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INDONESIA
Jurnal Inovasi Teknologi Pendidikan
ISSN : 24070963     EISSN : 24607177     DOI : -
Core Subject : Education,
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.
Arjuna Subject : -
Articles 10 Documents
Search results for , issue "Vol. 11 No. 1 (2024): March" : 10 Documents clear
The effect of inquiry-based learning assisted by story-map on students' spatial thinking skills in seismic studies Purwanto, Purwanto; Asyarifah, Runing Fikriyah; Sahrina, Alfi; Astuti, Ike Sari; Ibrahim, Mohd Hairy
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.63078

Abstract

Fundamental changes in 21st-century learning impact geography learning, which must be balanced with students' spatial thinking ability. This ability is a core ability in geography that students must have in the process and results of learning geography. The inquiry-based learning model, with the help of story maps, is an alternative way to stimulate students to develop the ability to think spatially. This study aims to determine how applying inquiry-based learning using story maps affects spatial thinking abilities, especially in seismic studies. The method used in this study was an experiment with a quasi-experimental type using a posttest-only control group design. Data collection techniques in this study used a test in the form of posttest and observation to observe the learning process during the study. Posttest data were obtained from 66 class X students of SMAN 1 Genteng, divided into control and experimental classes. The data were analyzed using the classic assumption regression test, and further hypothesis analysis was done using a simple linear regression test. The results of this study show an influence of the application of story map-assisted inquiry-based learning on students' spatial thinking abilities at 16.7%, as assessed by R Square. In addition, the findings in this study show that the average scores for each indicator of thinking ability are diverse. The highest average in both control and experimental classes, namely analogy and transition indicators. While the lowest average in both courses is the comparison indicator.
Teachers' belief and implementation of ICT in early childhood education classroom Sulistyaningtyas, Reza Edwin; Astuti, Febru Puji; Yuliantoro, Prasetyo; Hidayaturrohman, Qisthi Alhazmi
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.67300

Abstract

Technology has a vital role in every aspect of life. Early childhood education also requires technology in its learning. This study aims to analyze teacher beliefs and explain the application of ICT in Early Childhood Education (ECE) classes. This research uses mixed methods, questionnaires, and interviews as data collection tools. Questionnaires were used to obtain data related to ICT used in ECE and teacher beliefs, while interviews were used to obtain data on the implementation of ICT in ECE classrooms. The sample was 132 ECE teachers in Magelang, Central Java, and Yogyakarta.  The sampling technique used is a simple random sampling technique. Regression analysis is used in this study's data analysis technique. The results obtained include 1) 40% of teachers use laptops in class, 2) 26.67% of teachers never involve children in using ICT, and 3) there is a relationship between educational background and ICT implementation beliefs in class. Implication This study aims to hold workshops for ECE teachers to apply ICT in learning activities involving children in their use.
Development of social studies evaluation media based on minimum competency assessment "MELUAS" questions for students at SMPN 1 Besuki Nirmala, Pratidina Okta; Ratnawati, Nurul
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.64981

Abstract

Minimum competency assessment is one of the government's efforts to improve students' literacy and numeracy skills. For this reason, teachers must support it by applying it to learning activities. This research aims to develop social studies evaluation media based on minimum competency assessment "MELUAS" questions. The method uses RnD with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The subjects used to assess the suitability of this product were 32 students in class VIII C at SMP Negeri 1 Besuki. Based on the questionnaire, the responses show that MELUAS is "very suitable" for use by students. The existence of MELUAS can increase users' reading literacy, attract students to conduct evaluation activities, and encourage the quality of students' enthusiasm. Recommendations for further research are to develop evaluation media based on minimum competency assessment questions, equip them with videos and animations on the question text stimulus, and add features that discuss the correct answers.
Primary school teacher education students' response to the use of Zoom meeting breakout rooms for small group discussions Risdalina, Risdalina; Rosmalinda, Desy; Pamela, Issaura Sherly; J.M., Zareena
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.66419

Abstract

Learning that is carried out in class should be student-centered learning. One of the ways of student-centered learning is small group discussions. Developing technology also contributes to the development of the world of education. Learning using the small group discussion method can be presented online using Zoom Meeting. This application provides the Breakout Rooms feature, allowing users to create separate additional rooms in one meeting session. Therefore, this study aims to determine how students respond to using Breakout Rooms at Zoom Meetings. The research was carried out at the Primary School Teacher Education Study Program, Jambi University, in the even semester of 2023. This research was conducted on 34 semester four students. Research subjects were selected using a cluster random sampling technique. This research is descriptive. Data was collected using a questionnaire given to students via Google Forms. The data were analyzed by calculating the percentage of each statement on aspects of student response. The results of student responses are that Breakout Rooms are easy to use, helpful in supporting the learning process, making learning fun, and making discussions more focused and productive.
Validity of interactive media to strengthen understanding concepts in integer class vii Fitria, Fitria; Sunismi, Sunismi; Fuady, Anies
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.64289

Abstract

This research aims to test the validity of interactive media to strengthen the understanding of concepts in integer material for class VII MTs. The method used is qualitative and descriptive. The research instrument used a questionnaire from 3 experts, two practitioners, and 13 class VII students at MTs At-Taawun. The research results show that according to interactive media design experts, it is valid with a percentage of 91.7%, media experts with 81.7%, material experts with 90%, media practicality with 85.4%, and student trials with a rate of 87.7&. Based on the research results, interactive media on integers was declared valid with an average of 88.9%, so interactive media was declared suitable for use. The results of this research can also be used as a reference for research regarding media validity testing. The media that has been created can be used as learning media during the learning process.
Feasibility of volleyball technics video in physical education for senior high school Mubar, Muhammad Yusran Yusuf; Arnidah, Arnidah; Hasyim, Nurhikmah; Hakim, Abdul
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.54190

