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Innovative Journal of Curriculum and Educational Technology
ISSN : 22527125     EISSN : 25024558     DOI : -
Core Subject : Science, Education,
Innovative Journal of Curriculum and Educational Technology is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. This Journal is published by Postgraduate Program, Universitas Negeri Semarang. This Journal receives and publishes articles about theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
Arjuna Subject : -
Articles 224 Documents
Pengembangan Multimedia Pembelajaran pada Mata Pelajaran Teknologi Informasi dan Komunikasi Kelas VIII Kuswanto, Joko; Walusfa, Yosita
Innovative Journal of Curriculum and Educational Technology Vol 6 No 2 (2017): November 2017
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v6i2.19335

Abstract

Media pembelajaran yang diterapkan disekolah yaitu media berbasis cetak. Media pembelajaran berbasis komputer belum banyak dikembangkan, sehingga perlu dikembangkannya media pembelajaran berbasis komputer sebagai alternatif. Penelitian ini bertujuan untuk mengembangkan multimedia pembelajaran interaktif pada mata pelajaran TIK dan mengetahui kelayakan multimedia pembelajaran yang dikembangkan. Metode penelitian yang digunakan adalah penelitian pengembangan dengan tahapan perancangan, produksi, evaluasi, dan menganalisis data dengan persentase. Hasil penelitian ini menunjukkan bahwa multimedia pembelajaran interaktif yang dikembangkan pada mata pelajaran TIK kelas VIII sudah layak untuk digunakan dalam pembelajaran oleh guru dan siswa. Berdasarkan beberapa tahapan uji coba, multimedia pembelajaran dikategorikan valid dengan tingkat kelayakan sebesar 82% dengan kriteria baik. Secara teoretis, penelitian pengembangan multimedia pembelajaran ini diharapkan dapat menjadi media pembelajaran mata pelajaran TIK. Secara praktis, penelitian ini diharapakan dapat bermanfaat bagi guru, siswa, dan peneliti lanjutan.The low learning outcomes of students are caused by learning in ICT subjects: (a) teachers still use conventional learning system with teacher-centered, using lecture method in the delivery of subject matter to students, (b) type of instructional media applied by ICT subject teachers ie media based Print (textbook), (c) not yet utilized multimedia learning as medium of learning. The purpose of this study is to develop interactive multimedia learning on ICT subjects and know the feasibility of developed multimedia learning. The type of research used is research development (reseach and development) with stages (1) Design, (2) Production (3) Evaluation, and (4) analyze data by percentage. The results of this study are interactive multimedia learning products on ICT class VIII subjects with a degree of eligibility of 82% with good criteria. Theoretically, the study of multimedia development of learning is expected to become a medium for learning ICT subjects. Practically, this research is expected to be useful for teachers, students, and advanced researchers.
Pengembangan Media Pembelajaran Berbasis Android dengan menggunakan Aplikasi Adobe Flash CS 6 pada Mata Pelajaran Biologi Muyaroah, Siti; Fajartia, Mega
Innovative Journal of Curriculum and Educational Technology Vol 6 No 2 (2017): November 2017
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v6i2.19336

