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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
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.
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.
Zoom slide presentation on basic electrical & electronics subjects Class X Electrical Engineering Department SMK Darussalam Makassar Hasyim, Nurhikmah; Hakim, Abdul; Agung Nuh, Muhammad Vaqhi
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 2 (2024): June
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i2.64797

Abstract

The research aims to: (1) Identify the need for interactive multimedia presentations using Microsoft Office PowerPoint version 2019 (2) Design interactive multimedia presentations using Microsoft Office PowerPoint version 2019 (3) Produce interactive multimedia presentation media using Microsoft Office PowerPoint version 2019 which are valid and practical. The method used is research and development with the Alessi and Trollip models. The results of the needs analysis show inferior qualifications. The validation results of media and design experts show excellent qualifications and are at a very valid category level. At the same time, the design aspect is in good qualification and is at the valid category level. The results of the content expert validation show excellent qualifications and are at the very valid category level. Product development was then handed over to 3 students who were selected based on learning achievement by the subject teacher. The results of the individual test questionnaire show that the percentage of student 1 is in very satisfactory qualifications, the percentage of student 2 is in satisfactory qualifications, the percentage of student 3 is in very satisfactory qualifications and is at the practical category level so that the 2019 interactive multimedia PowerPoint presentation media does not need to be revised. The product development was then handed over to 9 selected students to be divided into 3 groups consisting of 3 students. The 2019 interactive multimedia PowerPoint presentation media is in good qualifications and at the practical category level. Assessment results. The teacher of the basics of electricity shows a percentage of 100% achievement level, has very good qualifications, and is at the level of a very practical category to use.
Development of digital learning media based on the GlideApps website on geography subjects endogenous power material Fakhruddin, Mohammad Thofiqo; Sahrina, Alfi; Utomo, Dwiyono Hari; Deffinika, Ifan
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 2 (2024): June
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i2.60995

Abstract

The research was driven by the limited implementation of technology and the lack of interesting geography learning media on endogenous material. Abstract and complex material requires media that can visualize events resulting from endogenous forces. Based on these problems, the right form of technology utilization is the media website GlideApps supported with images and animations. The research aims to produce a website-based learning media and a proper application of endogenous materials. This type of research is Research and Development with a 4-D development model, namely: Define, Design, Development, and Decimate. This media validation test is based on the assessment of media expert validators and material experts. Evaluation of product validation results by media expert validators was 98.75% (valid), and material experts 80% (valid enough). In addition, implementation was carried out for subject teachers and students, and the results showed a positive response because the media presented material that was more interesting, easily accessible at any time, and made learning not boring supported by various features so that it increased the enthusiasm and activeness of students in participating in learning activities.
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.
ASABI App: Mobile learning media for learning procedure texts in the seventh grade of junior high school Chintiya Dewi, Fadilla; Samhati, Siti; Sumarti, Sumarti; Rusminto, Nurlaksana Eko
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 2 (2024): June
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i2.63690

Abstract

The purpose of this study was to describe the use and benefits of using the ASABI application in learning procedure texts in junior high school. The research was developmental research using the Hannafin and Peck model. The data was taken from Junior High School 12 of Bandar Lampung. The results of this study indicated that 89% of respondents agree that the ASABI application provides benefits in learning procedure text. The ASABI application can be used in learning procedure texts in junior high school. There was an increase in learning motivation in students themselves. The advantages obtained from the ASABI application include 1) a more attractive appearance and ability to increase enthusiasm for learning, 2) easy to use, 3) the material is easier to understand, 4) more practical and economical, and 5) equipped with evaluation questions accompanied by feedback. The use of the ASABI application in procedural text learning was not only providing benefits for students but also for the educator.
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.
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.
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.