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Edutech
ISSN : 08521190     EISSN : 25020781     DOI : -
Core Subject : Education,
Jurnal Edutech adalah jurnal majalah ilmiah di Program Studi Teknologi Pendidikan Universitas Pendidikan Indonesia yang terbit sebanyak tiga kali dalam setahun pada bulan Februari, Juni, dan Oktober. Semua artikel yang dikirim melalui proses peer review double blind dan ulasan editor sebelum di publikasikan.Jurnal Edutech atau kepanjangan dari Educational Technology ini menerima artikel tentang pendidikan, teknologi pendidikan dan komunikasi
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Articles 8 Documents
Search results for , issue "Vol 20, No 3 (2021)" : 8 Documents clear
EVALUATION TOWARDS LEARNING PROCESS FOR DIGITAL LEARNING DEVELOPMENT IN CURRICULUM AND INSTRUCTION COURSES Dewi, Laksmi
EDUTECH Vol 20, No 3 (2021)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v20i3.40570

Abstract

An effective learning process is conducted through planning, management, implementation, monitoring, and evaluation to result in feedback. Reflection as a form of evaluation is carried out to provide input in improving the further learning process. This study aims to evaluate learning, especially on the components of the objectives, material, process, learning evaluation, faced obstacles during the learning process, and expectations for the next lecture, one of Educational Basic Learning Course (EBLC) called Curriculum and Instruction course. This process is done as the basis for the development of digital learning in online learning in the future. Data were obtained by distributing questionnaires to 24 lecturers teaching in the curriculum and learning courses. It is a group of compulsory courses that all students are necessary to be included in their study at one of the state universities whose core business is in education. Based on the research data, it is found that 1) the learning achievement has been compiled according to the educational competencies listed in the Semester Lecture Design (RPS) used by all lecturers in carrying out the learning process. 2)  the learning material has been systematically set as stated in the RPS to facilitate the organization of material in learning, 3) the learning implementation by lecturers uses various learning methods focusing on student-centered learning, 4). The evaluation performance is done using Computer Based Test (CBT) with developed questions regarding specified learning outcomes, 5) the obstacles faced by administrators of Curriculum and Instruction course are the number of continuously growing classes and lacking the number of lecturers for each semester. Moreover, it is also essential to improve students' learning motivation to achieve maximum learning outcomes. It is expected that learning innovations can assist them in improving the quality of learning by developing digital learning media and supporting blended learning between face-to-face and online learning using the Learning Management System (LMS)
PENGEMBANGAN MODUL CETAK 1000 HARI PERTAMA KEHIDUPAN (HPK) BAGI KADER BINA KELUARGA BALITA (BKB) DI BKKBN Nurhayati, Yayat
EDUTECH Vol 20, No 3 (2021)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v20i3.15541