Abstract

Kemajuan ilmu pengetahuan dan teknologi diharapkan dapat memudahkan guru membuat media pembelajaran untuk mata pelajaran yang membutuhkan biaya tinggi. Salah satu salah satu mata pelajaran yang bisa memanfaatkan perkembangan teknologi adalah mata pelajaran biologi. Penelitian ini bertujuan untuk mengetahui efektifitas media pembelajaran berbasis android. Penelitian ini merupakan penelitian pengembangan (R&D). Dimana penelitian ini dimulai dari (1) pengumpulan data dan informasi; (2) perencanaan; (3) pengembangan bentuk produk pendahuluan; (4) uji coba pendahuluan; (5) revisi terhadap produk utama; (6) uji coba utama yang didasarkan pada hasil uji coba pendahuluan; (7) revisi produk operasional; (8) uji coba operasional; (9) revisi produk akhir; dan (10) diseminasi dan implementasi. Penelitian ini menghasilkan efektivitas media pembelajaran berbasis Android terhadap hasil belajar mata pelajaran biologi. Keefektifan yang dimaksud dalam penelitian ini adalah keberhasilan tentang suatu usaha dari sistem yang dirancang untuk melibatkan siswa secara aktif dan mandiri dalam pembelajaran. Hasil uji-t menyatakan bahwa terdapat keefektifan penggunaan media pembelajaran berbasis Android dengan hasil belajar yang di dapat siswa.Advances in science and technology are expected to facilitate teachers to make learning media for subjects that require high costs. One of the subjects that can take advantage of technological developments is the subject of biology. This study aims to determine the effectiveness of android-based learning media. This research is a research and development (R & D) research. Where this research starts from (1) data and information gathering; (2) planning; (3) development of preliminary product form; (4) preliminary trial; (5) revisions to the main product, (6) main tests based on preliminary trial results; (7) revision of operational product, (8) operational test; (9) revision of the final product; and (10) dissemination and implementation. This study resulted in the effectiveness of Android-based learning media on biology subject learning. The effectiveness referred to in this research is the success of an attempt of a system designed to engage students actively and independently in learning. The t-test results stated that there is effectiveness of using the Android-based learning media with the learning outcomes in the students.
Pengembangan Media Edukatif Berbasis Augmented Reality untuk Desain Interior dan Eksterior Wiji Wahyudi, Urip Muhayat; Wibawanto, Hari; Hardyanto, Wahyu
Innovative Journal of Curriculum and Educational Technology Vol 6 No 2 (2017): November 2017
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v6i2.19337

Abstract

Pembelajaran desain interior dan eksterior di Sekolah Menengah Kejuruan 2 Kendal menggunakan media edukatif berbasis augmented reality (AR) dilatar belakangi oleh kemampuan abstraksi siswa yang masih rendah. Penelitian ini bertujuan untuk: (1) menghasilkan produk media edukatif berbasis augmented reality untuk pembelajaran desain interior&eksterior siswa SMK, (2) mendeskripsikan karakteristik media AR yang mampu meningkatkan kemampuan abstraksi siswa dan (3) mengevaluasi kelayakan (valid & praktis) kemudian menguji keefektifan media AR. Metode penelitian yang digunakan adalah penelitian dan pengembangan model Borg & Gall. Hasil penelitian menunjukan bahwa media berbasis AR mampu meningkatkan daya abstraksi siswa dalam memahami pembelajaran desain interior dan eksterior. Media berbasis AR juga layak digunakan dalam pembelajaran. Berdasarkan beberapa tahapan uji coba, media berbasis dikategorikan valid, praktis, dan efektif digunakan dalam pembelajaran. Perolehan rata-rata hasil validasi pada aspek isi dan tampilan media skor rata-rata 4,2 dan 4,3 dalam kategori sangat baik dan baik, Hasil uji ketuntasan belajar menunjukkan hasil belajar kelas eksperimen (nilai gain = 0,51 > kelas kontrol = 0,39), dengan nilai ini artinya siswa dengan media edukatif AR lebih baik dari kelas kontrol yang menggunanakan media lama. Jadi, media edukatif ini efektif untuk pembelajaran. Manfaat penelitian ini adalah dapat menambah pengetahuan dalam pemanfaatan teknologi informasi dan komunikasi khususnya dengan media augmented reality untuk pembelajaran desain interior dan eksterior dalam upaya meningkatkan daya abstraksi siswa SMK.The learning of interior & exterior design at vocational High School 2 Kendal uses augmented reality-based educational media (AR) caused by low student abstraction ability. This study aims to: (1) produce augmented reality-based educational products for interior & exterior design students learning SMK, (2) to describe the characteristics of AR media that can improve students abstraction ability and (3) evaluate feasibility (valid & practical) and then test the effectiveness of AR media. The research method used is research and development of Borg & Gall model. The results showed that AR-based media able to increase the abstraction of students in understanding the learning of interior and exterior design. AR-based media is also worthy of use in learning. Based on several stages of testing, media-based categorized as valid, practical, and effective use in learning. The average result of the validation results on the content and media display aspect of the average score of 4.2 and 4.3 in the category is very good and good, The result of learning completeness test shows the learning result of the experimental class (value of gain = 0,51 > the control class = 0.39), with this value means that students with AR educational media are better than control classes that use old media. So, this educative media is effective for learning. The benefits of this research is to increase knowledge in the utilization of information and communication technology especially with augmented reality media for interior and exterior design learning in an effort to increase abstraction power of vocational students.
The Effectiveness of Problem Based Learning and Project Based Learning Model to Improve Natural Science Study Outcomes Hanipah, Sri; Florentinus, Totok Sumaryanto; Rifai RC, Achmad
Innovative Journal of Curriculum and Educational Technology Vol 7 No 1 (2018): June 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v7i1.24383

