cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota bandung,
Jawa barat
INDONESIA
Edutech
ISSN : 08521190     EISSN : 25020781     DOI : -
Core Subject : Education,
Jurnal Edutech adalah jurnal majalah ilmiah di Program Studi Teknologi Pendidikan Universitas Pendidikan Indonesia yang terbit sebanyak tiga kali dalam setahun pada bulan Februari, Juni, dan Oktober. Semua artikel yang dikirim melalui proses peer review double blind dan ulasan editor sebelum di publikasikan.Jurnal Edutech atau kepanjangan dari Educational Technology ini menerima artikel tentang pendidikan, teknologi pendidikan dan komunikasi
Arjuna Subject : -
Articles 267 Documents
ANALISA VISUAL TUGAS INFOGRAFIS DALAM PEMBELAJARAN MATERI LAYOUT DESAIN DI MATA KULIAH KOMPUTER GRAFIS I Mahabi, Willy; Ratum, Arifpermana
EDUTECH Vol 23, No 3 (2024)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v23i3.73886

Abstract

Infographics are widely used for representing data through simpler and more attractive visuals. Infographics are integrated in editorial design as part of the role of layout, and thus, are comprehensively utilized in various media such as magazines, newspapers, report books, internet articles, as well as exhibition space media such as museums. Understanding infographic layout in Visual Communication Design Study Program, became one of the topic taught to students in Computer Graphic I course. However, in practice, the delivery method might not be fully understood by some students. This study conducted to determine how far students can understand layout material, especially in the application of basic design principles as basic theory in designing infographic. The output is expected to provide an evaluation and improvement in learning, especially regarding infographic layout design for the next period. Infografis adalah media yang saat ini banyak digunakan untuk merepresentasikan sebuah data melalui visual yang lebih sederhana dan menarik. Infografis merupakan bagian dari editorial desain yang tidak lepas dari peran layout didalamnya, sehingga banyak digunakan diberbagai media seperti majalah, surat kabar, buku laporan, artikel internet, hingga media ruang pamer seperti musium. Pemahaman tentang layout infografis khususnya di Program Studi Desain Komunikasi Visual menjadi salah satu topik materi yang diajarkan kepada mahasiswa, terutama pada mata kuliah Komputer Grafis I. Akan tetapi pada prakteknya, penyampaian materi tentang layout tidak sepenuhnya dapat langsung dipahami oleh sebagian mahasiswa. Penelitian ini dilakukan untuk mengetahui seberapa jauh mahasiswa dapat memahami materi layout, khususnya dalam penerapan prinsip elemen desain sebagai teori dasar dalam merancang sebuah karya desain infografis. Luaran yang diharapkan dari penelitian ini diharapkan dapat menjadi sebuah evaluasi dan perbaikan dalam pembelajaran khususnya dalam materi mengenai layout infografis pada mata kuliah Komputer Grafis I.
EFEKTIVITAS PEMBELAJARAN CODING TERHADAP KEMAMPUAN COMPUTATIONAL THINKING, PROBLEM SOLVING DAN MATEMATIKA SISWA TK B TK XYZ JAKARTA UTARA Christina, Dilla
EDUTECH Vol 23, No 3 (2024)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v23i3.73291

