Edcomtech: Jurnal Kajian Teknologi Pendidikan
Edcomtech is a journal in the field of educational technology which contains literature review, action research, case study research and empirical findings in scientific disciplines of educational technology theories and practices. The covered topics are involved the foundation and philosophy of educational technology, design and implementation, assessment and evaluation, strategies and models of general and specific learning, research and development methods, research and development methods, emerging technologies, and technology integration in learning. Journal of Edcomtech is willing to facilitate writers to disseminate conceptual ideas, development, and research findings which are useful in the development of science, study programs, and educational technology profession.
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Adaptasi Alat Ukur Keterlibatan Pembelajar Daring Pada Mahasiswa Di Indonesia
Sakina Rahmania;
Lucia Retno Mursitolaksmi Royanto
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI
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DOI: 10.17977/um039v6i22021p173
Online learning is a ‘new normal’ learning method since the policy of school from home has been established by the government due to Covid-19 pandemic. Student engagement in online learning environment needs to be evaluated to measure the effectiveness of teaching and learning activities. So far, there has not been any measuring tool for online student engagement in Indonesia. There is a measuring tool called Online Student Engagement (OSE) developed by Dixson (2010) and has been proved for its reliability and validity in measuring online student engagement among American Students. Hence, to be used in the context of online learning in Indonesia, this reaserch is aimed to adapt the OSE by following the guidelines and methods of cross-cultural adaptation of self-report measures by Beaton et al. (2000) which include (1) translation, (2) synthesis, (3) back translation, (4) expert committee review, (5) pretesting, (6) submission and appraisal of all written reports. This instrument consists of 19 items that represent the four dimensions of student engagement. Based on pretesting on 156 college students from various university in Indonesia, the reliability coefficient of this adapted instrument is 0,936. The confirmatory factor analysis (CFA) of this measurement shows its validity coefficient ranging from 0,453-0,949. The structural equation modeling also shows that the adapted instrument obtained a moderate model fit. Thus, the Online Student Engagement Scale adaptation are valid and reliable for use in future research to evaluate the level of student engagement in online learning environment.
Analisis Kompetensi Technological Pedagogical and Content Knowledge Pada Guru Sekolah Vokasi Kemaritiman
Basith Rahmatullah;
Henry Praherdhiono;
Agus Wedi
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI
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DOI: 10.17977/um039v6i22021p186
Analyzing and investigating Technological Pedagogical and Content Knowledge understanding and skills of maritime vocational school teachers is the aim of this research. The research technique used in this study is a descriptive approach with a quantitative approach. The data collection technique used was a questionnaire distribution technique by taking a random sample of 12 teachers or 60% of a total of 20 teachers in 8 maritime vocational schools. The results of the analytical study research interpret that all of the Technological Pedagogical and Content Knowledge (TPACK) abilities in maritime vocational school teachers produce categories into good groups with an average grade of 3.00. However, it was also found that the results of the analysis of the two TPACK sections were still in the sufficient category so that further studies and research were needed to improve all of the TPACK sections into good categories.
Pengembangan Game Edukasi Fractal Adventure untuk Pembelajaran Bilangan Pecahan
Leo Wahyudi;
Iskandar Wiryokusumo;
Achmad Noor Fatirul
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI
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DOI: 10.17977/um039v6i22021p199
Research conducted produced educational game media that uses a computer system. In this day and age, many children are busy playing games to get rid of boredom. Then it is necessary to develop learning media that utilize whatever is popular with children such as educational games with the aim of attracting attention and increasing the effectiveness of learning. The purpose of this development can provide educational game media that has been declared valid by material experts, instructional media experts, and field practitioners to support fraction learning. This study uses the Gerlach and Ely learning model. The results of the validation statement of material experts were 86%, the results of the validations of learning media experts were 82% and field practitioners were 93%, for students' responses to fractal adventure education games for learning fraction numbers including very decent criteria.
Eksplorasi Persepsi Siswa Sekolah Dasar dalam Pembelajaran Huruf Hijaiyah Berbasis Permainan
Hurriatus Tsaniyah Qutby;
Saida Ulfa;
Achmad Munjin Nasih
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI
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DOI: 10.17977/um039v6i22021p210
In this digital era, children are more interested in playing games on their smartphones until the phenomenon of game addiction arises, rather than having to read Iqro let alone the Qur’an. Researchers aimed to determine the perception of the use of mobile game base learning in learning hijaiyah letters. In this study using a quantitative method with a descriptive approach. The technique used in data collection uses survey techniques through questionnaires. The questionnaire was developed using TAM (Technology Acceptance Model). Based on the results obtained, the usefulness and ease of mobile game-based learning hijaiyah is believed to improve the ability to read hijaiyah letters and be acceptable to respondents. Respondents intend to reuse mobile game based learning in the future. This research can be a reference or contribution about TAM (Technology Acceptance Model) on using mobile game based learning hijaiyah.
