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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 302 Documents
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i3.58804

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i3.61479

Abstract

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. 
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i3.60057

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i3.57059

Abstract

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)  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. 
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i3.56360

Abstract

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.
Cognitive load in high school students during online learning amidst the Covid-19 pandemic: A qualitative study in Bantul, Indonesia Novi Trilisiana; Haryanto Haryanto; Pujiriyanto Pujiriyanto; Wahyu Kurniawati; Jamiu Temitope Sulaimon
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 2 (2023): June
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i2.61752

Abstract

The public doubts that learning can be meaningful and in-depth if done online. Moreover, the implementation of online learning still has weaknesses from upstream to downstream. This research focuses on the cognitive load in students when online learning begins to be carried out massively in Indonesia due to the Covid-19 pandemic. This qualitative study aims to identify high school students' experiences in Bantul while learning online during the pandemic. Data were collected for four months through observation, in-depth interviews, and documentation. The collected data were transcribed, coded, and analyzed for themes using cognitive load theory and learning technology. The results illustrate that high school students in Bantul experience extra effort in learning through online platforms due to the novelty of the online learning experience, distractions, subject matter presentation, and the impact of cognitive load on students' learning. This research enriches innovative strategies for managing online learning by learning technology science. It has contributions to the need to train teachers and students to carry out learning in an independent mode. Online learning, when managed by accommodating good theory and practice of learning technology, proves to be a strategic learning mode, especially amidst the challenges of the Covid-19 pandemic.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i3.60477

Abstract

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.
Research trends in meaningful learning in distance education environments: A review of articles published in Q1 to Q3 indexed journal from 2012 to 2022 Nita Lestari; Murni Winarsih; Dwi Kusumawardani
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 2 (2023): June
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i2.56029

Abstract

This study aims to investigate the idea that there is a functional and efficient mechanism for meaningful learning. This study is a literature review with various references to data sources. This study's essential focus is on the difficulties and possibilities of meaningful distant learning. An amount of 21 publications had released between 2012 and 2022. Use the SEforRA.com search engine to find information for research. Thematic Analysis to examine the results and show the findings. The research findings shed light on several topics related to meaningful learning, including perceptions, challenges for teachers and students on distance meaningful education, and learning practices. The findings also explain how meaningful learning is in distance learning. The Results show that meaningful learning activities incorporated into distance learning activities enable teachers and students will gain authentic and meaningful experiences that will benefit their education, such as adding teachers' insights for their future teaching practices. The outcomes of this exploratory study have several consequences for anyone involved in remote education, including administrators, teachers, instructional designers, and policymakers, who want to ensure that students have meaningful educational experiences.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i3.62009

Abstract

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i3.64523

Abstract

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.