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Tika Aprilia
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Journal Contact Mailing Address G Building Postgraduated Program of Education Teacher Training and Education Faculty, Universitas Sebelas Maret Ir. Sutami Street 36 A, Kentingan, Surakarta 57126 tp@fkip.uns.ac.id
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INDONESIA
Penggunaan Media Sains Flipbook dalam Pembelajaran IPA di Sekolah Dasar
Core Subject : Science, Education,
Focus and Scope Teknodika (p-issn:1693-9107 & e-issn: 2656-6621) merupakan jurnal penelitian teknologi pendidikan yang menerbitkan kajian, analisis, dan penelitian tentang perancangan, pengembangan, pengelolaan, pemanfaatan, evaluasi dalam bidang Teknologi Pendidikan yang berkaitan dengan peningkatan kinerja dan memfasilitasi belajar di lembaga pendidikan formal, non-formal dan informal serta lembaga-lembaga pelatihan. Adapun topik yang masuk kategori ini meliputi: Media Pembelajaran Model Pembelajaran Sumber Belajar Pendidikan Jarak Jauh E-Learning & Online learning Analisis Kurikulum dan topik lain yang relevan
Arjuna Subject : Umum - Umum
Articles 67 Documents
Systematic Literature Review: Gamification as a Learning Approach in Christian Religious Education in the Digital Age Manuputty, Prilly Lastika; Utami, Deka Dyah; Degeng, I Nyoman Sudana
Teknodika Vol 23, No 1 (2025): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v23i1.95497

Abstract

The rapid development of technology has advanced education, including the use of gamification as an innovative learning approach. Gamification integrates game elements to enhance students' interest and motivation and can be applied in various subjects, including Christian Religious Education. However, teaching methods in Christian Religious Education often remain traditional and monotonous. This study aims to encourage teachers to implement gamification in their teaching process. The research uses the Study Literature Review (SLR) method, collecting data from 12 relevant articles obtained through Google Scholar and Publish or Perish (POP). The findings show that gamification creates an engaging, interactive, and dynamic learning environment, improving students' motivation, participation, and learning outcomes across cognitive, affective, and psychomotor domains. Technology-based gamification enhances students' understanding based on their learning styles and fosters collaboration. However, its effectiveness depends on careful planning and relevant content selection. Without proper design, gamification may become a challenge rather than a benefit. Platforms like Kahoot have been widely used in education, offering interactive real-time quizzes that boost engagement and cooperation among students. Ultimately, gamification not only increases motivation but also transforms the learning experience into a more interactive and enjoyable process.
Development of the Fusion Raceway Circuit Game to Improve Students' Fundamental Movement Skills Ismail, Ghulam Zaky; Indahwati, Nanik; Tuassikal, Abdul Rachman Syam
Teknodika Vol 22, No 1 (2024): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v22i1.84804

Abstract

Fundamental movement skills (FMS) are basic movement skills that children should acquire from an early age. Delays in acquiring these movement skills can affect children's ability to learn more complex skills in the future. This research, thus, aims to produce a product in the form of the Fusion Raceway Circuit game to improve the FMS skills of elementary school students. This research used a 4D research and development method, namely Define, Design, Development, and Disseminate. In developing the Fusion Raceway Circuit game, preliminary studies and information analysis, small-scale trials, revisions, and large-scale trials were carried out. After that, an evaluation was performed to determine the final result of the product being developed. The results of developing the Fusion Raceway Circuit game were product feasibility, reliability, and product effectiveness. Feasibility was obtained based on the validator's assessment, and a feasible result was obtained with the category of very good. Product reliability obtained a value of 0.868. The product effectiveness was also judged to be effective, as evidenced by an increase in the pretest-posttest results of 45.6% or the paired sample t-test with a significance value of 0.000. In conclusion, the product developed, the Fusion Raceway Circuit game, has been deemed feasible for dissemination to PJOK (Physical Education, Sports and Health) subjects, especially phase B students aged 8-10 years
Development Of E-Modules for Science Subjects to Improve Learning Outcomes of Class Vii Students of SMPN 2 North Galesong Takalar District Selvi, Selvi; H, Nurhikmah; Arnidah, Arnidah
Teknodika Vol 22, No 2 (2024): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v22i2.87521

