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 193 Documents
Pengembangan Kelas Daring dengan Penerapan Hybrid Learning Menggunakan Chamilo pada Matakuliah Pendidikan Kewarganegaraan Ary Purmadi; M. Samsul Hadi; Lu'luin Najwa
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 3 No. 2 (2018)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The objectives of this study are 1) to develop products from LMS Chamilo that can be used in civic education courses that are suitable for use in learning based on alpha and beta tests. 2) Determine the effectiveness of product use in the citizenship course. The research method used in this research is research and development (R&D). The results of the feasibility of this product are based on the alpha test (alpha test) on the material expert of 3.25 which is included in the "good" category, while for the media expert it is 4.42 which is included in the "very good" category. In the beta test (beta test) of 3.93 which is included in the "good" category. From the results of the due diligence it can be stated that the product developed has met the elements suitable for use in the learning process. There was an increase in the achievement of student cognitive learning outcomes after using chamilo of 10.13. The pretest mean score was 60.13 and posttest 70.26. From the results of this study it can be concluded that learning using chamilo has been effective.
Relation of Facial Expressions and Student Learning Outcomes in Face Recognition-Based Online Learning Hamzarudin Hikmatiar; Nursina Sya'bania; Berlian Hamsa
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 1 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p1-13

Abstract

This research was conducted to determine the relationship between facial expressions and student learning outcomes based on face recognition. The applied learning is online, with nine respondents participating in statistics lectures. This type of research is quantitative research with inferential statistical analysis; the software used to detect facial expressions is LOBE software, while the data collection on learning outcomes uses multiple choice questions as many as ten. Based on the research results, there is a relationship between facial expressions and student learning outcomes, which are carried out through the person correlation test with a significance of less than 0.05, namely 0.001. The level of the relationship between the two is a perfect correlation based on the correlation guide table, which is equal to 0.895.
Trends in Self Regulated Learning (SRL) in Indonesia Based on Web of Science (WOS) Data Herlina Ike Oktaviani; Dedi Kuswandi
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 1 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p14-26

Abstract

This study was conducted to reveal trends and research findings on the SRL approach published between 2008 and 2023, using descriptive review analysis to uncover trends related to article and journal performance, collaboration patterns, and research constituents. The findings indicate that the implementation of SRL increased significantly in 2018, coinciding with the shift to online learning due to the impact of the COVID-19 pandemic. SRL is highly relevant in digital-era learning as it fosters self-directed learning, time management, and the optimal use of technology, leading to more flexible and adaptive learning experiences. Therefore, this approach remained a trend through 2023, with the highest number of publications in educational research proceedings.
Development of Educational Board Games to Increase Knowledge of Environmental Care Integrated with QR Codes and Applications Nadine Margaretha Octaviola; Khusnul Khotimah; Esti Untari
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 1 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p27-42

Abstract

This study aims to develop a board game as a learning media that provides environmental awareness education for elementary school children. To follow the era of society 5.0, this board game is developed with technological advances in the form of QR codes and applications and meets the quality of interesting learning media. With the existence of this game-based learning media, it will increase students' knowledge of environmental awareness. To determine the feasibility, effectiveness, and attractiveness of the results of the development of board game learning media integrated with QR codes and applications. This study uses the Research and Development (RnD) method. This research model uses ADDIE, namely analysis, design, development, implementation, and evaluation. The data collection techniques used are questionnaires and tests in the form of quantitative and qualitative descriptive data. Board games were declared valid by the three experts as evidenced by the results (1) material experts had a percentage of 90%, (2) media experts had a percentage of 98% (3) teachers had a percentage of 100%. After being declared valid, the media was tested on grade III students of SDN Bareng 01 Malang City. Based on the results of the pretest t-test analysis, the average was 69 and the post-test was 91. The conclusion that can be drawn from this study shows that there is a significant influence of board games so that it can increase the environmental awareness knowledge of students at SDN Bareng 01 Malang City.
Development of Interactive Web-Based Augmented Reality for Human Digestive System in Class XI Yanuar Rizky Prasetyo; Ence Surahman; Made Duananda Kartika Degeng
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 1 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p43-56

Abstract

This study aims to develop interactive, web-based augmented reality (AR) learning media for teaching the human digestive system to 11th-grade Biology students, addressing the practical limitations of application-based media. The goal is to enhance student engagement, material visualization, and learning outcomes without requiring additional app installations. The research followed the Sadiman development model, involving seven stages from needs analysis to product testing. Validation results for content and media indicated that the developed media is highly effective and suitable for use in the classroom. Trials were conducted with a small group of five students and a field test involving 30 students. The field test results showed a significant improvement in learning outcomes, with an average increase of 20.70%. Additionally, questionnaires revealed an approval rate of 83.41%, indicating that students found the media effective in understanding abstract concepts. In conclusion, the interactive, web-based AR learning media proved effective in improving students’ learning outcomes and interest in Biology. This media not only offers a valuable tool for enhancing education but also serves as a model for the development of future technology-based learning resources.
Development of Telecounseling Media Based on Facial Expression Analysis as A Tool for Detecting Suicide Tendencies in Students Amiirah Aniisah; Aditya Ramadito Rahman; M. Aldwin Priyatama; Wzamah Al Hussein; Muhibbudin Fadhli; Eka Pramono Adi; Deka Dyah Utami
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 1 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p57-65

