Jurnal Inovasi Teknologi Pendidikan
Jurnal Inovasi Teknologi Pendidikan is a scientific journal which publishes and disseminates the results of researches, deep studies, innovative thinking or work in educational technology. The focus of the journal is innovative works on the development of educational multimedia and e-learning which are effective in giving positive contributions to schools and educational institutions.
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The perceptions of high school teachers and students towards digital interest and literacy
Reza Khaidar Achmad;
Yeti Mulyati
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jitp.v10i3.58804
The increased application of information and communication technology (ICT) in society promotes its use in education to align instructional content with students’ interests and future working lives. To achieve this, the human resources within education institutions must possess the ability to utilize technology and understand the students’ capabilities. This descriptive study was conducted to establish the profile of students’ and teachers’ interests and perceived digital literacy abilities in high schools and their equivalents. An online questionnaire was used to collect data from West Java, West Kalimantan, and Jakarta high schools. The gathered data were processed with a simple quantitative technique. The data analysis collected by the questionnaire indicates that the respondents have a relatively high perception of digital literacy levels (encompassing operational, information, communication, strategic, and creative abilities), with some relatively low aspects, such as expressing opinions and creating things with ICT. Furthermore, it was also found that respondents exhibit a strong interest in using digital devices for learning, with video games, video processing programs, and graphic design software occupying the three least used digital media in schools but most desired by the respondents for integration.
Exploring Genius Hour: A literature study on concepts, benefits, and their application at every level of education in various countries
Dhifa Putra Ramadhan;
Dedi Kuswandi;
Yerry Soepriyanto
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jitp.v10i3.61479
Genius Hour in this article will be studied in the literature, focusing on the concept and benefits of Genius Hour in the context of Education, as well as how Genius Hour is implemented in various countries at different levels of Education. It is hoped that the results of this study can provide further knowledge about Genius Hour and an overview for students who wish to apply to Genius Hour. Genius Hour is an approach to learning by setting aside time in class so students can learn about topics that match their interests or passions, developing essential questions, researching their topics, and creating a final project to be shared at the end of learning. The literature review in this study uses prism flow diagrams to assist in the process of determining the literature to be studied.Â
Improving integrated thematic learning outcomes using the numbered head together (NHT) cooperative mode
Fadhila Aulia;
Mai Sri Lena
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jitp.v10i3.60057
This study used a classroom action research method by applying qualitative and quantitative approaches carried out in 2 cycles through the stages of planning, implementation, observation, and reflection. This study aimed to observe the improvement of student learning outcomes in class VB SDN 13 Kuranji by applying the Numbered Head Together (NHT) Model. The research data obtained were analyzed using qualitative and quantitative techniques with the instruments of the Teaching Implementation Plan (RPP) assessment sheet, teacher and learner activity observation sheets, evaluation question sheets, attitude journals, and skill rubrics. Teachers and students became the subjects of this study. According to the results of the study, there was an increase in each cycle. In the lesson plan assessment in Cycle I, the score was 85%, and 95% in Cycle II. Regarding teacher activity, the value reached 84.3% in Cycle I and 93.7% in Cycle II, while the learner aspect in Cycle I was 82.8% to 93.7% in Cycle II. In addition, students' learning outcomes increased from 78.4 in Cycle I to 87 in Cycle II. The results showed improved student learning outcomes after applying the Numbered Head Together model. The improvement is also seen in the lesson plan and the implementation of learning regarding teachers and students.
