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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
Development of Petanque Marble Games in Physical Education Activities at SMK Antartika 2 Sidoarjo Pratiwi, Ikke Dwi; Suharti, Suharti
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.v23i2.107670

Abstract

This study aims to develop Kelereng Petanque (Ketanque) as an alternative instructional medium for warm-up and cool-down activities in Physical Education (PJOK) classes at SMK Antartika 2 Sidoarjo. Ketanque is an innovative adaptation of two traditional games—marbles and petanque—designed to match the characteristics of adolescent learners and be easily implemented using simple equipment within the school environment. The research employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The developed product, consisting of a guidebook and instructional video, was validated by experts in content, media, and instructional design, and tested through small- and large-group trials. Validation results indicated that the learning media was categorized as “highly feasible”, with average validation scores of 94% (media), 87% (content),). Field trials showed positive responses from students, with 88.20% in the small group and 83.90% in the large group expressing strong approval regarding the usefulness, ease of use, and engagement offered by the game. Furthermore, the game was found to significantly enhance student enthusiasm, social interaction, and motor skills in PJOK learning. It is concluded that Ketanque is an effective, innovative, and culturally rooted learning media alternative, capable of addressing the challenges of limited sports facilities and the monotony of conventional PJOK teaching approaches.
Design of Augmented Reality Interactive Learning Media in Learning Sundanese Fairy Tales Dzakiah, Shoofii Nurrizki; Nugraha, Haris Santosa; Kosasih, Dede; Widyastuti, Temmy
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.v22i1.81744

Abstract

Fairy tales contain noble values that can shape students' characters. Specifically, students' ability to understand Sundanese fairy tales currently tends to be low due to the increasing rarity of Sundanese being used in everyday life. For this reason, it is necessary to involve technology-based media that is interesting and able to increase motivation to learn fairy tales. The purpose of this research is to describe the needs analysis, design, and testing of augmented reality learning media development in Sundanese fairy tale material. The method used in this research was the R&D research method with the ADDIE model. The participants involved in this study included two experts (media and literature learning), six Sundanese language teachers, and 24 elementary school students. The research instruments employed were questionnaires, interviews, and tests. The resulting data were then processed using quantitative descriptive techniques, which were then interpreted qualitatively. The results revealed three things: 1) there was a need for the development of fairy tale learning media using augmented reality media; 2) augmented reality media was designed through three stages, namely formulating media concepts (selection of fairy tales and analysis of fairy tale characteristics), designing storyboards (visualization of plot, setting, and characters), and preparing and determining design components using the assemblr EDU application; and 3), the results of expert validity of the augmented reality media design developed could be categorized as very good, with an average percentage of feasibility reaching 92.4%. The implications of using augmented reality media can color the use of digital media in Sundanese language learning as an alternative solution to improving students' ability to understand Sundanese fairy tales.
Development of Interactive Video-Based Learning Media Combined with Blended Learning Method for Writing Short Story Materials in Elementary School Dini, Rusfi Rama; Sumarni, Sri; Oktarina, Santi; Raharjo, Makmum
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.v22i2.85701

Abstract

The creation of interactive video-based learning materials utilizing Adobe Animate CC 2022 was conducted and implemented in the context of the Indonesian language curriculum. This research aims to develop interactive video-based learning resources that are valid, practical, and effective for teaching short story writing. The development process followed the ADDIE model, which encompasses five phases: analysis, design, development, implementation, and evaluation. Evaluation methods included expert validation, one-on-one assessments, small group evaluations, and field tests. The findings indicated that the material's validity was rated at 90%, categorized as very valid; the media's validity was assessed at 87%, classified as highly valid; and the language component received a validity score of 88%, also deemed very valid. The average validity across the three assessments was 88%, falling within the very valid category. In terms of practicality, the one-on-one evaluation yielded a score of 86%, categorized as very practical, while the small group assessment achieved a score of 98%, classified as highly practical. The overall average practicality score was 92%, indicating a very hands-on approach. To assess media effectiveness, pretest results were 56%, while posttest results reached 96%, demonstrating significant learning outcomes for students, with an N-Gain score of 0.92. Consequently, the interactive video-based learning materials developed with Adobe Animate CC 2022 successfully engaged students and can be effectively utilized to enhance the Indonesian language curriculum, particularly in short story writing for fifth-grade elementary school students.
Project-Based Learning for Enhancing Student Independence in Civic Education: A Qualitative Case Study in Elementary Education Ishayati, Malisa; Triyanto, Triyanto; 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.v23i2.108356