Abstract

The limited creativity of teachers in choosing the right learning model has an impact on the students' learning outcomes. This study aims to compare the effectiveness of problem-based learning and project-based learning model in improving the outcomes of science learning. The type of research is experimental research with pretest-posttest design. The population is the students in the seventh grade of SMP Bina Insani Semarang. The samples were taken by cluster random sampling technique. Research data were analyzed by using independent test sample t test at α 0.05. The results showed: (1) there were differences of cognitive learning outcomes between group based learning and project based learning with significance value 0.001 < 0.05, (2) there was no significant difference between problem based learning and project based learning groups in improving students’ caring attitude toward environment with a significance value of 0.666 > 0.05. So, the conclusion is problem based learning models is more effective to improve students' cognitive learning outcomes than project based learning models. Both models do not show significant differences in improving students' environmental care attitudes. The benefits of this research can find a synthesis to add khasanah in the field of science learning.
Development of Scientific Learning E-Book Using 3D Pageflip Professional Program Raihan, Siti; Haryono, Haryono; Ahmadi, Farid
Innovative Journal of Curriculum and Educational Technology Vol 7 No 1 (2018): June 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v7i1.24793

Abstract

Curriculum 2013 prioritizes scientific-based learning. The scientific approach to familiarize students think high order thinking patterns. Based on preliminary analysis known that teachers have difficulties in designing a lesson plan scientifically based and requires a reading source procurement efforts. The development of technology can be used to develop educational products, such as e-books using the 3D Pageflip Professional program. Based on the literature study, this program has the advantage of digital interactive book design, flexible, efficient and effective as it integrates text, images, audio, and video. The study was conducted with the aim to provide problem-solving efforts related to adherence to the curriculum in 2013 through the development of scientific learning e-book. Researchers used the ADDIE model of research and development with the flow: analysis, design, development, implementation, and evaluation. The results of research in the form of an e-book product of scientific study that has been declared feasible by a team of experts (97.33% of material and media expert 98.7%), practitioners (supervisory 97.33%), and 90.6% with teachers' perceptions category very good. Practically, this research can be useful for teachers, governments, and researchers for services procurement expertise in the form of innovation in educational products.
The Effect of The Use of Youtube Video Media and Conventional Pictures on The Result of Remote Kick Exercise of Extracurricular Participants in SMP Islam Al-Bisyri Semarang Suryanta, Novan Hendra; Haryono, Haryono; Khumaedi, Muhammad
Innovative Journal of Curriculum and Educational Technology Vol 7 No 1 (2018): June 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v7i1.24807

