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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.
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Articles 10 Documents
Search results for , issue "Vol. 11 No. 3 (2024): September" : 10 Documents clear
Indonesian elementary students' achievement in learning English speaking through viewing Hello Talk: The effectiveness Fauzi, Ikhwan; Daulay, Sholihatul Hamidah; Dewi, Utami; Irham, Novia Robeitah
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 3 (2024): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i3.63683

Abstract

Discussions on the subject of Mobile Assisted Language Learning (MALL) are made more interesting by this study. In particular, the work concentrated on Hello Talk's smartphone app, which promotes language learning and acquisition through communication with native speakers and other language learners. This study aims to know the effectiveness of viewing the Hello Talk application for Indonesian elementary students' speaking learning. A mixed method (qualitative and quantitative design) methodology was utilized in this study. Participants in this study were 10 students from sixth-grade elementary schools. The respondents were selected on purpose based on their own experiences of viewing the Hello Talk application during the process of learning English. Questionnaires and interviews were used as the research instruments in this study. The questions on the questionnaire were focused on students' motivation in viewing the Hello Talk app, their expectations, effectiveness, and confidence level after viewing the app. The result shows that more than 50% of the participants were motivated to view the Hello Talk application to improve their English language proficiency. About 35% of participants expected that viewing the Hello Talk application can improve students speaking ability, and the effectiveness of viewing Hello Talk is 50%, which means that half of the participants argue that this application is highly effective. The last percentage is about the students' confidence after viewing this app, it is about 38% in level 5 of 5.
Development of students' worksheet-based AR video and QR-timer test on biographical text materials Class X Senior High School 1 Pelalawan Darmawan, Tengku Hamid; Charlina, Charlina; Septyanti, Elvrin
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 3 (2024): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i3.67633

Abstract

Student worksheets are learning tools in the form of direct assignments to simplify the evaluation process. Unfortunately, the use of student worksheets is still conventionally based and burdensome for students. The proposed innovation is the development of a student worksheet integrated with QR Code digital technology, containing AR Video, and also G-Form links with material of National Biographical Indonesian Hero which is given an automatic countdown timer test extension. This research aims to determine the increase in students' interest in learning and understanding the material after using student worksheets, provide an overview of optimizing digital content and assignments for teachers and students, as well as develop the form and function of student worksheets in a more complex manner by involving digital media in the form of AR Video and QR Code integrated Form Timer Exercises. The research model uses a 4D model (define, design, develop, and disseminate). The test subjects were 25 class X students at Senior High School 1 Pelalawan. Data sources were obtained from interviews, questionnaires for needs analysis, and results questionnaires. The data in this research were analyzed using qualitative descriptive techniques to analyze interview information and quantitative analysis techniques to process data in questionnaires for needs analysis and result questionnaires. This research had received very appropriate criteria in validating research products (90%) and received very positive perceptions from class X students at Senior High School 1 Pelalawan (88%). These exact results are expected to be developed and studied further, especially related to the relationship of this media with an increase in student learning outcomes.
Students learning engagement in the flipped classroom: Systematic literature review Ridha, Muhammad; Rahman, Faisal; Islamy, Muhammad Irfan
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 3 (2024): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i3.70562

Abstract

The flipped classroom offers greater flexibility and meaningfulness in learning activities. Students have more space and time to construct their knowledge and skills freely. However, the presence of students in learning activities does not necessarily guarantee that students are actively engaged in creating their expertise and skills. This study conducts a systematic literature review to investigate effective strategies to ensure students' learning engagement in flipped classrooms and factors that hinder students' learning engagement. It was performed following the Kitchenman and Charter's rules and strategies. The review covered 47 articles that were published between 2018-2023. The significant findings indicated that effective strategies used to ensure and enhance students' learning engagement in the flipped classroom are gamification, providing immediate feedback, timely guidance, working in groups, scaffolding, peer coaching, user-friendly technology, learning videos with a short duration, assignments before in-class session, reflective-thinking strategy, self-regulated learning, and guided questions. Additionally, supporting materials for pre-class sessions, working in groups with the same students, doing the same activities repeatedly, low level of self-regulation, long duration and low quality of learning videos, students' perception toward the roles of the lecturer and lecturer's communicative skills can hinder students from engaging in learning activities. Therefore, when implementing a flipped classroom, the lecturers should facilitate and ignite students' learning needs and interests. Moreover, using user-friendly digital technology is essential to create an atmosphere that encourages students' engagement either in pre-class, in-class, or after-class.
Wearable technology (smartwatch) as an innovative learning support media post-COVID-19 pandemic Deviyana, Maria Regina; Makmur, Amelia
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 3 (2024): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i3.70884