Abstract

This study aims to explore how project-based learning (PjBL) can enhance student independence in civic education for fourth-grade students in an elementary school context. The research was conducted as a qualitative case study at SD Negeri 11 Martapura, involving one civic education teacher and twenty-four fourth-grade students. Data were collected through classroom observations, in-depth interviews with the teacher and selected students, and documentation of project results. The data were analyzed using Miles and Huberman’s model, which included data reduction, data display, and conclusion drawing. The findings indicate that the implementation of PjBL in civic education strengthens student independence through several dimensions: self-initiative in completing tasks, responsibility in group projects, discipline in managing time, and confidence in presenting results. Supporting factors include the teacher’s role as a facilitator, the integration of simple digital tools (such as slides and video presentations), and active parental involvement. Meanwhile, challenges faced were the limited availability of technological resources in the classroom and the varied levels of student readiness. In conclusion, PjBL effectively fosters independent learning characters in elementary civic education. From the perspective of educational technology, the model demonstrates how instructional design and the integration of simple technology can create meaningful learning experiences that support character development.
Development of Mobile Learning on Solar System Material to Enhance Students' Cognitive Abilities Ansori, Isa; Kuswandi, Dedi; Praherdhiono, Henry
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.v23i1.92245

Abstract

The teaching of Solar System material at SMP Wahidiyah Kepanjen rarely utilizes technology-based media, resulting in incomplete material, passive learning activities, and suboptimal cognitive learning outcomes. However, students are familiar with smartphones, making Android-based mobile learning a viable solution to enhance their understanding. This study employs the Lee & Owens development model, consisting of analysis, design, development, implementation, and evaluation stages. To assess the instruments used, validity and reliability tests were conducted. The validity test results showed that the calculated r value exceeded the r table value (0.374 for N = 29), confirming that all 20 tested items were valid. A reliability test using Cronbach’s Alpha was also conducted, yielding a value of 0.489, higher than 0.374, indicating the instrument’s reliability. Expert validation showed high validity scores, with material experts rating 97.5% and media experts 95%. A small-scale trial with three students resulted in a 97.5% validity score and an N-Gain of 0.84 (high category). A larger test with 26 students yielded an 88.9% validity score and an N-Gain of 0.58 (moderate category). The findings suggest that Android-based mobile learning is highly effective for individual learners, as seen in the higher N-Gain score from the small-scale trial.
Need Analysis for Digital Supplement Book on the Collection of Megalithic Distribution Material in Pagar Alam City for History Learning in Senior High School Seruni, Seruni; Syarifuddin, Syarifuddin; Chotimah, Umi; Della, Rhaptyalyani Herno; Suratmi, Suratmi
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.v22i1.78899

Abstract

This research aims to conduct a needs analysis for 3D pageflip-based digital supplement books on material from the collection of megalithic distribution in Pagar Alam City for history learning at SMA Negeri 1 Indralaya. Education requires the help of effective learning media to improve the quality of student learning outcomes. Students need technology-assisted learning media to make learning material easier to understand. Moreover, history learning really necessitates teaching materials that involve technology because they are considered interesting, effective, and interactive. At this stage, the researchers made observations and collected various data and information related to teaching materials in the form of digital supplement books. The research method employed to obtain data and information was a descriptive qualitative approach through questionnaires, interviews, and observations. The data analysis technique used was descriptive analysis with data reduction, data presentation, drawing conclusions, and verification. Based on a needs analysis questionnaire, data were obtained that 59.7% of students needed to study megalithic material, and 52.8% of students stated that it was very important to use digital learning media. Then, 95.8% of students were interested in learning using digital books, 45.8% of students answered that they were very interested in reading books if there were pictures contained in them, and 58.3% of students supported the development of innovations in history learning presented in digital book form at SMA Negeri 1 Indralaya. Therefore, to help improve the quality of learning, digital supplement books are an alternative.
Identification of Educational Staff Performance Problems Related to Digital Competence with Front-End Analysis Gunawan, Rahmat Dwi; Siregar, Eveline; Chaeruman, Uwes Anis
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.v23i1.93329