Abstract

Penelitian ini bertujuan untuk mengembangkansebuah produk berupa paket modul cetak 1000 Hari Pertama Kehidupan (HPK) untuk pelatihan Kader Bina Keluarga Balita (BKB) di BKKBN. Paket modul dikembangkan untuk meningkatkan pengetahuan kader BKB tentang program 1000 Hari Pertama Kehidupan. Adapun latar belakang dari program 1000 Hari Pertama Kehidupan adalah untuk mengatasi tingginya angka stunting di Indonesia. Menurut Badan Kesehatan Dunia WHO Indonesia berada di urutan ke-lima jumlah anak dengan kondisi stunting. Metode Penelitian yang digunakan adalah metode Research and Development (R D). Menggunakan model pengembangan Rowntree, yang terdiri dari tiga tahap yaitu 1) tahap perencanaan, 2) tahap persiapan penulisan, 3) tahap penulisan dan penyuntingan. Produk yang dihasilkan terdiri dari empat buah modul dan satu buku petunjuk penggunaan bagi instrukstur/widyaiswara. Untuk melihat kelayakan modul, peneliti melakukan validasi/telaah ahli, ujicoba face to face, dan ujicoba lapangan/field trials. Hasil validasi dari ahli materi, ahli desain instruksional, dan ahli bahasa menyatakan bahwa modul cetak 1000 Hari Pertama Kehidupan dinilai sangat baik. Hasil ujicoba face to face dan field trials terhadap modul 1000 Hari Pertama Kehidupan, menunjukkan bahwa modul layak digunakan. Hasil uji-t menunjukkan terdapat terdapat perbedaan yang signifikan sehingga modul cetak 1000 Hari Pertama Kehidupan dikatakan efektif meningkatkan hasil belajar peserta pelatihan. Penelitian ini bertujuan untuk mengembangkansebuah produk berupa paket modul cetak 1000 Hari Pertama Kehidupan (HPK) untuk pelatihan Kader Bina Keluarga Balita (BKB) di BKKBN. Paket modul dikembangkan untuk meningkatkan pengetahuan kader BKB tentang program 1000 Hari Pertama Kehidupan. Adapun latar belakang dari program 1000 Hari Pertama Kehidupan adalah untuk mengatasi tingginya angka stunting di Indonesia. Menurut Badan Kesehatan Dunia WHO Indonesia berada di urutan ke-lima jumlah anak dengan kondisi stunting. Metode Penelitian yang digunakan adalah metode Research and Development (R D). Menggunakan model pengembangan Rowntree, yang terdiri dari tiga tahap yaitu 1) tahap perencanaan, 2) tahap persiapan penulisan, 3) tahap penulisan dan penyuntingan. Produk yang dihasilkan terdiri dari empat buah modul dan satu buku petunjuk penggunaan bagi instrukstur/widyaiswara. Untuk melihat kelayakan modul, peneliti melakukan validasi/telaah ahli, ujicoba face to face, dan ujicoba lapangan/field trials. Hasil validasi dari ahli materi, ahli desain instruksional, dan ahli bahasa menyatakan bahwa modul cetak 1000 Hari Pertama Kehidupan dinilai sangat baik. Hasil ujicoba face to face dan field trials terhadap modul 1000 Hari Pertama Kehidupan, menunjukkan bahwa modul layak digunakan. Hasil uji-t menunjukkan terdapat terdapat perbedaan yang signifikan sehingga modul cetak 1000 Hari Pertama Kehidupan dikatakan efektif meningkatkan hasil belajar peserta pelatihan.
INOVASI LAYANAN MUSEUM DI INDONESIA PADA MASA PANDEMI COVID 19 Silvana (ID Scopus : 57216159935), Hana
EDUTECH Vol 20, No 3 (2021)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v20i3.40569