Abstract

High-quality education is essential for cultivating a generation that is critical, knowledgeable, skilled, creative, and highly competitive; therefore, it is imperative to provide the necessary facilities to facilitate interaction in the learning process. This research aims to 1) identify the need for an E-Module, 2) Design an E-Module, 3) Measure the level of validity, practicality, and effectiveness of the Science E-Module to improve the learning outcomes of class VII students at North Galesong 2 Middle School. This research was conducted using an R&D (Research & Development) approach. This research was developed using the ADDIE model. This research was conducted at SMPN 2 Galesong Utara. The subjects of this research were 2 validators consisting of material experts and media experts, 30 students, and 1 science subject teacher. Data collection utilizes needs identification questionnaires, material expert validation questionnaires, media expert questionnaires, individual questionnaires, small group questionnaires, subject teacher response questionnaires, pretest and posttest distribution. Data analysis techniques are qualitative and quantitative descriptive. The research results indicate that the identification of student needs is in the required qualifications. The E-Module development design is designed in accordance with ATP which is designed using Canva, Flip PDF Professional, and Website 2 Apk Builder. The results of the E-Module validity level from the assessment of material and media expert validators are at the very valid qualification stage. The practicality level results obtained from the questionnaire analysis of individual student responses, small groups, and science subject teacher responses were determined to be in the very practical criteria. The level of effectiveness of the Science E-Module was measured by pretest and posttest which demonstrated an increase in student learning outcomes, thus it was deemed very effective. Based on the analysis results, it was concluded that the Science E-Module could be utilized in the learning process in class VII at SMPN 2 Galesong Utara.
Needs Analysis as a Foundation for Developing an ESD-Based Science E-Module to Cultivate Elementary School Students’ Moral Awareness of Environmental Sustainability Prasetyaningrum, Ayu; Winarno, Winarno; Rintayati, Peduk
Teknodika Vol 23, No 2 (2025): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v23i2.105550

Abstract

This study aims to analyze the needs of elementary school students in relation to the development of a Science e-module based on Education for Sustainable Development (ESD) in order to foster green moral awareness. The background of this research lies in the low level of students’ awareness of environmental issues and the importance of integrating sustainability values into the learning process, particularly in science education. The research employed a qualitative descriptive method. Data were collected through interviews, observations, and documentation involving fourth-grade teachers and students. The analysis revealed that students require learning media that are interactive, contextual, and capable of building both understanding and a caring attitude toward the environment. These findings serve as a crucial foundation for designing an ESD-based e-module that aligns with the characteristics and learning needs of elementary school students. The development of this ESD-based e-module is expected to provide a solution for enhancing students’ understanding of scientific concepts while simultaneously instilling sustainability values from an early age.
Analysis and Potential of Artificial Intelligence in Making Interactive Teaching Materials for Muhammadiyah Elementary School Teachers in Yogyakarta Maulinda, Shindy; Putra, Lovandri Dwanda
Teknodika Vol 22, No 1 (2024): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v22i1.80904