Abstract

Education technology development is inseparable with the development of technology in general. The purpose of this study was to determine and analyze the effect of the use of audio visual video Youtube media and conventional images on the results of remote kick (long pass) exercise. This study applied a quantitative approach, the method of data collection was done by using survey with test techniques and measurement. The methods of data analysis was done by using two-way ANOVA analysis, The results showed that the first hypothesis obtained Fvalue > Ftable = 9.489 > 4.260, means that the first hypothesis stating that there is a different effect between those who participate in the football club and who are non football club on their remote kick (long passing) in the extracurricular participants of football in SMP Islam Al-Bisyri Semarang is accepted. The results showed that the second hypothesis obtained Fvalue > Ftable = 21.723 > 4.260, means that the second hypothesis stating that there is a different effect between the use of learning media (youtube and conventional pictures) on the remote kick (long passing) of those who participate in the club and who are no non club in the extracurricular participants of football in SMP Islam Al-Bisyri Semarang is accepted. Based on the results of the study, it is indicated that there is an interaction between the use of learning media (youtube and conventional picture) on students who participate in the club and who are non club on their remote kick (long passing) in the extracurricular participants of football in SMP Islam Al-Bisyri Semarang. The benefits of this study shows the importance of learning by using the audio-visual media to achieve the optimal learning.
The Influence of Learning Outcomes in Digital Image Prosesing and the Experience of Industrial Technical Internship toward Students’ Entrepreneurship Interest in XI Multimedia Class at SMK Negeri 8 Semarang Ashri, Haningtiyas Nur Shalati; Widodo, Antonius Tri; Raharjo, Tri Joko
Innovative Journal of Curriculum and Educational Technology Vol 7 No 1 (2018): June 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v7i1.27154

Abstract

The role of vocational school is very important in realizing the nation’s autonomy by becoming an entrepreneur. This research was done for analyzing: (1) the relationship between learning result of Digital Image Prosesing towards students’ entrepreneurship interest. (2) The relationship between Industrial Technical Internship experiences toward students’ entrepreneurship interest. (3) The relationship between the Digital Image Prosesing and the Industrial Technical Internship experiences toward student's entrepreneurship interest. (4) the effect of learning outcomes in Digital Image Prosesing and Industrial Technical Internship experience toward student's entrepreneurship interest. (5) How are the effects of Digital Image Prosesing and Industrial Technical Internship experiences toward student's student interest. This research is a descriptive associative study which used quantitative method. Results of the Research: (1) There is a significant and positive relationship between the learning outcomes of Digital Image Prosesing toward the students' entrepreneurship interest that is equal to 0.330. (2) There is a significant and positive relationship between the Industrial Technical Internship experiences toward the student's entrepreneurship interest that is 0.445. (3) There is a significant and positive relationship between the learning outcomes of Digital Image Prosesing and Industrial Technical Internship experience toward student's entrepreneurship interest that is 0.624. (4) Students’ understanding as the learning outcomes of Digital Image Prosesing and Industrial Technical Internship experiences have positive effects toward students’ entrepreneurship interest that is equal to 38.9%. (5) Based on table in summary model it is obtained the probability value (sig.F change) = 0.000. Because the value of sig.F change 0.000 < 0.05 then the decision is H0 rejected and Ha accepted. This result means that PRAKERIN (Industrial Technical Internship) experience and learning outcomes of Citra Digital Image Prosesing are simultaneously and significantly related toward students’ entrepreneurship interest. The benefits for education field, the implementation of learning Digital Image Prosesing and Industrial Technical Internship in developing entrepreneurial interest can be a reference and innovation for students, enable the graduated students to have high interest in entrepreneurship
The Effectiveness of Project Based Learning and Think Pair Share Learning Models for Improving The English Learning Outcomes Eliyana, Eliyana; Sulistyorini, Sri; Purwanti, Eko
Innovative Journal of Curriculum and Educational Technology Vol 7 No 1 (2018): June 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v7i1.27234