Abstract

Post-COVID-19 pandemic, the world of education has undergone significant changes in the learning process, especially in the use of technology. The research examines the use of smartwatches to support innovative and exciting learning processes. The main objective of this research is to find out the teacher's understanding of the potential and how to use smartwatches in the learning process. The research also analyzes the significant relationship between the teacher's understanding of the subject and the use of smartwatches in the classroom by using quantitive methods. The research approach used is quantitative. Respondents from secondary and high school teachers who participated in the study were 51 teachers from private and state schools. Data analysis shows that smartwatches can be an innovative and enjoyable learning support medium. The use of smartwatches increases involvement, thus enriches the learning experience, and encourages an independent search for information. Smartwatches can also help students increase their confidence in expressing their ideas and creativity, especially when writing learning reports and other tasks. The study also shows that there is a challenge in integrating smartwatches into education, namely, teachers need to understand the potential and how to use smartwatches that can help to develop the student's knowledge through creating an innovative learning medium.
Development of innovative behaviors Android application and website for teachers using the waterfall method Tanuwijaya, Evan; Kurniawan, Jimmy Ellya; Rahmawati, Kuncoro Dewi
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 3 (2024): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i3.68133

Abstract

This research explores the pivotal role of innovation in education, particularly in response to the COVID-19 pandemic. It focuses on developing the Guru Inovatif Android app and website to enhance educators' innovative teaching practices. These platforms feature a survey to assess innovation levels and training modules to develop innovative skills, aiming to revolutionize teaching methodologies. (In this research, the waterfall methodology is employed, which is used to develop software from start to finish. This model involves a sequential design process, where progress flows in one direction through phases such as requirements, design, implementation, verification, and maintenance. It is utilized to create both an Android-based application and a Laravel-based website.) Testing involved 109 teachers from various educational levels across six regions in Java. Data were collected via a structured Likert-scale survey and analyzed for usability and satisfaction. Results indicated high user-friendliness (4.43) and satisfaction (4.28) but highlighted the need for design consistency (2.37) and error reduction (2.27). By addressing these issues, the Guru Inovatif platforms can better support educators in adopting innovative teaching practices.
Development of interactive media sheet metal design modeling based on software Autodesk Inventor Professional 2023 Adi Pangestu, Deni Kusuma; Widiyanti, Widiyanti; Suyetno, Agus; Puspitasari, Poppy
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 3 (2024): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i3.72805

Abstract

This research and development aims to produce learning media products presented interactively and practically based on Autodesk Inventor Professional 2023 student version software and analyze the feasibility level of learning media for CAD Manufacturing Drawing Techniques subjects to improve competence in the field of machining techniques at  Vocational High School 1 Kediri. The type of research used is research and development (R&D) using the Borg and Gall model, It involved 6 students for the small-scale testing and 32 students for the large-scale testing. Based on the data obtained and descriptive analysis, among others, the results of media expert validation were 98.44%, material expert validation was 89.28%, small-scale trials were 92.08%, and operational trial results were 91.09%. These results indicate that the interactive learning media product sheet metal design modeling meets the criteria very well and can be utilized as a learning tool.
Social media learning strategies, teachers' digital competencies and online learning quality: A correlational study Widhanarto, Ghanis Putra; Prihatin, Titi; Kusumawardani, Seftia
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 3 (2024): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i3.73020

