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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. 12 No. 3 (2025): September" : 10 Documents clear
Gamified web-based learning to improve evaluation skills in teacher professional education courses Hidayat, Wahyu Nur; Widiyanti, Widiyanti; Ichwanto, Muhammad Aris; Prasetya, Didik Dwi; Akbar, Asna Isyarotul; Prihandicha, Adiftya Bayu; Cakir, Gulsun Kurubacak
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.79270

Abstract

Education is a key pillar in the development of individuals and society. In this digital era, technology has revolutionized learning by expanding access and improving the quality of the learning process. One of the recent innovations is the use of web-based learning (WBL), which, although flexible, often lacks interaction elements, thus reducing user engagement. To address this, this research proposes a platform, “Meja Guru Academy,” that integrates gamification elements in WBL to improve the learning evaluation skills of Teacher Professional Education (PPG) students. This research utilizes the Design Thinking approach, which involves the stages of empathy, problem definition, idea development, prototyping, and evaluation—the data collection method through questionnaires produced quantitative and qualitative data for system validation. Content experts rated the platform's educational material at 85.33%, indicating exceptional alignment with learning objectives, while media experts provided a score of 89.60%, highlighting effective usability. User testing with PPG students yielded a strong System Usability Scale (SUS) score of 79, suggesting the platform is highly user-friendly. Additionally, the User Experience Questionnaire (UEQ) results indicated positive user perceptions across multiple aspects, with high ratings in pragmatic quality attributes such as perspicuity and efficiency, and hedonic qualities including stimulation and novelty. Overall, Meja Guru Academy presents an innovative and effective solution for advancing PPG students' evaluation competencies, fostering engagement and self-directed learning through gamified WBL.
Analyzing students’ computational thinking and math reasoning via PISA-based learning Widodo, Mutiara Annisa; Marsigit, Marsigit; Pranowo, Galih
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.82546

Abstract

omputational thinking and mathematical reasoning abilities are crucial 21st century skills. However, the results of international studies show that these abilities are still low in Indonesian students. This study aims to test the effectiveness of PISA-based learning in improving the computational thinking and mathematical reasoning abilities of junior high school students.  The PISA Principles are a learning guide released by the OECD to produce globally competent students. The study used a quasi-experimental design with two groups of grade VII junior high school students as subjects. The experimental group received a contextual-based PISA principle learning method, while the control group followed the conventional learning method. The research instrument was a computational thinking and mathematical reasoning ability test. Data were analyzed using a two-sample t-test. The results showed that the contextual-based PISA principle learning method was effective in improving students' mathematical reasoning abilities but was less effective for computational thinking abilities. These findings can be a reference in designing mathematics learning relevant to the demands of the 21st century.  The recommendation from the results of this study is the need for instrument adaptation to measure the dimensions of computational thinking that are more specific to the four main indicators, namely: decomposition, pattern recognition, abstraction and algorithms.
The effect of the self-directed learning (SDL) model integrated with peer teaching on environmental literacy Sigit, Diana Vivanti; Sulistiyanto, Tabitha Qotrunnada; Aulya, Nailul Rahmi
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.79663

Abstract

The escalating environmental issues in Indonesia highlight the need for early environmental education to cultivate environmental literacy, defined as a crucial attitude of environmental awareness, among students. An effective approach to cultivating environmental awareness through education is the Self-Directed Learning (SDL) model integrated with peer teaching, as this combined independent and collaborative method enhances students' sensitivity and independence in environmental problem-solving. This research aims to analyze the effect of implementing the SDL (Self-Directed Learning) model integrated with the peer teaching method on students' environmental literacy levels in the topic of environmental change. The research method employs a quantitative approach with a quasi-experimental design. The research sample consists of 36 students obtained through simple random sampling. The results of hypothesis testing indicate that the integration of SDL and peer teaching significantly contributes to improving students' environmental literacy. These findings imply that collaborative and independent approaches in learning can enhance students' understanding of environmental issues more effectively. Therefore, it can be concluded that the integrated SDL and peer teaching model can be applied to the topic of environmental change to foster students' environmental literacy. This study provides a foundation for future research to further develop the Self-Directed Learning (SDL) model integrated with peer teaching, exploring its application with diverse media and teaching materials across various subjects.
Developing an optimal design of the Sekolah Perempuan website to empower women's financial independence Kurniawan, Fauzi; Machmud, Muhammad Takwin; Bangun, Melly; Sudirman, Sudirman; Anifah, Anifah; Pansri, Omthajit
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.85692