Abstract

This study aims to determine the effectiveness of teaching coding activities in enhancing computational thinking, problem-solving, and mathematical abilities in kindergarten B students at XYZ Kindergarten in North Jakarta. The research sample consists of 60 students, with 30 students in the control group and 30 students in the experimental group, selected using the quota sampling method. The instruments for the placement test and post-test were normally distributed. Based on validity and reliability tests, the instruments were deemed valid and reliable for use as measurement tools. Analysis was conducted using the mean difference test between the control group and the experimental group. The results of the study show that there was a higher point difference in the experimental group concerning computational thinking, problem-solving, and mathematical abilities after receiving the treatment, which in this study, the treatment referred to coding learning activities. The pedagogical implications of this study highlight the importance of integrating technology into learning, improving teachers' competence in teaching coding, and the need for continuous evaluation of learning effectiveness.Penelitian ini bertujuan untuk mengetahui efektivitas pengajaran aktivitas coding dalam meningkatkan kemampuan computational thinking, problem solving dan matematika pada siswa TK B di TK XYZ Jakarta Utara. Sampel penelitian terdiri dari 60 siswa, dengan 30 siswa dalam kelompok kontrol dan 30 siswa dalam kelompok eksperimen, yang dipilih menggunakan metode quota sampling. Instrumen placing test dan post-test berdistribusi normal. Berdasarkan uji validitas dan reliabilitas, instrumen dinyatakan valid dan reliabel untuk digunakan sebagai alat ukur. Analisis dilakukan menggunakan uji selisih mean antara kelompok kontrol dan kelompok eksperimen. Hasil penelitian menunjukkan bahwa terdapat perbedaan poin yang lebih tinggi pada kelompok eksperimen, terkait dengan kemampuan computational thinking, problem solving dan matematika setelah menerima perlakuan, dalam penelitian ini, perlakuan yang dimaksud adalah kegiatan pembelajaran coding. Implikasi pedagogis dari penelitian ini menyoroti pentingnya integrasi teknologi dalam pembelajaran, peningkatan kompetensi guru dalam mengajar coding, dan perlunya evaluasi berkelanjutan terhadap efektivitas pembelajaran.
THE EFFECT OF STUDENT ATTITUDE AND SOCIAL PRESENCE ON THE USE OF CHATGPT IN STUDENTS USING THE TECHNOLOGY ACCEPTANCE MODEL (TAM) Radyta, Rissa Inkhah
EDUTECH Vol 23, No 3 (2024)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v23i3.71653

Abstract

This study aims to provide an analysis of the influence of student attitude on the perceived usefulness of ChatGPT, Influence of social presence on the social presence of ChatGPT, the influence of perceived usefulnes and perceived ease of use on the behavioral intention of ChatGPT on college student. this study was conducted on student of the Office Administration Education study program with a sample size of 156 from a population of 731 student determined using krejcie table with a significance level 0,05. The data analyzed technique that used in this study uses Stuctured Equation Modeling – Generalized Structured Component Analysis (SEM-GSCA) in processing using the GSCA pro application. The result of the research taken state that Student Attitude has a positive influence on Perceived Usefulness. Social presence has positive influence on Perceived Ease of Use. Perceived Usefulness and Perceived Ease of use has positive influence on Behavioral Intention. This research provides insight into ChatGPT technicians regarding system acceptance in influencing user intentions by providing a system that has Perceived Usefulness and Perceived ease of Use factors.
INOVASI PEMBELAJARAN IPA KELAS VIII: MENINGKATKAN KETERLIBATAN, MOTIVASI BELAJAR DAN PENGUASAAN KONSEP MELALUI VIRTUAL REALITY DENGAN APLIKASI MOZAIK 3D Wuisan, Audri Prilycia Caroline; Purba, Siska Wati Dewi
EDUTECH Vol 23, No 3 (2024)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v23i3.74020

Abstract

Agar pembelajaran menjadi efektif, menyenangkan, dan bermakna, diperlukan pemahaman guru terhadap karakteristik siswa, metode pembelajaran yang tepat, serta ketersediaan sumber belajar dan media yang mendorong siswa untuk belajar. Aspek lain yang perlu diperhatikan adalah ketelibatan siswa karena dapat memunculkan motivasi belajar siswa, sehingga siswa memiliki semangat dan ketertarikan dalam pembelajaran. Dampak tersebut akan berlanjut terhadap peningkatan penguasaan konsep siswa. Salah satu pembelajaran berbasis teknologi untuk menunjang pembelajaran efektif adalah virtual reality dengan aplikasi Mozaik 3D. Penelitian ini bertujuaan untuk melihat sejauh mana efektifitas pembelajaran berbasis virtual reality dengan aplikasi Mozaik 3D terhadap keterlibatan, motivasi dan penguasaan konsep siswa kelas VIII pada Pelajaran IPA dibandingkan dengan pembelajaran konvensional. Jenis penelitian yang digunakan adalah eksperimen kuasi dengan pengambilan sampel convenience sampling. Hasil penelitian memperlihatkan bahwa 1) pembelajaran berbasis virtual reality dengan aplikasi Mozaik 3D terhadap keterlibatan siswa lebih baik dibandingkan pembelajaran konvensional, 2) pembelajaran berbasis virtual reality dengan aplikasi Mozaik 3D terhadap motivasi belajar siswa lebih baik dibandingkan pembelajaran konvensional, 3) pembelajaran berbasis virtual reality dengan aplikasi Mozaik 3D terhadap penguasaan konsep IPA lebih baik dibandingkan pembelajaran konvensional. In order for learning to be effective, enjoyable and meaningful, teachers need an understanding of student characteristics, appropriate learning methods, as well as the availability of learning resources and media that encourage students to learn. Another aspect that needs to be considered is student involvement because it can raise student motivation to learn, so that students have enthusiasm and interest in learning. This impact will continue to increase students' mastery of concepts. One technology-based learning to support effective learning is virtual reality with the 3D Mosaic application. This research aims to see to what extent the effectiveness of virtual reality-based learning with the 3D Mosaic application on the involvement, motivation and mastery of concepts of class VIII students in science lessons compared to conventional learning. The type of research used was a quasi-experiment with convenience sampling. The research results show that 1) virtual reality-based learning with the 3D Mosaic application on student engagement is better than conventional learning, 2) virtual reality-based learning with the 3D Mosaic application on student learning motivation is better than conventional learning, 3) virtual reality-based learning with The 3D Mosaic application for mastering science concepts is better than conventional learning.
PENERAPAN MODEL PEMBELAJARAN PLAY-BASED LEARNING UNTUK MENINGKATKAN KOMPETENSI GURU, KEMAMPUAN BERPIKIR KRITIS, KREATIF DAN KOMUNIKASI PESERTA DIDIK TINGKAT TK B DI TK XYZ JAKARTA Dewanti, Damaris Fajar; Susian, Nancy
EDUTECH Vol 23, No 3 (2024)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v23i3.73311

