditory, and kinesthetic, and what shows learning outcomes. The research method is causal correlation. The group studied is all tenth-grade students, and they were chosen using total sampling. The tools used were a questionnaire for motivation, a questionnaire for learning styles, and a test for learning results. All of these were checked to make sure they work well and give accurate results. The data was then analyzed using multiple linear regression with SPSS. The study found that learning motivation has a positive and important effect on how well students do (tcount is bigger than ttable and sig is less than 0.05). Learning styles also have a strong one (tcount is smaller than ttable and sig is bigger than 0.05). When both are considered together, they both have a significant effect on learning results (Fcount is bigger than Ftable and sig is less than 0.05). So, motivation is the main factor that influences academic success, while learning styles work better with the help of teachers.
The Pengaruh Sosialisasi QRIS, Literasi Digital dan Efisiensi Terhadap Penggunaan Uang Elektronik Siswa SMP Negeri 3 Muara Bungo Ananda Intan Pratiwi
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 1 No. 1 (2025): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65841/tekdika.v1i1.45

Abstract

The purpose of this study was to assess how the socialization of QRIS, digital literacy, and efficiency influence the use of electronic money among junior high school students at SMP Negeri 3 Muara Bungo. The context for this research stems from the increasing number of digital transactions among adolescents, which is not matched by an adequate understanding of financial technologies like QRIS. This study uses a quantitative approach with a survey method to test the research hypotheses, involving 86 respondents proportionally selected from grades VII, VIII, and IX. Data analysis was performed using several statistical tests, including instrument tests and hypothesis testing, aided by SPSS version 25. The research findings indicate that the three independent variables—QRIS socialization, digital literacy, and efficiency—have a positive and significant influence, both individually and collectively, on students' use of electronic money. These three factors are proven to play a crucial role in enhancing students' interest and ability to use electronic money wisely, safely, and efficiently. This research contributes to the development of digital financial literacy at the secondary school level and serves as a foundation for educational policies that support the integration of financial technologies in the school environment.
MANDE RUBIAH: OBJEK DAYA TARIK WISATA EDUKASI DAN BUDAYA DI PESISIR SELATAN APRIN ALDO
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 1 No. 1 (2025): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65841/tekdika.v1i1.109

Abstract

Mande Rubiah is one of the cultural tourism destinations that holds significant historical value and strong traditional heritage in Pesisir Selatan Regency, West Sumatra. This study aims to describe the historical development of tourism in Mande Rubiah, identify its tangible and intangible tourism attractions, and analyze the character values embedded in the cultural practices of the Lunang community. Employing a descriptive qualitative approach, data were collected through interviews, observations, and documentation. The findings indicate that Mande Rubiah originates from the historical narrative of Bundo Kanduang’s arrival in Lunang, which led to the establishment of the rumah gadang as a center of cultural and customary activities. The site’s main attractions include historical artefacts, traditional architectural structures, and preserved customary rituals and religious traditions. Character values such as religiosity, honesty, responsibility, social care, and affection for local culture form an integral part of Mande Rubiah’s identity. These findings contribute to the development of cultural tourism in Pesisir Selatan and serve as a foundation for community-based cultural heritage preservation strategies.
PENINGKATAN HASIL BELAJAR IPAS MENGGUNAKAN MODEL PEMBELAJARAN GAME BASED LEARNING BERBANTUAN WORDWALL DIKELAS IV SDN 187/II KUNING GADING RITA ARINI; Sundahry; Randi Eka Putra
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 2 No. 1 (2026): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65841/tekdika.v2i1.188

Abstract

Abstract This research is motivated by the low learning outcomes of science and natural sciences, namely 34.7% of students in grade IV of SDN 187/II Kuning Gading. This study aims to improve science and natural sciences learning outcomes through the application of the Game Based Learning model assisted by Wordwall. The method uses Classroom Action Research (CAR) through two cycles. The research sample is 23 students. Data were collected through observation, tests, and documentation. The results show an increase in teacher performance from cycle I 84.6% cycle II increased 100% and learning completeness from cycle I 69.5% cycle II increased 91.3%. Student activity is consistently in the good to very good category. The Game Based Learning model is an alternative game-based learning model that is proven to be able to improve students' science and natural sciences learning outcomes in grade IV of SDN 187/II Kuning Gading. This research contributes to the innovation of interesting and interactive technology-based learning, as well as increasing student active involvement, creating a fun learning atmosphere, so as to encourage student-centered learning. The integration of the Game Based Learning model with interactive digital media in the form of Wordwall provides innovation in helping students understand the abstract concept of map material in science learning in grade IV. Therefore, it can be concluded that the use of technology in learning not only has an impact on improving learning outcomes, but also increases students' readiness to face technological developments in the digital era, as well as making it easier for students to understand abstract material through visualization and more interactive learning media. Keywords: Learning Outcomes; Cognitive Science; Game Based Learning; Wordwall.
PENINGKATAN PROSES DAN HASIL BELAJAR IPAS MENGGUNAKAN MODEL MAKE A MATCH BERBANTUAN MEDIA WORDWALL DI KELAS V SD NEGERI 187/II KUNING GADING Rika Arini; Sundahry; Puput Wahyu Hidayat
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 2 No. 1 (2026): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65841/tekdika.v2i1.189