Abstract

Presidential Regulation of the Republic of Indonesia Number 82 of 2023 concerning the acceleration of digital transformation and integration of national digital services implicitly instructs bureaucratic officials within an organization to immediately change the way they work and develop individuals within the organization to adapt to the new digital era. The research aims to identify performance problems related to digital competence and their causes, determine whether there are performance gaps that occur, and identify alternative solutions that can be used to overcome performance gaps at the Office Deputy of the National Level Leader-Education of Lemhannas RI (The National Resilience Institute of the Republic of Indonesia). The research employed the Joe Harless performance analysis model with data collection technique in the form of a survey involving 23 education staff and continued with observations and interviews to complete and confirm the data from the survey answers. The research results show that designing and providing digital competence training is an alternative solution that relevant organizations may choose to improve the digital competence of education staff by considering the digital competence areas that have been suggested in the research complete with alternative digital technologies that have been delivered so that the training designed can be in accordance with the identification of existing needs. The results of the research may be implemented in determining the appropriate development activities for human resources at the Office Deputy of the National Level Leader-Education of Lemhannas RI, especially to improve digital competence as an effort to address organizational transformation in the era of digitalization.
Developing an E-Module on Economics Based on Education for Sustainable Development to Enhance High School Students' Critical Thinking luthfiyah, Ana; Subroto, Waspodo Tjipto; Sakti, Norida Canda
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.v23i2.107642

Abstract

This study developed an economics e-module aligned with Education for Sustainable Development (ESD) to respond to the urgent need for innovative learning resources that foster students’ critical thinking in facing sustainability challenges. The e-module was designed using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), created with Canva, and presented in flipbook format via Heyzine. Findings confirmed a significant advancement in students’ critical thinking skills, with a Paired Sample t-Test result of Sig. (2-tailed) < 0.001 and an Independent Sample t-Test result of 0.040. The experimental class attained higher mean N-Gain score (0.64, moderate) contrasted to the control class (0.53). Students also rated the e-module very positively (90%, excellent). These results reveal that the ESD-based economics e-module is practical, effective, and contributes to the enhancement of high school students’ critical thinking abilities.
The Influence of Audio Flashcard Media on Vocabulary Mastery in Children with Speech Delay Aged Four Years Febrianti, Jihan Erllie; Zusfindhana, Inna Hamida; Ariyanto, Dedy
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.v22i1.82161

Abstract

Speech delays in four-year-old children can have a significant impact on their language development and well-being. This research, therefore, aims to determine the effect of audio flashcard media in improving vocabulary mastery in children with speech delay aged four years. This research used a quantitative approach with a single subject research (SSR) type of research and employed an A-B research design. The subject in this study was a four-year-old child with speech delay who was identified as not having mastered much vocabulary well. Data on vocabulary mastery abilities in the baseline and intervention phases were obtained through observation. Data analysis used descriptions of images obtained from graphic analysis by paying attention to changes in levels or trends. Changes in the stability of the intervention phase (B) and baseline phase (A) exhibited changes in the stability trend from variable to variable. The change in the level of the baseline phase condition (A) in the last session (82.5) and the first session of the intervention condition (B) was (70). It can be concluded that the change in level in the intervention phase (B) to the baseline phase (A) was an increase (+12.5). The research results indicate that changes in levels or trends have increased. This denotes that providing learning using audio flashcard media influences children's ability to master vocabulary, and the use of audio flashcard media can be an effective method in helping children who experience speech delays to develop their vocabulary
The Effectiveness of Scrapbook Media in Improving Writing Personal Experience Texts in Sundanese Maulana, Farid Rizqi; Sudarmansyah, Ranu; Widjojoko, Widjojoko
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.v22i2.85089

Abstract

This research addresses the challenge of students' inadequate comprehension and abilities in crafting personal experience narratives, which frequently results in difficulties when articulating their experiences in written form. The primary objective of this study is to assess students' competencies in writing personal experience texts and to evaluate the effectiveness of scrapbook media as a means of enhancing these skills. A quasi-experimental design featuring pre-tests and post-tests was utilized, targeting students in class VII-A at SMP Ibnu Sina. Data collection involved administering pre-tests and post-tests, along with gathering student feedback regarding the scrapbook media through Google Forms. The analysis of the data was performed using SPSS software, which included normality assessments and hypothesis testing to evaluate the improvements in writing skills. The findings reveal a notable enhancement in writing abilities following the implementation of scrapbook media. Significant advancements were observed across all evaluated dimensions, including (1) content, (2) organization, (3) vocabulary, (4) grammar, and (5) mechanics (spelling and diction). Student feedback regarding the scrapbook media was also overwhelmingly positive. Consequently, it can be inferred that scrapbook media serves as an effective instrument for improving skills in writing personal experience texts in Sundanese. The implications of this study highlight the necessity for more interactive and visual methodologies, such as scrapbook media, in the instruction of writing skills to bolster students' understanding and proficiency in composing personal experience narratives.