Abstract

The background to this research is that in the digital era, education requires innovative approaches to improve the quality of teaching. AI can be used to customize teaching materials according to individual student needs, increase interactivity, and provide more accurate feedback. Teachers can utilize AI to save time when preparing teaching materials, which in turn increases efficiency in the teaching process. This research aims to explore the potential of using AI to provide relevant, interactive teaching materials for teachers. This type of research is qualitative descriptive research. The subjects in this research were school principals and class teachers. This research was conducted in three schools, namely: 1) SD Muhammadiyah Karangbendo, 2) SD Muhammadiyah Karangkajen II, and 3) SD Muhammadiyah Condongcatur. The object of this research was to determine the potential of AI in creating interactive teaching materials. Data collection techniques included interviews, observation, and documentation. Data were then analyzed using the Miles and Huberman model, namely the stages of data collection, data reduction, data presentation, and conclusion drawing. Meanwhile, the data validity was tested using source triangulation. The results of research conducted in three schools, i.e., SD Muhammadiyah Karangbendo, SD Muhammadiyah Condongcatur, and SD Muhammadiyah Karangkajen II, concluded that AI technology provides significant benefits and potential for teachers in various aspects. Overall, the use of AI technology in education, especially in creating interactive teaching materials, provides benefits that can increase the efficiency and quality of learning in the education 4.0 era. AI technology also helps teachers improve the quality of learning and teaching, making learning more interesting, interactive, and effective.
The Effect of Using Interactive Animation Media and Syllable Method in Improving the Beginning Reading Ability of Grade 1 Students in Indonesian Language Lessons Mariana, Ria; Amprasto, Amprasto; Juhana, Juhana
Teknodika Vol 22, No 2 (2024): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v22i2.86208

Abstract

This research aims to prove that there is an influence of the use of interactive animation media and the syllable method in improving the initial reading ability of class I students in Indonesian language lessons. The method used in this research is the experimental method, the experimental class and control class were chosen not randomly so that the design in this research is in the form of a Nonequivalent (Pretest and Posttest) Control Group Design. The sample in this research was 153 students. The instrument used in this research was a reading ability test including pretest and posttest, interviews and documentation. Meanwhile, regarding the data that has been obtained from the research results, it is then analyzed and processed statistically using the SPSS version 29.0 for window application, while the data analysis used is a 2-average test analysis and N-gain analysis. The results of the research that has been carried out show that the treatment in the form of learning using interactive animation media and the syllabic method where the average N-Gain score is 0.54  is included in the medium category, so the effectiveness of using interactive animation media and methods syllables are quite effective to be applied in initial reading learning, whereas if we refer to the 4 reading assessment indicators, the results show that the 4 reading indicators include the ability to read letters with an N-Gain value of 0.79 (high), reading syllables with an N-Gain value 0.69 (medium), reading words with an N-Gain value of 0.43 (medium), and reading sentences with an N-Gain value of 0.23 (low).
Development of a Water Cycle E-module Assisted by a Flipbook Application for 5th Grade Elementary School Students Atiyah, Dwi Nastiti; Rufi’i, Rufi’i; Suhari, Suhari
Teknodika Vol 23, No 2 (2025): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v23i2.101194

Abstract

This study aims to develop a water cycle E-module assisted by the Flipflop for fifth grade elementary school students. The use of technology not only provides flexibility during the learning process but also fosters active participation and enhances student interactivity, thereby creating a more meaningful learning experience. The research method used is research and development (R&D) with ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The data collection techniques used in this study were observation, interviews, and questionnaires. Data collection instruments consist of observation sheets, interview guidelines, and student response questionnaires. The results of the study showed that the developed water cycle e-module was valid and practical to use. The research results from media experts obtained a percentage of 94.2% and material experts 98.5% which fell into the very valid category. Furthermore, in terms of practicality, the teacher obtained a result of 88.2% in the very practical category and when the small-scale trial obtained a percentage of 73.2% in the practical category and the limited-scale trial obtained a percentage of 80.7% in the practical category.
Exploring Teachers' Needs for Technology-Based Learning in Elementary Education Istiqomah, Siti; Murwaningsih, Tri; Sukarno, Sukarno
Teknodika Vol 23, No 1 (2025): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v23i1.98043