Abstract

This research aims to analyze the implementation of the Play-Based Learning model to improve teacher competency and the critical thinking, creativity, and communication skills of TK B students at TK XYZ Jakarta. A Classroom Action Research method was employed, involving three cycles. Based on the observations and research conducted over three cycles, it can be concluded that there was an improvement in teacher competency and the critical thinking, creativity, and communication skills of the students. From this data, it can be inferred that the Play-Based Learning model can effectively enhance teacher competency and the critical thinking, creativity, and communication skills of TK B students at TK XYZ Jakarta. Penelitian ini bertujuan untuk menganalisis penerapan model pembelajaran Play-Based Learning untuk meningkatkan kompetensi guru, kemampuan berpikir kritis, kreatif dan komunikasi siswa tingkat TK B di TK XYZ Jakarta menggunakan metode Penelitian Tindakan Kelas dengan tiga siklus. Berdasarkan hasil tiga siklus yang telah diobservasi dan diteliti, maka dapat disimpulkan terjadi peningkatan pada kompetensi guru, kemampuan berpikir kritis, kreatif dan komunikasi pada peserta didik. Dari data tersebut maka dapat disimpulkan bahwa model pembelajaran Play-Based Learning dapat meningkatkan kompetensi guru, kemampuan berpikir kritis, kreatif dan komunikasi pada siswa TK B di TK XYZ Jakarta.
APPLICATING SENSEMAKING FRAMEWORK METHOD IN EXPLORATION OF COLORWAY FOR DESIGNER TOYS Adhika, Fauzi Arif; Lestari, Intan Suci
EDUTECH Vol 23, No 3 (2024)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v23i3.72021

Abstract

This research examines the use of various colorways by toy designers to develop new lines while keeping the same product form. This approach aims to increase consumer appeal by offering a variety of color choices while reducing production costs. This study explores how toy designers use colorway strategies to adapt (characteristics) popular characters. These strategies are analyzed using the sensemaking framework method by Dinçer to understand their impact on marketing and consumer interest. The research results show that using (thematic) coloring variations not only increases productivity but also broadens the market appeal of designer toys, highlighting the significant role of color in design and marketing. 
EVALUASI PROGRAM PENDIDIKAN KARAKTER DI SMA XYZ GREEN VILLE DENGAN METODE CIPP Prasetiyo, Christiyanti Indry
EDUTECH Vol 23, No 3 (2024)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v23i3.74220

