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
Meningkatkan Keterampilan Writing of Narrative Text dengan Menggunakan Teaching Materials Mardiyah; Mustaji; Nurmida Catherine Sitompul
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 4 No. 2 (2019)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v4i22019p89

Abstract

The teaching of writing Narrative Texts for middle school students is not easy because students have difficulty in composing sentences and expressing ideas in writing skills. The goal of this study is to find the effectiveness of the development of teaching materials. The development of teaching materials is using the Borg and Gall development model and a qualitative descriptive approach. The results of the review of the feasibility of product development as follows the review of English material experts by 90%, review of learning design experts by 95%. The results of this study indicate that the development of teaching materials gives better results than not using teaching materials. There was an increase in the score of learning outcomes by 45% for the experimental class. Furthemore,The control class also increased by 40%. Product trials for students and teachers through questionnaires received a very good response.
Keefektifan Tingkatan Pembelajaran Inkuiri (Level of Inquiry) terhadap Peningkatan Keterampilan Proses Sains pada Pengetahuan Awal Siswa yang Berbeda Salim; Suryaman; Retno Danu Rusmawati
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 4 No. 2 (2019)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v4i22019p96

Abstract

This study aims to determine the differences in the effectiveness of inquiry learning on several levels towards improving science process skills with different initial knowledge. The study design uses quasi-experimental treatment with pre-posttates in the control group and the experimental group. Class X MAN Sampang and SMAN 1 Sampang students in 2018/2019 school year. Samples were grouped into three treatment groups. The experimental group 1 applied level 3 inquiry learning (PIT-3), the experimental group 2 applied level 4 inquiry learning (PIT-4) and the control group applied level 2 inquiry learning (PIT-2). The science process skills test uses multiple choice objective questions with a test reliability of 0.77. Data analysis uses ANOVA test. This study concludes level 2 (PIT-2), level 3 (PIT-3) and level 4 (PIT-4) inquiry learning has a difference in effectiveness in improving science process skills. Improved science process skills of students with different initial knowledge, most effective in the application of inquiry level 3 (PIT-3) learning, students with high and low initial knowledge gain a higher gain than the application of level 2 (PIT-2) and level 4 inquiry learning (PIT-4).
Implementasi Model Pembelajaran Flipped Classroom Guna Meningkatkan Interaksi Belajar Mahasiswa pada Mata Kuliah Manajemen Informasi dan E-Administrasi Thanthawi Ishak; Rudi Kurniawan; Zamzami Zainuddin
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 4 No. 2 (2019)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v4i22019p109

Abstract

This study aims to identify the effectiveness of student interaction in learning Information Management and E-Administration courses using the flipped classroom method. The theory of Moore (1989) and Hillman et al., (1994) was used in determining four models of student learning interactions both in class and outside the classroom. The four interactions include interactions between teaching participants (students), interactions between teaching participants and teachers, interactions between teaching participants and teaching materials and interactions between teaching participants and technology media. This research was conducted using a mixed methods research approach. Questionnaires and individual interviews were used to collect data. 29 of the teaching participants were given a questionnaire at the end of the semester and 10 of them were selected to be interviewed individually. The collected data were analyzed using descriptive statistics and data analysis using SPSS. The results of this study indicate that the teaching participants have positive perceptions in all components of the interaction in learning the Information Management and E-Administration courses using the flipped classroom method. The output of this research has contributed to a university in implementing innovative digital learning flipped classrooms using WhatsApp and YouTube media.
Rekomendasi Pemetaan Keahlian Siswa Terhadap Spesifikasi Lowongan Kerja pada Sistem Bursa Kerja Khusus Menggunakan Metode SAW Di SMK Nanda Riski Septania; Hakkun Elmunsyah; Utomo Pujianto
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 4 No. 2 (2019)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v4i22019p120

Abstract

This study aims to produce recommendations in the form of a list of job vacancies in accordance with the expertise of students. The model used in research and development of student expertise mapping recommendations is the waterfall. The testing technique used is black box testing, which is used to test the system's functionality. The product was validated by two experts, namely Expert I and Expert II. The results of the validation carried out by expert I and expert II each received a 100% eligibility percentage. Then from the product trial results obtained a percentage of eligibility 97%. These results indicate that the level of product eligibility is valid because it exceeds the minimum limit of 76% for valid criteria, so the product can be said to be feasible and can be used.
Bahan Ajar PPKN Berbasis Karakter dan Literasi untuk Siswa Kelas IX SMP Al Hikmah Surabaya Sriyanto; Ibut Priono Leksono; Harwanto Leksono
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 4 No. 2 (2019)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v4i22019p130

Abstract

This study aims to produce teaching materials based on Character and Literacy PPKn Class IX students who are designed to be more interesting, to train independently, creatively and innovatively, according to students 'needs and develop students' competence, character and literacy. The development model used by Dick, Carey & Carey (2001) adjusted to the development needs. This analysis technique is used to process data obtained through evaluation sheets in the form of descriptive percentages. The validation results from learning design experts reached 92.5%. While the experts of teaching materials developed reached 89.3%. The results of trials on students, the overall eligibility percentage reached 83.66%. While the Review from the teacher reached 78.41% and the response through the questionnaire got a very good response. From the data and analysis that has been done, it can be concluded that the development product can be used as teaching material in Pancasila and Citizenship Education (PPKn) subjects that have very good qualifications, and develop the domains of competence, character and student literacy.
Pengaruh Pengelolaan Diri Siswa dan Karakter Guru Terhadap Prestasi Belajar Siswa Kelas X SMK Satya Widya Surabaya dan SMK Tri Tunggal Surabaya Abdul Malik; Suryaman; Retno Danu Rusmawati
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 4 No. 2 (2019)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v4i22019p143