Abstract

Digital competence for teachers needs special attention because learning today cannot be separated from the use of technology, so learning is of high quality. However, conditions in Indonesia show the opposite, where not all teachers have mastered digital technology. This study examines the relationship between social media-based learning strategies teachers' digital competencies and learning quality in Indonesia. The quantitative method with a correlational approach was used in this study. A total of 1001 teachers in Indonesia were the respondents. Data was obtained through questionnaires completed by the respondents. The results showed a positive relationship between social media-based learning strategies and teachers' digital competencies. A positive relationship is also seen between social media-based learning strategies and learning quality. The implication is that teachers should maximize the use of social media in learning to increase their digital competence and improve learning quality. On the other hand, schools should also provide facilities, training, and mentoring to encourage teachers to implement social media-based learning strategies.
Presence of massive open online courses for accelerating One Health basic training in Indonesia Putra, Luqman Suyanto; Sutisna, Anan; Herlina, Herlina
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 3 (2024): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i3.70402

Abstract

New Emerging diseases and re-emerging diseases that are major threats to public health continue to have serious social, political, and economic impacts. In coordination with other sectors, the weak Indonesian health resilience system makes cross-sector involvement with the One Health approach (human, animal, environmental) very important. One Health Training is an effort to raise awareness about the importance of collaboration, coordination, and communication with various sectors regarding human, animal, and environmental health. This study aims to provide an overview of the existence of MOOC learning models for One Health Basic Training. The study uses qualitative research methods with a scoping review approach. This study reinforces the study of MOOCs' learning model for Health Training. This research is limited specifically to articles related to World Health Training that have implemented the MOOC learning model. The findings of this study provide insight into the various factors that need to be considered and the relevance of applying the learning model of MOOCs to One Health Basic Training.
Effectiveness of digital module development in Pancasila education learning using the Flip PDF Professional application Reinita, Reinita; Putri, Amelisa
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 3 (2024): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i3.70516

Abstract

This research was motivated by the fact that the use of printed textbooks in elementary schools was not able to increase student activity, motivation, and participation. The teacher's teaching materials do not yet use Flip PDF Professional. This research aims to produce a computerized module using Flip PDF Professional as a Pancasila Education teaching application. The research method used is research and development. The type of research is research and development using 4D. This 4D model, namely: defining, designing, developing, and disseminating. The research subjects were 22 fourth-grade students at Bukit Cangang Elementary School 12, 24 students at ATTS Elementary School 14 at meeting 1 and 25 students at meeting 2, as well as 18 students at Benteng Elementary School 01 at meeting 1 and 21 students at meeting 2. The digital module was declared effective after an effectiveness test was carried out. At meeting 1 on the topic of rules at home and rules at school, students obtained a completion result with a percentage of 86% and for meeting 2, on the topic of rules in the surrounding environment, students obtained a completion result with a percentage of 88%. These results provide digital module development with effective results for use. Thus, it can also be said that the digital module that supports the Flip PDF Professional application in elementary class IV schools is very significant, very easy to use, and very useful for teaching.
Semaphore AR card: Interactive scout learning media Nugraha, I Made Bhisma Putra; Darmawiguna, I Gede Mahendra; Subawa, I Gede Bendesa
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 3 (2024): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i3.64811

Abstract

This development was triggered by issues related to the lack of interest and enthusiasm of students toward Scout extracurriculars, especially in the Semaphore material aspect. This research aims to produce and implement a Scout educational media design based on augmented reality (AR) Cards and evaluate the responses given by students and coaches. This research applies a Research and Development (R&D) method approach by following the ADDIE development model framework. Research subjects included class X students and extracurricular Scout teachers at Vocational High School 2 Singaraja. The final product of this development is an augmented reality application and Card that can be used on smartphone devices that use the Android operating system. The final results of the research showed very positive achievements, with the black box test producing a success rate of 100%. Validity testing by content experts and media experts Semaphore AR Card got a score of 1.00, indicating a very high level of validity. Likewise, an evaluation of users, which includes both students and trainers, using the UEQ assessment, resulted in a rating of "Excellence" in 6 aspects, including attractiveness, clarity, efficiency, accuracy, stimulation, and novelty. The recommendations from this research are expanding use to various school levels as well as user training to ensure effective use and in-depth understanding. Overall, the developed Scout Semaphore AR Card educational media can be considered a learning tool that is suitable for use in carrying out scouting activities.

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