Abstract

Character education for high school students is an important thing to do in the face of moral degradation in the age of globalization. The study aims to evaluate the character education program that has been implemented at the XYZ Green Ville Christian School since 2014. This evaluation study uses context, input, process, and product. Descriptive qualitative and quantitative approaches are used to strengthen evaluation results, with data collection techniques of interviews, questionnaires, observations, and documentation. The results of the evaluation showed a) Context, has the potential and ability to implement the program, the program’s goals were integrated with the school’s vision and mission; b) Input, learners and can understand and practice the value of character, tools are available to support the implementation of program, program implementation strategy focused on religious practice, need improvement in the program planning documents, c) Process, strategy of implementation program less suited to the age of high school students, integration of character values in learning is not holistic, d) Product, students show positive character development and carry out the values of character attentiveness, obedience, responsibility, truthfulness, self-control, and friendliness.Pendidikan karakter bagi siswa SMA merupakan hal yang penting untuk dilakukan seiring dengan terjadinya degradasi moral di era globalisasi. Penelitian ini bertujuan untuk mengevaluasi program pendidikan karakter yang sudah diterapkan di SMA XYZ Green Ville sejak tahun 2014. Studi evaluasi ini menggunakan metode context, input, process, dan product. Pendekatan kualitatif dan kuantitatif deskriptif digunakan untuk memperkuat hasil evaluasi, dengan teknik pengumpulan data wawancara, kuesioner, observasi, dan dokumentasi. Hasil evaluasi program pendidikan karakter di SMA XYZ Green Ville berdasarkan evaluasi a) Context, memiliki potensi dan kesanggupan untuk melaksanakan program, tujuan program terintegrasi dengan visi misi sekolah; b) Input, peserta didik dan tenaga pendidik mampu memahami serta mempraktikkan nilai karakter, tersedia sarana dan prasarana yang mendukung implementasi program, strategi implementasi program berfokus pada pembiasaan keagamaan, perlu peningkatan dalam penyusunan dokumen perencanaan program, c) Process, strategi implementasi program kurang sesuai dengan usia siswa SMA, integrasi nilai karakter dalam pembelajaran belum bersifat holistis, d) Product, peserta didik menunjukkan perkembangan karakter yang positif dan melakukan nilai-nilai karakter penuh perhatian, ketaatan, tanggung jawab, kejujuran, penguasaan diri, dan keramahan.
PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF UNTUK MENINGKATKAN KOMPETENSI GURU, MOTIVASI BELAJAR, KETERAMPILAN PEMECAHAN MASALAH, DAN BERPIKIR KREATIF MATEMATIKA SD Rotti, Eunike Anastasia Goldy
EDUTECH Vol 23, No 3 (2024)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v23i3.73312

Abstract

Students need to possess learning motivation, problem-solving skills, and creative thinking skills. However, in reality, these three competencies are still low among first-grade students at XYZ Elementary School in Jakarta. This research aims to analyze how the use of interactive learning media can enhance the learning motivation, problem-solving skills, and creative thinking skills of first-grade students, as well as to analyze teacher competencies. The research method employed is Classroom Action Research, which consists of three cycles, with each cycle including the stages of planning, observation, action, and reflection. The subjects of this study are 32 students, utilizing instruments such as interviews, reflections, and assessment rubrics to evaluate teacher competencies, learning motivation, problem-solving skills, and creative thinking skills. The results indicate an increase in the average scores of teacher competencies, learning motivation, problem-solving skills, and creative thinking skills of the students. Based on these findings, it can be concluded that the use of interactive learning media is effective in improving the teacher competencies, learning motivation, problem-solving skills, and creative thinking skills of first-grade students at XYZ Elementary School in Jakarta.Murid perlu memiliki motivasi belajar, keterampilan pemecahan masalah, dan keterampilan berpikir kreatif. Namun, kenyataannya, ketiga kompetensi ini masih rendah di kalangan murid kelas 1 SD XYZ Jakarta. Tujuan penelitian ini adalah untuk melihat bagaimana penggunaan media pembelajaran interaktif dapat meningkatkan motivasi murid untuk belajar, keterampilan pemecahan masalah, dan keterampilan berpikir kreatif murid di kelas 1 SD. Selain itu, penelitian ini juga menyelidiki kemampuan guru. Penelitian ini menggunakan penelitian tindakan kelas, yang terdiri dari tiga siklus yang mencakup fase perencanaan, observasi, tindakan, dan refleksi. Penelitian ini melibatkan 32 murid dan menilai kompetensi guru, motivasi belajar, keterampilan pemecahan masalah, dan berpikir kreatif melalui wawancara, refleksi, dan rubrik penilaian. Hasil penelitian menunjukkan bahwa guru telah meningkatkan motivasi murid untuk belajar, keterampilan pemecahan masalah, dan keterampilan berpikir kreatif murid di kelas 1 SD XYZ di Jakarta. Dari hasil penelitian ini, dapat disimpulkan bahwa penggunaan media pembelajaran interaktif efektif dalam meningkatkan kompetensi guru, motivasi murid untuk belajar, keterampilan pemecahan masalah, dan keterampilan berpikir kreatif murid
INTEGRASI TEKNOLOGI DALAM PENDIDIKAN Saripudin, Saripudin; Robbani, Muhammad Dzikri Fathur
EDUTECH Vol 23, No 3 (2024)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v23i3.72163