Abstract

This study aims to (1) identify the needs of instructional video media in subjects related to physical education. (2) Designing instructional video media on subjects related to physical education. (3) Measuring instructional video media's validity, practicality, and effectiveness on Physical Education subjects. This study uses the ADDIE Research and Development Model approach, which is carried out through 5 stages, consisting of (1) the analysis phase, (2) the design phase, (3) the development phase, (4) the implementation phase and, (5) the evaluation phase. The research subjects were one teacher and 30 students. The results of the study are: (1) Identification of the need for instructional video media in physical education subjects shows that learning video media is needed as an alternative medium that can be used to support the teaching and learning process. (2) The design of instructional video media includes several stages, including conducting curriculum analysis, preparing teaching material scripts, and designing products. (3) Analysis of the validity, practicality, and effectiveness of learning video media products. The content/material validation results and design construct validation by experts obtained very valid categories so that learning video media products can be tested to determine the level of practicality and product effectiveness. The level of practicality and effectiveness of the product meets the criteria of being very practical and very effective.
Development of puzzle game learning media in social sciences subjects to improve student learning outcomes Wulandari, Santi Agustina; Ratnawati, Nurul
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.61975

Abstract

This research is aimed at (1) developing puzzle game learning media with material from the Asian Continent and Other Continents, (2) testing the feasibility of puzzle game learning media, and (3) testing the effectiveness of puzzle game learning media in improving student learning outcomes. The research uses the research and development (R&D) method with the ADDIE design. The research instrument is a questionnaire sheet and a multiple-choice question instrument. Data analysis was obtained from the pretest and posttest results, which were analyzed using the normality test, homogeneity test, and paired sample t-test. The results of this research and development are (1) the media developed is a puzzle game learning media, (2) the validity test shows that the puzzle game learning media has a "very suitable" category for further use in the social studies learning process, (3) effectiveness analysis, it can be concluded that the use of puzzle game learning media is efficacious in improving student learning outcomes in social studies subjects in one of the state schools in District X. Recommendations for further research and development include utilizing innovative AR (Augmented Reality) technology features, further developing elements of the quiz feature by adding several puzzle patterns at higher levels or more difficult levels.
Designing an educational game "Cleantopia" to increase students' awareness of environmental cleanliness at Mekarsari Elementary School Ramadhan, Riki; Simanjuntak, Eva Riris; Fallah, Liana; Padmasari, Ayung Candra
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.56768

Abstract

In general, knowledge of the types of waste in Indonesia still needs to be improved. This is one-factor causing problems in Indonesia's waste management system. The importance of knowing the kinds of waste must start from childhood. With the child's good memory, the knowledge can be absorbed more efficiently so that the application in the surrounding environment can run optimally. This research aims to increase students' awareness of environmental cleanliness at school. The object studied is taking samples from class 4A students of Mekarsari Elementary School using the Multimedia Development Life Cycle (MDLC) method. Based on the data processing results from respondents, the results obtained show that this educational game application, 'Cleantopia,' can run well and attract students' attention. In addition, with this application, students become aware of cleanliness in their school through observations made by researchers of student activities that become more orderly in disposing of garbage in its place and maintaining classroom cleanliness.
The effect of self-directed learning (SDL) in higher education: Increasing student independence and achievement Siswanto, Siswanto
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.60338

Abstract

This study aimed to examine the effect of the self-directed learning (SDL) model on universities in increasing student independence and achievement. The samples used were 50 students, consisting of 25 control class students and 25 experimental class students. The results of this study show that the application of the SDL learning model can increase student independence. The independent t-test results showed a significant difference in student independence between the control and experimental groups (t = 3.76, p = 0.001), with a percentage difference in independence scores between the two groups of 25%. The experimental group that received learning using the SDL model experienced an increase in independence scores by 21.4%.  The results of the data normality test using Shapiro-Wilk showed that the data used in this study were normally distributed with a significance value of 0.05 (p > 0.05). SDL has increased student independence, with the experimental group experiencing an increase in independence scores by 18 points, while the control group only increased by 3 points. The improvement in academic achievement was also noticeable, with the experimental group improving 12 points compared to the control group.
Instagram filter with AR technology as an innovation for introducing fauna to Generation Z in Indonesia Albani, Salmaan Daffa; Rachman, Anung; Panindias, Asmoro Nurhadi
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.57755

Abstract

Fauna preservation is a crucial undertaking necessary for sustaining the survival of animal species globally. However, the issue of wildlife conservation often lacks widespread recognition, particularly among individuals aged between 13 and 28 years old, commonly referred to as Generation Z. To address this gap, the author proposes a solution utilizing Augmented Reality (AR) technology through Instagram filters to introduce fauna to the Generation Z demographic in Indonesia. Employing the Double Diamond method, consisting of four key stages (Discover, Define, Develop, and Deliver), the author aims to develop an effective solution for fauna preservation in Indonesia. The research findings indicate that Instagram filters incorporating AR technology significantly enhance the public's understanding of fauna in Indonesia. Furthermore, these filters successfully capture the attention of the public, particularly the younger generation, known for their preference for engaging and captivating content. Consequently, Instagram filters leveraging AR technology emerged as an innovative solution for fauna preservation in Indonesia.

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