Sundanese ethnoastronomy-based astronomy bulletin as an alternative to astronomy learning: A feasibility test
Salsabila Husna;
Tsania Nur Diyana
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jitp.v10i3.57059
This study aims to determine the feasibility of independently developing a Sundanese ethnoastronomy-based astronomy bulletin as an alternative astronomical learning media. This research uses the ADDIE method, which consists of five stages, namely (1) Analysis, (2) Design, (3) Development, (4) Implementation (5)Â Evaluation. However, this research only reached the determination of the feasibility of the bulletin, so the implementation and evaluation stages still needed to be carried out. The subjects of this study were one physics education lecturer and one physics teacher. The results of the feasibility test on the three indicators include (1) content validation tests obtained an average value of 81.25%, (2) language validation tests obtained an average value of 81.25%, and (3) presentation validation tests obtained a value of 80%, and the overall indicators showed reliable results. Therefore, the bulletin learning media developed is feasible and can be used as an alternative learning media for Sundanese ethnoastronomy-based astronomy.Â
Instrument development to measure the use of hologram-based learning media
Rian Vebrianto;
M Yusriadi;
Adisti Yuliastrin
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jitp.v10i3.56360
Hologram-based learning media is one of the alternative learning media that can be used as educational media, increasing student motivation and interest in learning and optimizing the division of work in groups. This media was developed to avoid abstract thinking, a negative impression that has been allowed to occur since they were young, which, in the end, until adulthood, the negative image is dull and makes students uninterested in things. This research was included as developmental research or RnD. Studies related to developing instruments to measure the use of hologram-based learning media as educational media in elementary schools still need to be completed. The research model used in this study was 4D. The data was collected with an offline questionnaire, and then it was analyzed using quantitative data analysis using the SPSS version 23 for Windows program. The results of this study have proven that: (1) The evaluation instruments construction and development for the use of hologram-based learning media for students in this study were carried out using a theoretical development model to test seven research constructs, namely (a) didactic components, (b) construction of hologram-based learning media, (c) technical hologram-based learning media, (d) ease of use, (e) efficiency of hologram-based learning media, (f) benefits, and (g) interest; (2) The results of construct validity and reliability testing show that the validity of the evaluation instrument has met the valid criteria because the value of r-count r-table (r-count 0.254); and (3) The reliability of the evaluation instrument which has been compiled and developed in this study has also met the high category as indicated by the magnitude of the Cronbach alpha reliability coefficient of 0.980. This indicates that the instrument developed meets the requirements for measuring the use of hologram-based learning media for students.
Media development board game to increase student motivation in studying regional culture
Khusnul Khotimah;
Neni Wahyuningtyas
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jitp.v10i3.60477
Media development as an effort to introduce regional culture is considered essential to do. Technological developments make students' motivation to study culture begin to fade and shift with the emergence of Western civilization. This is motivated by the need for more interesting local culture introduction media for students and regional, cultural, and educational content in online or offline media. Therefore, learning media is needed to introduce regional culture. The objectives of this development research are: (1) Producing culture game education media board game products; (2) Testing and knowing the feasibility of culture game education media board game products; and (3) Knowing the effectiveness of culture game education board game media products in increasing learning motivation on material Sub Theme 2: "The Beauty of My Country's Cultural Diversity" for grade IV Elementary School. The development model used is ADDIE. The results of this development research are: (1) Learning media products, board game culture, and game education; and (2) Based on the validation that has been carried out on material experts and learning media experts, it is stated that the culture game education board game is suitable for use in the learning process and can be implemented for students with a percentage of the validity test of material experts, namely 89% and a percentage of the validity test of learning media experts, namely 98%. The results of the practicality test using the culture game education board game by the teacher obtained a score of 91%, while the trial results related to the percentage of students' motivation to learn culture through this media was 86%. The conclusion is based on the development done; the culture game education board game is declared appropriate when used as a medium to introduce regional culture.
Virtual reality video project design to improve vocational teachers' skills in implementing Kurikulum Merdeka
Yana Endrayanto;
Yudi Sukmayadi;
Juju Masunah
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jitp.v10i3.62009
This project aims to improve the skills of vocational teachers in implementing the Merdeka Curriculum, with the design of the Merdeka Curriculum virtual reality video project to encourage the use of a learner-centered approach and prioritize skills-based learning relevant to the world of work. VR video content is designed to improve vocational teachers' understanding and skills in implementing the Merdeka Kurikulum. The purpose of this research is to facilitate teachers to have pedagogical skills in preparing teaching materials to evaluate learning. The method in this research is Action research with the VR video content development process involving determining clear learning objectives, designing a VR curriculum, preparing VR materials and content, and making VR videos using relevant technology and software. Furthermore, VR video content is implemented in vocational teacher learning by providing access to VR devices and clear usage guidelines. Evaluation is conducted to measure the effectiveness of VR videos in achieving learning objectives and obtain feedback from vocational teachers. The results of this project show that using VR videos in vocational teachers' learning can improve their engagement, understanding, and skills in the context of the Merdeka Curriculum. Vocational teachers experience a more interactive and immersive learning experience through a realistic virtual environment. Students also benefit from using VR videos, with an increased understanding of vocational concepts and their readiness for the world of work. The project also faced some challenges, such as the accessibility of VR devices and technical constraints. In discussing the project results, it is recommended to collaborate with related parties and share experiences with the education community so that the use of VR videos in vocational learning can expand and continue to grow.
