cover
Contact Name
Maulana Paramaditya Ananta
Contact Email
maulana@hikmahuniversity.ac.id
Phone
+6283189808302
Journal Mail Official
maulana@hikmahuniversity.ac.id
Editorial Address
Lab. Teknologi Pendidikan, Gd.D5, Lt.1 Fakultas Ilmu Pendidikan Universitas Negeri Malang Jalan Semarang No 5, Kota Malang Kode Pos 65145 Email: edcomtech.fip@um.ac.id
Location
Kota malang,
Jawa timur
INDONESIA
Edcomtech: Jurnal Kajian Teknologi Pendidikan
ISSN : 25489879     EISSN : 25992139     DOI : https://doi.org/10.17977
Core Subject :
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.
Arjuna Subject : -
Articles 8 Documents
Search results for , issue "vol. 7 no. 1 (2022)" : 8 Documents clear
Analisis Kebutuhan Pengembangan Perangkat Lunak Pada Pembelajaran Bahasa Inggris untuk Mengatasi Masalah Pelafalan Faathir Faathir; Sulthoni Sulthoni; Henry Praherdhiono
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 7 No. 1 (2022)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v7i12022p1

Abstract

This study aims to examine the needs of EFL learners in Indonesia towards Pronunciation as a focus point of the development of English pronunciation learning software. This research uses descriptive analysis which analyzes and observes previous studies regarding the pronunciation problems experienced by students from various regions in Indonesia. The literature review shows that there are still many pronunciation errors that are often associated with the absence of an English sound in their mother tongue. This has also emerged several patterns of errors experienced by students. The result deduces that EFL learners need the supporting software to cope with the pronunciation problems that can describe the potential pronunciation errors and segmental aspect of each English sound.
Pedagogical Review of Edulogy LMS: Case Study on Indonesian Educational System Rizki Zakwandi; Jumadi Jumadi; Habibah Khusna Baihaqi; Ade Yeti Nuryantini
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 7 No. 1 (2022)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v7i12022p10

Abstract

Learning Management System (LMS) was an alternative learning where teachers and students interacted systematically. Besides, LMS also described the digitalization solutions of the education system. This study aimed to analyze the pedagogical aspects of LMS Edulogy. The research meth-od used was a case study on two LMS Edulogy dashboards, namely the dashboard of the vice principal of curriculum and the dashboard of the teacher. In addition, user responses were also collected by distributing questionnaires to 144 teachers and 8 vice-principals of the curriculum. The results showed that the LMS Edulogy was quite good at facilitating the vice principal of the curriculum and teachers in carrying out their duties. As many as 64.44 percent of the duties of the vice principal of curriculum and 60 percent of the duties of the teachers have been facilitated in LMS Edulogy. Overall, the level of satisfaction at LMS Edulogy classified as good where 75 percent of the vice principal in the curriculum field are satisfied and 67.64 percent of the teachers were expressed satisfaction. The results of this study were expected to be a reference for the next development related to LMS and become a consideration for using LMS Edulogy.
Alternatif Pembelajaran Aktif di Era Pandemi melalui Metode Pembelajaran Game Based Learning Muhammad Ari Kusuma; Djoko Dwi Kusumajanto; Rima Handayani; Indra Febrianto
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 7 No. 1 (2022)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v7i12022p28

Abstract

This article aims to see how the use of digital technology through game-based learning methods is effective in the COVID-19 pandemic era by using interesting learning so that students who are learning remain active. This type of research is literature review research using literature study that utilizes literature as the primary object in research. By utilizing technology in learning using game-based learning methods, it can provide more active, interesting, effective and efficient learning during the COVID-19 pandemic.
Pengembangan Mobile Game based Learning Kosakata Bahasa Arab untuk Siswa Kelas 3 Sekolah Dasar Hanik Farida; Saida Ulfa; Dedi Kuswandi
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 7 No. 1 (2022)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v7i12022p38

Abstract

Technological development encourages various innovations in learning, one of them is game based learning. This research aims to develop a mobile game for learning Arabic vocabulary for elementary school students in grade 3. This research is a development research, with the development research model of Lee and Owen. The technique for collecting data is through distributing questionnaires. It was validated first by media and material experts before being tested on students. From the validation, the percentage eligibility of the media was 98.75 percent, and the feasibility of the material was 81.25 percent. These results indicate this game feasible continued trial phase for student and obtained a product eligibility percentage of 84.65 percent means that the game is valid and feasible in learning Arabic vocabulary for grade 3 elementary school students.
Pemanfaatan Teknologi Asistif Dalam Pendidikan Inklusif Bayu Widyaswara Suwahyo; Punaji Setyosari; Henry Praherdhiono
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 7 No. 1 (2022)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v7i12022p51