Abstract

Abstract This research is motivated by the low learning outcomes of IPAS, which is 45.8% of students in grade V of SD Negeri 187/II Kuning Gading. This research aims to improve the learning process and outcomes of IPAS through the application of the Make A Match model with the help of Wordwall media. The method of this research is a two-cycle Classroom Action Research (PTK). The research sample was 24 students. Data is collected through observation, testing, and documentation. The results showed an increase in teacher performance from cycle I 82.3%, cycle II increased by 94.1% and learning completeness from cycle I 70.8% cycle II increased by 91.6%. Student activities are consistent in the good to very good categories. The Make A Match model is a partner-based learning model that has been proven to be able to improve the learning outcomes of IPAS students in grade V of SDN 187/II Kuning Gading. This research contributes to innovative learning through the use of technology as an interactive media that is able to encourage student enthusiasm and create an active, fun, and meaningful learning atmosphere. The novelty of this research lies in the application of the Make A Match model assisted by Wordwall which is focused on improving the understanding of more complex natural concepts of rich Indonesian material in IPAS learning in grade V of elementary school. It can be concluded that the use of technology in learning is not only effective in improving learning outcomes, but also training students' readiness to face technological developments in the digital era. Keywords: Learning processes and outcomes; Cognitive IPAS; Make A Match, Wordwall.
PENERAPAN MODEL TALKING STICK BERBANTUAN FLASHCARD UNTUK MENINGKATKAN PROSES DAN HASIL BELAJAR IPAS PESERA DIDIK KELAS IV Selpiani Putri; Sundahry; Tri Wera Agrita
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 2 No. 1 (2026): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65841/tekdika.v2i1.198

Abstract

Abstract The low learning process and learning outcomes in Science and Social Studies (IPAS) among fourth grade students were caused by teacher-centered learning and the limited use of learning media. This study aimed to improve the learning process and learning outcomes in IPAS through the implementation of the Talking Stick model assisted by Flashcard media for fourth grade students at SDN 050/II Lubuk Landai. This study employed Classroom Action Research (CAR) conducted in two cycles involving 20 fourth grade students. Data were collected through observation, tests, and documentation using observation sheets and test questions.  The data were analyzed qualitatively and quantitatively. The results showed that the teacher’s learning process improved from 65% to 92.5%, the students’ learning process improved from 45% to 85%, and learning mastery improved from 40% to 85%. Therefore, the implementation of the Talking Stick model assisted by Flashcard media was able to improve the learning process and learning outcomes in IPAS among fourth grade students at SDN 050/II Lubuk Landai.  Keywords: Learning Process; Learning Outcomes; IPAS; Talking Stick; Flashcard.
PENINGKATAN KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK MENGGUNAKAN MODEL PROBLEM BASED LEARNING PADA PEMBELAJARAN IPAS KELAS IV SDN 194/II SUNGAI PINANG Putri Oktaviani; Sundahry; Abdulah
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 2 No. 1 (2026): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65841/tekdika.v2i1.205

Abstract

Abstract This research is motivated by the low critical thinking ability of students in science learning in grade I. The purpose of this study is to determine the improvement of the learning process and critical thinking ability of students using the Problem Based Learning (PBL) model. The method used is Classroom Action Research (CAR) which is carried out in two cycles. Each cycle consists of four stages, namely planning, implementation, observation, and reflection. The research subjects were 20 grade IV students. Data collection techniques were observation, tests, and documentation. In cycle I, the learning process of students reached 60% with a less good category. In cycle II, the learning process of students increased to 75% with a good category. In cycle I, the critical thinking ability of students reached 55% with a fairly critical category. In cycle II, the critical thinking ability increased to 75% with a critical category. Thus, it can be concluded that the Problem Based Learning model can improve the learning process and critical thinking ability of students in science learning in grade IV. This study shows that the Problem Based Learning model can be used as an alternative effective learning model to increase student involvement in the learning process and develop critical thinking skills in science learning in elementary schools. Keywords: Learning Process; Critical Thinking; Problem Based Learning; IPAS

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