Abstract

Women are often associated with a lack of economic independence, which hinders their ability to make autonomous financial decisions. The development of the Sekolah Perempuan website aims to address the significant challenge of women's financial independence, exacerbated by limited access to education and persistent social stigma. This study focuses on creating an optimal design framework that empowers women through the effective use of digital resources. By employing a mixed-methods approach, including both quantitative and qualitative methods, the research utilizes the ADDIE model to guide the website's development. A sample of 35 women participants was surveyed to assess their financial independence before and after engaging with the Sekolah Perempuan website. The data collection instruments included structured surveys, which revealed a significant improvement in financial autonomy, indicated by a mean difference (p < 0.001). The design framework consists of three key components: (1) Promoting Women Empowerment through educational initiatives that enhance self-confidence, financial literacy, and digital skills; (2) Enhancing Digital Marketing Skills by developing competencies in digital knowledge and marketing strategies; and (3) Supporting Financial Independence through integrated marketing tools and educational resources. The findings demonstrate a positive impact, with participants reporting new income sources and increased financial confidence. This study underscores the potential of digital platforms to foster women's financial independence and offers sustainable solutions for long-term empowerment. Future research should explore the application of this framework across various digital platforms to further enhance women's empowerment initiatives.
Implementation of TBL with constructivist and discovery learning approaches to enhance eco-literacy of homeschooling students Meryantie, Anggarilia; Nuril Huda; Victor Maruli Tua L. Tobing; Muhajir, Muhajir
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.85855

Abstract

The escalating ecological crisis demands an immediate educational response, especially for younger generations. Eco-literacy, the ability to understand ecological systems, think critically about environmental issues, and adopt responsible behaviors, needs to be cultivated early through contextual and transformative learning. This study explores the implementation of a Technology-Based Learning (TBL) model, grounded in constructivist and discovery approaches, to enhance eco-literacy among homeschooling students aged 10–13 years. Using a descriptive qualitative case study, three homeschooling students and two parents at Rumah Ulin, a family-based learning environment integrating ecological values and digital technology, participated as informants. Data were collected retrospectively through participant observation, semi-structured interviews, student reflections, and documentation of prior learning activities. Findings show significant development in four eco-literacy dimensions: ecological awareness (recognition of human–environment relationships), environmental knowledge (understanding of concepts and issues), ecological attitudes (care, responsibility, and commitment to sustainability), and ecological actions (environmentally friendly practices such as reducing plastic use and managing waste). These results demonstrate that technology-based, learner-centered strategies can foster meaningful ecological understanding in non-formal contexts. Future research with larger, more diverse participants and longitudinal designs is recommended to strengthen generalizability and assess long-term impacts.
Development of application of self-help skills for children with intellectual disability in a wetland environment Eviani Damastuti; Imam Yuwono; Utomo Utomo; Siti Jaleha; Wulandari, Rona; Dewi Rizka Adelia; Siti Nur Sabah
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.88417

Abstract

The limited ability to think in children with intellectual disabilities has an impact on their understanding of danger and personal safety. Children with intellectual disabilities need to be taught to recognize and help themselves from the dangers found in the surrounding environment. The purpose of this study was to develop an application of self-help skills for children with intellectual disabilities in a wetland environment.  Using the Research and Development (R&D) method within the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the study was conducted at State Special Needs School 3 in Banjarmasin. Data were collected through tests, interviews, and documentation, and analyzed both qualitatively and quantitatively. The resulting application features four main menus: self-help during floods, fires, electrical short circuits, and encounters with wild animals. Each menu includes instructional videos outlining hazards and safety procedures. The application significantly improved participants' understanding, with post-test scores (1.480) surpassing pre-test results (1.130). Further research is recommended to evaluate the effectiveness of the application in fostering independence among children with intellectual disabilities.
Tablet adoption and mobile learning impact in high school Ndlovu, Lerato Kim; Mtshali, Thokozani Isaac
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.88985