Pengaruh E-Learning, Pembelajaran Langsung, dan Faktor Gaya Kognitif Terhadap Hasil Belajar Prakarya Kewirausahaan
Fadlul Amin Nudin;
Rufi'i Rufi'i;
Djoko Adi Walujo
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI
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DOI: 10.17977/um039v6i22021p222
This study aims to see differences in learning outcomes of E-Learning-based and direct learning group entrepreneurship learning outcomes, to see differences in learning outcomes between Field Dependent and Field Independent cognitive styles, and to see E-Learning-based learning interactions, direct, and cognitive styles on learning outcomes. This study used a two-time two factorial quasi-experimental method. The control group uses direct learning, while the experimental group uses E-Learning. Analysis using two-way ANOVA will compare the effect of direct and E-Learning-based learning and cognitive styles on learning outcomes. Results: Ha.1 probability value (p) 0.013 < 0.05 means that there are differences in learning outcomes based on E-Learning and direct learning, Ha.2 probability value (p) 0.004 < 0.05 means that there are differences in learning outcomes between Field Dependent and Field Independent cognitive style, Ha.3 probability value (p) 0.07 > 0.05 means that there is no influence between E-Learning-based, direct and cognitive style learning on learning outcomes.
Video Tutorial English Kuy untuk Pembelajaran Bahasa Inggris Pariwisata
Putu Dian Danayanti Degeng;
Irene Nany Kusumawardani;
Galuh Nurul Indah Asri;
Eleazar Evan Moeljono
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI
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This research was conducted to develop a video tutorial as a medium of English learning activity in the thematic village of Kajoetangan Malang. English Kuy was developed using an instructional media development model from Lee and Owens. Based on the results of experts validation, it can be concluded that this video tutorial is theoretically suitable and can be used as a medium of learning English for the basic/beginner level. The English Kuy video tutorials can be used by tourism workers in Malang, especially food vendors, food stall owners, or the general public who are interested in learning basic or beginner-level English about tourism and hospitality.
Pengaruh Model SAVI Berbantuan Software Pengendali Client terhadap Tingkat Kedisiplinan dan Hasil Belajar Matematika
Stephanus Lukito Cahyo Purnomo;
Dedi Kuswandi;
Henry Praherdhiono
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI
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DOI: 10.17977/um039v6i22021p243
This research aims to determine the effect of SAVI (Somatic, Auditory, Visualization, Intellectually) learning model assisted by client control software on the level of discipline and mathematics learning outcomes in fifth grade. This research design using quasi experimental (quasi experiment) with the form of the nonequivalent control group design. Data collection techniques using observation, interview and test methods. The results showed that the SAVI learning model assisted by client control software had an influence on the level of student discipline in mathematics, but there was no significant difference in student learning outcomes. The conclusion of this study is the SAVI learning model assisted by client controller software has a significant effect on the level of student discipline. The recommendation for further research is that the SAVI learning model can be combined with other media. This research did not take place perfectly due to the Covid-19 pandemic.
Kajian Kegunaan Google Classroom dalam Meningkatkan Kemampuan Berpikir Kritis Peserta Didik
Jeni Danurahman;
Dikdik Baehaqi Arif
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI
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DOI: 10.17977/um039v6i22021p254
Education is an effort to educate the nation's life and form humans who can compete in the era of the industrial revolution 4.0. The rapid development of information and communication technology has contributed to the education sector. The purpose of this research is to reveal the abilities that must be possessed by the 21st century, namely the ability to think critically and the ability to operate technology. This study uses a descriptive content analysis method with a type of content analysis designed to describe certain information or text content by analyzing various national, international, and other sources of scientific articles related to the use of Google Classroom during the COVID-19 pandemic in improving students' critical thinking skills. With the findings that the use of google classroom can improve students' critical thinking skills.
Pengaruh Pembelajaran Berbasis Masalah dengan Penguatan Keterampilan Fleksibilitas terhadap Hasil Belajar Kognitif
Agung Aprianto;
Henry Praherdhiono;
Agus Wedi
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI
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DOI: 10.17977/um039v6i22021p264
This research proves the influence of Problem Based Learning by strengthening flexibility skills on cognitive learning outcomes in grade VII students. In study the students are taught to think flexibly in order to resolve the problem that is related to the energy life. The type of Research used is quasi-experimental. The data collection technique used is the test technique . The pretest is done to retrieve a students' initial ability data, while the posttest is conducted to test the effect of treatment . In This research, three statistical tests will be carried out namely, (1) normality test , (2) homogeneity test , (3) hypothesis test . The results of the hypothesis analysis obtained H1 were received because the significance value was 0.001 < 0.05, so it can be concluded that there is influence of Problem Based Learning (PBL) by strengthening flexibility skills in science subjects on the learning outcomes of cognitive learning.
Faktor-Faktor yang Mempengaruhi Penerimaan Mahasiswa Terhadap E-Learning Exelsa Moodle dengan Menggunakan Getamel
Nicolas Bayu Kristiawan
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI
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DOI: 10.17977/um039v6i22021p275
The purpose of this study was to test student acceptance of Exelsa Moodle's e-learning using the General Extended Technology Acceptance Model for e-learning (GETAMEL) developed by Fazil and Rupert. The GETAMEL model is used with the aim of knowing specifically the factors that influence student acceptance of Exelsa Moodle e-learning. Based on GETAMEL, there are five external factors that influence student acceptance of e-learning, namely: experience in using computers and information technology, subjective norms, perceived comfort in using computers and information technology, anxiety in using computers and information technology, and self-efficacy. Survey research method is used to measure variables in GETAMEL. The results in this study indicate that not all external variables in GETAMEL affect the perception of convenience and the perception of usefulness in TAM. Only 2 variables have an effect, namely: the convenience variable in using e-learning, only affects the perception of ease in using Exelsa Moodle e-learning while the self-efficacy variable affects the perception of ease in using Exelsa Moodle e-learning and the perceived usefulness in using e-learning Excel Moodle. Furthermore, all variables in TAM have a significant effect