Abstract

The integration of technology in education is crucial for preparing the younger generation for the challenges of the Industrial Revolution 4.0. This article explores various technologies that can enhance learning and student skills. Social media, with its popularity and accessibility, offers an interactive platform for collaboration and information exchange between students and teachers, enriching learning experiences through online discussions and resource sharing. Educational simulations and games provide engaging and interactive methods that boost student motivation and help them understand complex concepts through practical experience. AR and VR offer immersive learning experiences, allowing students to explore subjects in a more profound and visual way, thus improving understanding and information retention. AI revolutionizes education by providing personalized learning, analyzing student data to offer tailored recommendations, and automating administrative tasks to enable teachers to focus more on teaching. The article emphasizes that integrating technology in education not only improves learning access and quality but also equips students with relevant future skills. Therefore, collaboration among the government, educators, and the community is essential for effective and sustainable technology implementation in education.Integrasi teknologi dalam pendidikan sangat penting untuk mempersiapkan generasi muda menghadapi tantangan Revolusi Industri 4.0. Artikel ini mengeksplorasi berbagai teknologi yang dapat meningkatkan pembelajaran dan keterampilan siswa. Media sosial, dengan popularitas dan aksesibilitasnya, menawarkan platform interaktif untuk kolaborasi dan pertukaran informasi antara siswa dan guru, memperkaya pengalaman belajar melalui diskusi online dan berbagi sumber daya. Simulasi dan permainan edukatif menyediakan metode yang menarik dan interaktif yang meningkatkan motivasi siswa dan membantu mereka memahami konsep-konsep kompleks melalui pengalaman praktis. AR dan VR menawarkan pengalaman belajar yang imersif, memungkinkan siswa untuk menjelajahi subjek secara lebih mendalam dan visual, sehingga meningkatkan pemahaman dan retensi informasi. AI merevolusi pendidikan dengan menyediakan pembelajaran yang dipersonalisasi, menganalisis data belajar siswa untuk memberikan rekomendasi yang disesuaikan, dan mengotomatisasi tugas administratif sehingga guru dapat lebih fokus pada pengajaran. Artikel ini menekankan bahwa integrasi teknologi dalam pendidikan tidak hanya meningkatkan akses dan kualitas pembelajaran, tetapi juga membekali siswa dengan keterampilan yang relevan untuk masa depan. Oleh karena itu, kolaborasi antara pemerintah, pendidik, dan komunitas sangat penting untuk memastikan implementasi teknologi yang efektif dan berkelanjutan dalam pendidikan
PENGEMBANGAN MEDIA BELAJAR BERBASIS APLIKASI SKETCHUP 3D MODEL ADDIE Nugroho, Tri Adma Adi; Rufi'i, Rufi'i; Suhari, Suhari
EDUTECH Vol 24, No 1 (2025)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v24i1.79527

Abstract

This research examines the development of learning media based on the Sketchup 3D application using the ADDIE method in the context of Engineering Drawing subjects at SMK PGRI 1 Gresik. The purpose of this research is to increase students' motivation and understanding of the Engineering Drawing material that has been taught conventionally. This research follows the five main stages of the ADDIE method, namely needs analysis, media design, product development, implementation, and evaluation. The results showed that the application of Sketchup 3D media significantly improved students' understanding in drawing orthogonal projections and fostered their interest in learning. Through trials conducted on X DPIB class students, this media was positively accepted with a percentage of student satisfaction reaching 96.8%. This research recommends the use of technology-based learning media as an innovative effort in improving the quality of learning in engineering. Penelitian ini berfokus pada pengaruh lingkungan rumah terhadap performa akademik siswa di Lagos. Penelitian ini mengkaji berbagai faktor yang memungkinkan meningkatkan prestasi akademik para siswa. Hasil penelitian menunjukkan bahwa (1) status sosial ekonomi orang tua, (2) tingkat pendidikan orang tua, (3) motivasi orang tua, (4) pendapatan orang tua, dan (5) kestabilan di rumah memiliki pengaruh terhadap performa akademik anak-anak pada tingkat sekolah dasar.