Development of virtual reality on material: Archimedes’ Law (VIRMA) to improve student learning outcomes
Dhanty Novya Bunga Prillyanti;
Mita Anggaryani
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jitp.v10i3.64523
The development of this Virtual Reality (VR) with an artificial environment consisting of scenes and 3D objects is expected to be a problem solution from a low conceptual understanding of Archimedes' Law material. This study aims to make physics learning media with Virtual Reality on Archimedes' Law (VIRMA) material. The purpose of his research is to describe the validity of making Virtual Reality learning media on material: Archimedes' Law (VIRMA), to tell the effectiveness of making Virtual Reality learning media on material: Archimedes' Law (VIRMA) based on learning outcomes and student response questionnaires. The type of research used in this research is development research according to the ADDIE model with one group pre-test post-test research design. The result showed that the development of Virtual Reality media in Archimedes' Law (VIRMA) material is very valid, with a percentage value of 85.9%. Using Virtual Reality media on material: Archimedes' Law can provide hands-on learning experiences, facilitate a deeper understanding of abstract concepts, and improve student learning outcomes with n-gain in the medium category 0,67. In addition, the response questionnaire showed that 93.7% of students agreed that Virtual Reality media was enjoyable and effective in helping to understand Archimedes' Law. Using the Virtual Reality media on the material is recommended: Archimedes' Law, which can increase student involvement, stimulate student interest in learning physics, and improve student learning outcomes.
Analysis of the needs of teachers of SMAN 3 Sidoardjo in the creation and use of learning media
Jacky Anggara Nenohai;
Deni Ainur Rokhim;
Zelen Surya Minata;
Nur Indah Agustina;
Kafita Krisnatul Islamiyah;
Burhanuddin Ronggopuro;
Habiddin Habiddin;
Ristiwi Peni;
Bambang Wahyudi;
Asnan Wahyudi
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jitp.v10i3.54691
This study aims to analyze the needs of teachers of SMAN 3 Sidoardjo in the creation and use of learning media in the teaching and learning process. The research method used is descriptive qualitative by taking data through a Google form-based questionnaire filled out online. The subjects of the study were 51 teachers of SMAN 3 Sidoardjo. The results of the survey based on questionnaire data obtained showed that the learning media used by the teachers of SMAN 3 Sidoardjo in the teaching process was made by as much as 72.5% and 27.5% were not made by themselves, so the media was obtained from Youtube, Google, and colleagues. The media created by several teachers has obstacles, namely mastery of IT (editing and programming languages), a long time in the development process, and its use has not adjusted to the characteristics of students and unites several media and materials in one platform such as  Learning Management System. Therefore, teachers need training and direct assistance in making intensive and simple learning media without using programming languages, flexible time, and accessible anywhere and anytime. Website-based media to accommodate all the material and learning resources taught so that students can easily use the press and improve their understanding of the material and the quality of learning So that teachers and students can adjust the scope and face problems in the learning process by the demands of the times.
The effect of group investigation model assisted by interactive media Lectora Inspire on high school students critical thinking skills
Aulia Nindy Fadila Gastama;
Fatiya Rosyida;
Budi Handoyo;
Djoko Soelistijo
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jitp.v10i3.59490
Geography learning teaches students to be able to think critically. Critical thinking is one of the thinking skills that students must have in 21st-century learning. However, the critical thinking skills of high school students in Indonesia are proven to be lacking. The study aimed to determine the effect of the Group Investigation (GI) model assisted by interactive media Lectora Inspire on high school students' geography critical thinking skills. The research design used a quasi-experimental design with a posttest-only control group design. The location of the research was carried out at the Laboratory Senior High School Universitas Negeri Malang. The research subjects were XI IPS 3 students as the experimental group and XI IPS 1 as the control group. Data on students' critical thinking skills were obtained from six essay test questions arranged according to indicators of critical thinking skills. Data analysis techniques for critical thinking skills using the Mann-Whitney test show that the GI model assisted by interactive media Lector Inspire affects high school students' critical thinking skills. Comparison of the post-test scores of the experimental group is much better than the control group. The steps of the GI model and interactive media Lectora Inspire during learning to make students productive in critical thinking.