Abstract

The integration of 21st-century skills, such as critical thinking, collaboration, and digital literacy, into elementary science education remains suboptimal. Preliminary observations in Purwantoro indicate that traditional teaching methods dominate, with limited use of interactive media, restricting the development of essential student competencies. This study addresses the need for innovative learning tools by exploring the potential of Smart Apps Creator (SAC) in enhancing IPAS (science and social studies) education. Employing a qualitative descriptive approach, data were gathered from five elementary school teachers through interviews, observations, and document analysis, meanwhile, the data analysis technique in this research uses descriptive analysis techniques. Findings reveal that SAC-based media effectively meet teachers’ needs by providing interactive features that promote engagement and independent learning. However, challenges such as limited infrastructure and teacher training were identified. The study underscores the significance of aligning educational practices with the demands of the digital era by integrating interactive media into the curriculum. It highlights the role of SAC in fostering 21st-century skills, offering practical recommendations for professional development and curriculum enhancement. It is hoped that the results of this research will have implications for innovative and technology-based learning as a step to accommodate learning in elementary schools more optimally.
Utilization of ICT in Online Education and Training to Enhance Academic Supervision of School Principals Saefudin, Ady; Sutama, Sutama; Muhibbin, Ahmad; Haryanto, Sigit
Teknodika Vol 22, No 1 (2024): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v22i1.83480

Abstract

The utilization of Information and Communication Technology (ICT) in online education and training for school principals is urgent. This ensures educational leaders have digital skills, enriches teaching methods, and improves managerial efficiency, keeping pace with rapid technological developments. For this reason, this research seeks to dig deeper into aspects of education and training evaluation, especially skills assessment for education and training participants. This qualitative descriptive research sought to describe the actual situation regarding the planning, implementation, and follow-up of skills assessment in the education and training for improving the Academic Supervision Competency of School Principals by utilizing Information and Communication Technology (ICT) at the Institute for the Development and Empowerment of School Principals and School Supervisors (LPPKSPS). The research subjects involved were instructors and principal education and training participants, with a total of six subjects. The results of this research revealed that the skills assessment in education and training developed by LPPKSPS has been designed and implemented in online education and training, and follow-up has been conducted to improve the academic supervision abilities of school principals. Through this research, it is expected that it can become the basis for similar education and training institutions when they want to integrate ICT into education and training activities so that learning outcomes can be achieved optimally.
The Effectiveness of E-Modules Based on Problem-Based Learning toward Student Learning Outcomes in Educational Profession Courses Vidianti, Ade; Adesti, Anita; Pebriantika, Leni
Teknodika Vol 22, No 2 (2024): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v22i2.93828

Abstract

The purpose of this study is to develop an E-Module based on problem-based learning and train students to solve problems critically and scientifically in professional education courses. The research method that will be used is research and development. The development model applied is the one proposed by Rowntree which consists of three stages: planning stage, development stage and evaluation stage. The planning stage is carried out with the following activities: a) Needs analysis; b) Formulating general and specific objectives; c) Compiling an outline of the contents; d) Determining concept analysis; e) Determining media and equipment. At the product development stage, it will be carried out using software. However, Rowntree's model is not complete in the product evaluation section, therefore this model will be collaborated with Tessmer's evaluation model so that the incompleteness of Rowntree's model will be covered by the advantages of Tessmer's formative evaluation model. The data collection techniquein this study used questionnaires and learning outcome tests. Tessmer's model has five stages of evaluation, namely self-evaluation, expert reviews; one-to-one, small group, and field test, the results will be assessed using a questionnaire. The more often a product is evaluated, the better the results will be, with the collaboration of these two models, it is expected to produce a valid, practical, and effective module. The quality and effectiveness of E-Modules based on problem based learning are obtained from the pretest and posttest results with an N-gain of 0.76 in the high category. From these results, it shows that the implementation of E-Modules based on problem based learning in the class has increased learning outcomes in the high category, so it can be concluded that e-modules based on problem based learning are effective to be applied to educational profession courses