Abstract

Education is basically a conscious effort to develop the potential of students by facilitating their learning activities. A nation is said to be advanced when the quality of its human resources is good, while the quality of human resources itself depends on the quality of its education. Given the importance of the role of education in people's lives, the government seeks to improve the quality of education, including improving the quality of students' abilities.The purpose of this study was to determine the effect of Self Regulated Learning (student self-management) and teacher character on student learning achievement. The type of research used in this study is correlational with a quantitative approach, where this study intends to determine the relationship of a variable to other variables. Data collection is obtained by conducting tests, questionnaires and documents. Data analysis using the Two Way Anova test. The results of the study show that: (1) There is the effect of Self Regulated Learning on student learning achievement, (2) There is a guidance for Teacher Character on student achievement, (3) Interaction between Self Regulated Learning and Teacher Character on student achievement.
Developing Instructional Game "Adventure of Word" to Improve Morphological Awareness on Vocational Higher Students Devi Kuniasari Riyadi; Putu Dian Danayanti Degeng; Esti Junining
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 4 No. 2 (2019)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v4i22019p153

Abstract

Morphological awareness (MA) has relation to language development. Most of Informatics students class of 2017 in Politeknik Kota Malang are lack of MA especially in vocabulary and reading comprehension. Therefore, this present study is aimed at developing instructional game “Adventure of Word” to improve morphological awareness. This is Research & Development study which used Lee & Owens’ development model. From the result of expert validation, from media expert it got 96.8% and from media/design expert it got 78.7%. As those results, the product is categorized as ‘valid’. After the product has been validated, the next step is try-out to the students. It got 96.6% which meant the product is classified as ‘excellent’. It can be concluded that the product was well-developed as instructional media to teach morphology explicitly so that can help students to improve their morphological awareness especially in root word, prefix, suffix, and circumfix.
Pengembangan Mobile Learning Berbasis Android Pada Mata Kuliah Strategi Pembelajaran Universitas Baturaja Sulia Ningsih; Anita Adesti
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 4 No. 2 (2019)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v4i22019p163

Abstract

The development of science and technology, especially in the field of information technology and communication, has provided a breath of fresh air in improving the quality of education. The use of android smartphones by students as a communication medium is one of the potentials that can be developed to support virtual mobile learning in universiy. This studywas aimed at (1) developing android-based mobile learning and (2) testing the feasibility of android-based mobile learning in learning strategy courses with valid and practical criteria. This research and development study used a procedural development model adapted from the Pustekom development model according to Warsita which includes (1) the planning stage, (2) the stage of media production or development, and (3) the evaluation or evaluation stage product. The results of the study showed that (1) Android-based mobile learning applications were produced in learning strategy courses, (2) Android-based mobile learning was proper to use in learning strategy course. This was in accordance with the results of the material expert validation test (83.28 = valid), learning design experts (83.5 = valid) and media experts (81,31 = valid), individual evaluation (85.45 = practical), evaluation small group (85.83 = practical), and field trials (85.84 = practical).
Indonesian Undergraduate EFL Students’ Perceptions toward Flipped Classroom Amanda Vira Maharani; Hamamah; Ika Nurhayani
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 5 No. 1 (2020)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v5i12020p1

Abstract

The aim of this study was to find Indonesian undergraduate EFL students’ perceptions towards the implementation of flipped classroom. This study implemented survey research design and perceptions were found out through questionnaire and the questionnaires were spread to 30 students who experienced the implementation of flipped classroom. The questionnaire consisted of two aspects, namely meaningful and competence aspects. The results of questionnaire of perceptions were statistically calculated. The data on meaningful aspect revealed that mostly the students had positive perceptions toward the implementation of flipped classroom. On the other hand, in competence aspect, the students perceived that flipped classroom was beneficial for their writing competence. However, for the pre-class activities, such as viewing video and reading e-materials, the students had varied perceptions on it. They actually like the idea to have an additional video-lecture and e-material to prepare them before the class, but they did not really see the meaning by doing that pre-class activities.
Pengembangan Game Petualang untuk Pembelajaran Berhitung Indah Rahmawati; Ibut Priono Leksono; Harwanto
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 5 No. 1 (2020)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v5i12020p11

Abstract

his study developed a learning media in the form of games that were applied to devices using the Android system. During this time children eliminate boredom with games. Therefore, learning media in the form of games are developed so that students can take advantage of free time with something useful. This research aims to provide adventurous game learning media that have been validated by material experts, media experts and design expert as a support for numeracy learning. The method in this research use the Research and Development (P&P) method. This study produces form adventurous games for numeracy learning that are equipped with user manuals can be obtained at Playstore, Material expert validation is 84,76%, Media and design expert validation is 91,82%. Questionnaire responses of students to the adventurous game for learning to count reached very good criteria.

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