Abstract

Indonesia has implemented student learning methods; it can affect student learning outcomes. This study aims to determine the effectiveness of project-based learning models and think pair share to improve the learning outcome of English learning at SMP IT AL-Madani Semarang. This study using Quasi-Experiment design, pre-test and post-test design. Sampling technique used was using cluster random sampling. The research data was analyzed by using independent sample t-test at α = 0.05. The results showed that: (1) learning models using project-based learning on average 81.77 (2) learning models by using think pair share with an average of 74.56. (3) There are differences in cognitive learning outcomes between the project-based learning group and think pair share with a significance value of 0.002 < 0.05. Meanwhile, the gain test concluded that there are differences between project-based learning and think pair share models in the moderate category. The conclusions showed that project-based learning model is more effective than think pair share model in improving students' cognitive learning outcomes. Meanwhile, think pair share model can be used as an alternative on English learning in the subject of “we love what we do”. The benefits of this study is as a source of information in answering problems that occur in the learning process, particularly to improve the learning outcomes and are useful in the world of education, especially in the field of curriculum development science.
State Defence Education Curriculum (Study at Taruna Nusantara High School) Kurniawan, Dedi Muhammad; Raharjo, Tri Joko; Kustiono, Kustiono
Innovative Journal of Curriculum and Educational Technology Vol 7 No 1 (2018): June 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v7i1.27287

Abstract

State Defense is a constitutional mandate that must be carried out by Indonesian citizens; Taruna Nusantara High School is one of the schools that apply the State defense Education curriculum contained in the special curriculum. This study aims to analyze the development of the State defense Education curriculum at Taruna Nusantara High School. This type of research is qualitative by using a case study approach for in-depth analysis. Data collection techniques using observation, interviews, and documentation studies. Data analysis techniques applied in this study were data reduction, data presentation, and draw conclusions. The issues discussed include the concept, design, and implementation of State Defense Education. The results showed that the concept of developing the National Martial Arts curriculum at Taruna Nusantara High School by using forms of subject curriculum, activities and integrated curriculum while the design of the development of the National Martial Arts curriculum was needs-oriented, formulated curriculum development goals, organized curriculum contents, implemented and evaluated curriculum. The implementation of the National Defence Education curriculum is conducted by developing patterns of teaching, caring, and training. The results of this study can be used as a study in the field of curriculum development science, particularly in the development of the State defense Education curriculum.
The Development of Project Based Learning Models Assisted by Digital Modules in the Digital Simulation Subjects of SMK Texmaco Semarang Munandar, Aris; Wibawanto, Hari; Kustiono, Kustiono
Innovative Journal of Curriculum and Educational Technology Vol 7 No 2 (2018): November 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v7i2.27949

Abstract

Education has been developing rapidly with the advances in digital technology. Creative demands in the innovation of the learning process of the current situation must have by educators and learners. This study has purpose to determine the procedure of learning development of digital simulation assisted by digital module by using digital module based Portable Document Format, produced digital module, and determine the effectiveness of learning by using digital modules based Portable Document Format to grade X of RPL and TKJ Skill Competency on the subjects of Digital Simulation at SMK Texmaco Semarang. This study applied the Research and development (R & D) method by using a five-stage process of the development of digital module based Portable Document format on the subject of digital Simulation. The subjects of this study were students of grade X of RPL and TKJ Skills Competency on the subject of Digital Simulation, SMK Texmaco Semarang. The results showed that the average value of students who use digital module based Portable Document Format (New Work System), ie 91.7%, in the conventional learning (Old Job System), with 74%. The procedure of the development of digital module based Portable Document Format consists of five stages, which is in accordance to the research and development proposed by Borg and Gall, pre-development model, development model, evaluation model, implementation and revision model. Based on the results of this study, it can be concluded that learning by using digital module based Portable Document Format is effective as can be seen from the response of students with an average score of 57.13% (excellent). The benefits obtained from the study are (1) provide benefits of the repertoire of knowledge in the utilization of information and communication technologies, particularly in the project-based learning model assisted by digital module, (2) as a reference for subsequent researchers, mainly related to the digital module.

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