Abstract

Various types of technology offer the necessary support for students with disabilities to study together with normal children in inclusive classes. Students can utilize assistive technology (AT) with disabilities to create independence and confidence when studying with normal children. This study uses article analysis with descriptive content analysis method to explain the role of AT in inclusive classes. The keywords used to search for the articles are “technology assistive,” “inclusion,” and “education. The search results of articles obtained from various journal sites, among others, Google Scholar, Directory Of Open Access Journals, Scopus, Emerald, and Taylor Francis selected forty-three research articles related to the use of AT in Inclusive classrooms to be analyzed. This study found that AT consists of tools and services that support students to improve existing abilities and offset or reduce barriers that may occur. Some TAs are developed for practical use, while other functions can create social interaction to curriculum access. The use of TA in inclusive classrooms universally increases inclusivity in the classroom.
Peningkatan Kompetensi Mahasiswa Calon Guru Matematika dalam Mengembangkan Media Pembelajaran Berbasis Mobile Learning Dindin Sobiruddin; Dedek Kustiawati; Gelar Dwirahayu; Gusni Satriawati; Khamida Siti Nur Atiqoh
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 7 No. 1 (2022)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v7i12022p64

Abstract

The purpose of this study is to enhance of mathematics undergraduate students’ pedagogic competency by providing assistance in the development of learning media in mathematics. The research method is action research which includes four stages: pre-research analysis, reflection, preparation and implementation of actions, and evaluation. The instrument is questionnaire of validation by media experts (content / material) and practitioner in education. The research was conducted in 2019/2020 with 15 students of mathematics education study program who have computer skills. The results shows that an assistance for undergraduate students is effective to improving their competences specially in pedagogy integrated to technology mobile learning. Based on expert judgments the nine learning media based smartphone in mathematics was produced in this study showed the "feasible" category. The implication of this research is needed to assistance widely, such as for teachers.
Pembelajaran Blending Asynchronous-Synchronous Learning Berbasis Relevan terhadap Hasil Belajar Koqnitif Peserta Didik Sekolah Dasar pada Masa Pandemi Lidia Susanti; Rira Estherina
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 7 No. 1 (2022)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v7i12022p79

Abstract

Research on blending relevance based asynchronous and synchronous learning across the cognitive result of 5th grade elementary school students. The aim is to determine the impact of online learning on cognitive students. In this research, the control class and the experimental class received the same learning media, asynchronous learning using the Google Classroom application so that students could send materials, collect assignments and communicate indirectly with the teacher. Meanwhile, synchronous learning uses a zoom application, where students can interact and communicate with teachers and friends directly. The control class did not use relevant-based learning with a total of 24 children and the experimental class, which used relevant-based learning, amounted to 44 children. The results showed that the average pretest for the control class was 54.38 and the experimental class was 55.94. On the other hand, the average posttest for the control class was 63.54 and the experimental class was 83.50. These results show a significant difference, then continued with statistical tests to the correlation test stage and obtained significant results of 0.743 and 0.000 sig. The contribution of relevant-based learning is 55.1% to students' cognitive learning outcomes.
Model Pembelajaran Terbalik Berbasis Masalah (PTBM) Untuk Meningkatkan Kemampuan Berpikir Kreatif Khaerudin Khaerudin
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 7 No. 1 (2022)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v7i12022p90

Abstract

The rapid development of ICT, on the one hand, provides many conveniences, but on the other hand, it often causes many problems. Furthermore, the development of science and technology also requires humans to be lifelong learners. Therefore, students must have the ability to use ICT (Technology Literate) and the ability to solve problems creatively. For this reason, a learning model is needed that integrates problem-solving skills, creative thinking, and mastery of technology. The integration of the flipped classroom model with problem-based learning reinforced with DO IT techniques is one of the alternative models to be developed. Based on these needs, this research will develop a learning model that integrates a problem-based learning model with a flipped classroom learning model, which is strengthened by applying to DO IT techniques. The learning model is called the Problem-Based Flipped Learning Model (PBFL Model). In realizing this model, research was conducted using the Gall and Borg development research model. Currently, development research is up to the revision stage based on the results of a learning expert review.

Page 1 of 1 | Total Record : 8