Abstract

This research is motivated by a 20% increase in suicide cases among college students in Malang City. It aims to develop a telecounseling platform based on Facial Expression Analysis (FEA) to detect suicidal tendencies. The development follows a Research and Development (R&D) methodology, adapted from the ADDIE model and modified into four stages: analysis, design, development, and evaluation. Needs analysis shows that both counselors and clients require features such as scheduling, FEA reports, bibliocounseling, and forums. Expert validation results indicate that this platform is highly relevant, user-friendly, and engaging, with a validity index of 1. The final evaluation shows that the platform can enhance counselors' effectiveness and assist clients in managing their emotional issues. The designed features support a more comprehensive and in-depth counseling process.
Coding Learning Approaches for Early Childhood: A Systematic Review Bayu Widyaswara Suwahyo
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 2 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i22024p66-78

Abstract

As digital literacy becomes a core component of early childhood education, there's an increasing urgency to figure out how best to introduce computational thinking and programming to young learners. Despite growing interest, a clear gap remains: we still lack age-appropriate strategies and teaching tools that effectively support coding education at this developmental stage. This study tackles that gap through a systematic review of experimental research, focusing on how different teaching methods, learning media, and children's ages influence their ability to grasp coding concepts in early education settings. Drawing on data from four major academic databases—Scopus (436 articles), ScienceDirect (284), EBSCOhost (107), and Web of Science (86)—the review screened publications from 2020 to 2024. After applying rigorous inclusion and exclusion criteria, 29 relevant experimental studies were selected for in-depth analysis. The findings highlight that tangible learning tools, such as physical coding toys, significantly enhance young children's comprehension. The teaching strategies reviewed fell into three broad categories: plugged-in (digital), unplugged (non-digital), and hybrid. Notably, age plays a critical role in how children engage with and understand coding, especially in instruction-heavy environments. While both plugged and unplugged approaches were beneficial, unplugged methods stood out as particularly effective thanks to their hands-on and developmentally appropriate nature. Overall, this review adds meaningful insights to the field of early coding education and offers practical guidance for educators and policymakers looking to build responsive, age-sensitive curricula that foster digital readiness from an early age.
Design of Voice Translator Application for Multinational Sign Language: A Notion for Global Communication for People with Hearing Issues Murtiasih Murtiasih; Ediyanto Ediyanto; Lukman Hakim
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 2 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i22024p79-85

Abstract

Communication involves conveying information through the exchange of thoughts, messages, or information via speech, visuals, signals, writing, or behavior. Four central communication categories include written, visual, verbal, and nonverbal. Among those categories, sign language is a crucial form of nonverbal communication, serving as the primary language for people with hearing impairment. Communication between hearing individuals and those with hearing issues is not always straightforward. Accordingly, it is essential to establish a clear understanding of the sign language to avoid misinterpretation of the conveyed information. To address these challenges, this study designs a translator application, similar to Google Translate, that facilitates communication between individuals who speak different sign languages. By using this application, individuals can input the original message, then the application will translate the message into the desired language, thereby enabling better understanding and communication.
Feasibility of 3-Dimensional Media-Based Learning for Electrical Vocational High School Students Abdul Muin Sibuea; Bima Mustaqim
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 2 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i22024p86-100

Abstract

The combination of technology 3 Dimensions (3D) educational content is designed to generate innovative ideas that enhance the efficiency and engagement of teaching and learning in real-world situations. Integrating 3D technology into the learning process can make education more enjoyable, fostering students' interest and motivation to learn. This research developed 3D instructional media for a public street lighting material using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The 3D media developed received overwhelmingly positive feedback from students, with over 90% strongly agreeing that this media significantly enhanced their engagement, interest, and critical thinking. These results prominently validate 3D technology as the future of impactful learning. Moving forward, comparative analyses examining the influences of different 3D media designs and interactions on deep learning will further guide best practices. With thoughtful expansion, this research ushers in a new era of reimagined academic engagement via stimulated minds, captivated eyes, and empowered young innovators. The 3D learning revolution has just begun.
Efforts To Improve Social Sciences Learning Outcomes Indonesian Cultural Diversity Material Through The Numbered Heads Together (NHT) Collaborative Learning Model for Fourth-Grade Students of SDN Baran Prihma Sinta Utami; Friska Nur Kusumadewi; Tutik Saptiningsih
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 2 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i22024p101-112

Abstract

The learning achievement in Social Studies, particularly among Grade 4 students at SD N Baran, is still low. The purpose of this study is to describe the improvement in Social Studies learning outcomes through the cooperative learning model of the NHT (Numbered Heads Together) type among Grade 4 students at SD N Baran. This research is a Classroom Action Research. The subject of the research was 9 students in Grade 4 at SD N Baran. The research used a qualitative approach. Data collection methods included both test and non-test techniques, such as observation. The data analysis methods used were quantitative and qualitative. The study was conducted in two cycles. The results showed that the average test score increased in each cycle. In the pre-action stage, the average score was 51.79, which increased by 12.30 points to 64 in Cycle I, and further rose to 81 in Cycle II with an improvement of 17 points. In the pre-action stage, 0% of students achieved mastery; this increased by 11% to 22% in Cycle I. In Cycle II, mastery increased by 67%, so that student mastery in Cycle II reached 89%. This indicates that Social Studies learning outcomes improved from Cycle I to the end of Cycle II. It can be concluded that the application of the cooperative learning model of the NHT type can improve student learning outcomes.

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