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Kab. sleman,
Daerah istimewa yogyakarta
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
AI-based interactive digital game development in social studies learning to enhance students’ computational thinking Anggraini, Diana Noor; Kokom Komalasari; Sopianingsih, Pitria; Insani, Nisrina Nurul; Sudrajat, Fajar Agustian
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 4 (2025): December (On Progress)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i4.89738

Abstract

Students’ computational thinking skills in higher education remain relatively low, particularly in learning contexts that require problem decomposition, abstraction, and systematic problem solving. This condition highlights the need for innovative learning approaches that actively engage students through digital technology. This study aims to develop an Artificial Intelligence (AI)-based interactive digital game project in Social Studies learning to enhance students’ computational thinking skills. The study employed a Research and Development (R&D) design involving a preliminary study, conceptual model development, validation, revision, and implementation. The research population consisted of undergraduate students enrolled in Social Studies Education courses at an Indonesian university, from whom 60 were selected using purposive sampling based on their participation in project-based learning activities. Data were collected through questionnaires, observations, and field notes. Qualitative data were analysed using interactive analysis techniques, while quantitative data were examined using Pearson correlation and simple linear regression. The findings reveal that student involvement in AI-based interactive digital game development projects positively influences computational thinking skills, including decomposition, pattern recognition, abstraction, and algorithmic thinking. These results indicate that integrating AI into project-based learning effectively supports the development of essential 21st-century skills.
Development of interactive media based on Google Sites for independent learning of extracurricular computer-aided design and drafting students Efendi, Gus Farid Arya; Widiyanti; Tuwoso
Jurnal Inovasi Teknologi Pendidikan Vol. 13 No. 1 (2026): March (On Progress)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v13i1.85559

Abstract

The implementation of Computer-Aided Design and Drafting (CADD) extracurricular training at Vocational High School Turen still relies on printed books and teacher demonstrations, which limit students' independence in learning and restrict the duration of practice. This development was carried out to help students learn independently, without time constraints, and to make it accessible from anywhere. This research is a development study using the ADDIE development model, which consists of five stages: 1.) Analyse; 2.) Design; 3.) Develop; 4.) Implement; 5.) Evaluate. The research and development process began with analysing student characteristics and needs, designing the concept, creating the product, validating it with subject matter experts and media experts, and testing the product using simple random sampling on three trial subjects participating in the CADD extracurricular activity at Vocational High School Turen, followed by evaluation based on improvement suggestions. The research instruments were based on media development theory, BNSP eligibility standards, and assessment standards set by the head of the standards, curriculum, and education assessment body. Based on expert media validation, the percentage was 88%, and expert material validation was 92%. The trial results yielded a 93% response rate from students regarding the developed product. The results of this research and development indicate that the interactive training media developed in Google Sites meet the criteria for suitability as training media. For future research, it is necessary to enhance the presentation and completeness of the material, as well as provide more complex exercises that keep pace with industry developments.