Abstract

This study examines the challenges of integrating mobile learning and tablet adoption in Tshwane West high schools, where inconsistent device availability, infrastructure limitations, and varying digital confidence hinder effective use. It explored how educators prepare learners for mobile learning, the effectiveness of training programmes for tablet adoption, and strategies to optimize mobile learning. Using a qualitative approach, data were collected from nine educators across three urban and township schools through semi-structured interviews, classroom observations, and document analysis. Findings show generally positive attitudes toward tablets, with noted improvements in lesson delivery and student engagement. However, sustained integration requires reliable technology access, continuous educator-focused professional development, and robust technical and administrative support. The study recommends incorporating collaborative projects, quizzes with immediate feedback, and multimedia presentations in lessons to enhance learner motivation and performance. For future research, longitudinal studies are suggested to evaluate the lasting effects of mobile learning on academic outcomes and to investigate institutional and infrastructural barriers in varied educational contexts. These insights will inform more effective policies and practices to advance digital education transformation in South African schools.
Problem-based learning enhanced by electronic textbooks: The effects on students' critical thinking abilities Ermiana, Ida; Fauzi, Asri; Erfan, Muhammad; Husniati Husniati; Gunawan Gunawan
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.86148

Abstract

Students’ critical thinking skills remain relatively low due to learning activities that are still dominated by teacher-centered approaches and the limited use of interactive learning media. This condition makes students less engaged in analyzing, reasoning, and solving problems in a deep and meaningful way. To overcome this issue, the problem-based learning model assisted by electronic textbooks was applied to promote independent, active, and contextual learning. This study aimed to investigate the impact of the PBL model, supported by electronic textbooks, on students’ critical thinking skills. The research employed a quasi-experimental design with a population of 270 students, from which 60 were selected using the cluster random sampling technique. The instrument used was a critical thinking test administered during the pretest and posttest. The data were analyzed using a parametric statistical test, specifically the independent sample t-test. The results showed that the t-value (2.656) was greater than the t-table value (1.671), indicating a significant effect of PBL assisted by electronic textbooks on students’ critical thinking skills. Future research is recommended to explore other innovative learning models, integrate additional learning variables, and apply these models to larger and more diverse samples across various educational levels to obtain more comprehensive and generalizable results.
Statistics learning innovation through contextual numeration of literacy e-module Nuranita Adiastuti; Zahra Khairun Nisa; Rena Sageta
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.87935

Abstract

The numeracy literacy skills of Indonesian students, particularly in solving story problems and presenting statistical data, remain relatively low. However, teaching materials that effectively support numeracy literacy in mathematics are still limited. This study aims to describe the development of a numeracy literacy e-module as an alternative teaching material for statistics. Using a Research and Development approach within the ADDIE model, the study was conducted through the implementation stage due to time constraints. Participants included 30 seventh-grade students from Junior High School 2 Kuningan. Data were obtained from expert validation and student response questionnaires and analyzed descriptively using percentages. Validation results from material and media experts were 90.62%, 95.31%, and 94.12%, categorized as very valid. Student responses indicated a practicality level of 91.33%. The contextual story-based e-module effectively connects statistical concepts to real-life situations. The findings conclude that the developed e-module is highly valid and practical for classroom use. However, implementation faces challenges, including limited teacher training and inadequate digital infrastructure. Therefore, teacher training and better digital support are recommended, along with further studies to evaluate the long-term effectiveness of the e-module.
The effect of augmented reality-based Snake and Ladder game on early childhood cognitive development Winasari Winasari; Nugroho, Dicky Anggriawan; Zubaidi, Muhammad Fikri bin
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.88473

Abstract

This study examines the impact of an Augmented Reality (AR)-based Snake and Ladder board game on improving early childhood cognitive abilities. Conventional learning often causes boredom and limits children’s creativity, so innovative media that stimulate reasoning and imagination are needed. Using the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), this research involved 26 children at Bustanul Athfal Sragi Kindergarten. The analysis phase revealed that children were active, competitive, and curious. The AR-based Snake and Ladder game was designed by integrating physical boards with AR question cards connected to 3D objects in the Assemblr EDU application. Media and material experts validated the product with feasibility scores of 84% and 80%, both categorized as “Highly Valid.” Implementation results showed that the AR-based game effectively increased children’s interest, enthusiasm, curiosity, and cognitive stimulation through an engaging blend of digital and real-world interaction, aligning with the “learning while playing” principle and fostering early technological literacy. Further research is recommended to explore similar technology-based learning media across different educational contexts, age groups, and subjects to enhance understanding of its effectiveness and long-term educational benefits.

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