Abstract

The order of social life began to change since the Covid-19 pandemic, the government implemented a social restriction policy to suppress the spread of The Covid-19 disease. The policy has an impact on closing various places that allow crowds such as museums. Museum that should be able to provide information and education services which are the function of museums are unable to provide services optimally. To overcome this, several museums then implement service innovations so that the function of the museum can still be carried out. This research was conducted to discuss the condition of the museum and the innovation of museum services that were implemented during the Covid-19 pandemic. The research method uses descriptive qualitative with literature review techniques that refers to articles, survey results of institutions, museum websites, and museum social media. The results of the study show that the pandemic has had a significant impact on museums in the world and in Indonesia, some museums are threatened with permanent closure but some have succeeded in implementing service innovations. Service innovations that are implemented utilize digital technology so that it is easier for managers to provide services and the public will find it easier to access museums. Museum service innovations that have been implemented in Indonesia include: museum applications, webinars, virtual reality, virtual tours, augmented reality, podcasts, video mapping, museum social media, museum websites. The innovation of museum services makes the museum still able to serve the information and education needs of the wider community. The public can easily access the museum anytime and anywhere, but stll can support the goverment to implementation social distancing. Tatanan kehidupan sosial mulai berubah semenjak terjadinya pandemi Covid-19, kebijakan pembatasan sosial diterapkan pemerintah untuk menekan angka persebaran penyakit Covid-19. Kebijakan tersebut berdampak pada penutupan berbagai tempat yang memungkinkan terjadinya kerumunan seperti museum. Museum yang seharusnya dapat melakukan pelayanan informasi dan edukasi yang merupakan fungsi museum menjadi tidak dapat melakukan pelayanan dengan optimal. Untuk mengatasi hal tersebut, beberapa  museum kemudian menerapkan inovasi layanan sehingga fungsi museum tetap dapat dilaksanakan. Penelitian ini  dilakukan untuk membahas mengenai kondisi museum serta inovasi layanan museum yang diterapkan saat pandemi Covid-19. Metode penelitian menggunakan kualitatif deskriptif dengan teknik studi literatur yang mengacu pada artikel, hasil survei lembaga, website museum, serta media sosial museum. Hasil penelitian menunjukkan pandemi berdampak signifikan terhadap museum di dunia dan di Indonesia, sebagian museum terancam tutup permanen namun sebagian lagi berhasil menerapkan inovasi layanan. Inovasi layanan yang diterapkan memanfaatkan teknologi digital sehingga pengelola lebih mudah melakukan pelayanan dan masyarakat semakin mudah mengakses museum. Inovasi layanan museum yang telah diterapkan di Indonesia berupa : aplikasi museum, webinar, virtual reality, virtual tour, augmented reality, podcast, video mapping, media sosial museum, website museum. Inovasi layanan museum menjadikan museum tetap dapat melayani kebutuhan informasi dan edukasi bagi masyarakat luas. Masyarakat dapat dengan mudah mengakses museum kapanpun dan dimanapun, namun tetap dapat mendukung upaya pemerintah dengan menerapkan pembatasan kegiatan sosial diluar rumah.
EDUCATIONAL TECHNOLOGY UNDERGRADUATE DEGREE TRACER STUDY TOWARDS SKILLS AND JOBS PERSPECTIVE Setiawan, Budi -; Fathoni, Toto -; Sukirman, Dadang -
EDUTECH Vol 20, No 3 (2021)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v20i3.39217

Abstract

One indicator of a good education system is the existence of a system that is used to measure the output of education itself. Determination of measurements to determine the quality of graduates or alumni include the achievement of graduate competencies, the problems faced can be solved, the career achievements of graduates, as well as things that are either in alignment or not in harmony with the quality of alumni with the quality expected by the university. A good and intact education system has a loop-shaped educational system flow. The education system is the responsibility of universities to students, not ending when students have graduated from college, but also related to the career sustainability of graduates or alumni who are more ready to enter the community. College tracer study is one way to find out the role of alumni in society. Based on the characteristics of alumni or graduates of the Education Technology Study Program, the number of graduate data is 90 people and those who enter fill out questionnaires. Alumni or graduates who filled out the questionnaire were 90 people consisting of (70%) women and (30%) men. Alumni or graduates of the Education Technology Study Program have a study graduation time of 90%, meaning no more than 8 semesters, while 10% do not graduate on time, meaning more than 8 semesters. Alumni or graduates of the Education Technology Study Program overall average GPA of the highest respondents are respondents who have a GPA above 3.5. Alumni or graduates of the Education Technology Study Program show that the highest average employment status is respondents who work. Alumni or graduates of the Education Technology Study Program with the criteria for institutions/institutions/companies that graduates work show the highest average graduates work in private institutions/institutions/companies.
METODE PENCEGAHAN KEKAMBUHAN LUARAN REHABILITASI BERBASIS KEAGAMAAN DI MADRASAH TSANAWIYAH SERBA BAKTI SURYALAYA S, Nurhamzah C; Susilana, Rudi; Rusman, Rusman
EDUTECH Vol 20, No 3 (2021)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v20i3.34964

Abstract

Problematika penyalahgunaan NAPZA merambah ke seluruh lapisan masyarakat Internasional termasuk Indonesia sampai tingkat yang menghawatirkan. Laporan BNN menyebutkan, 70 % pengguna narkoba adalah pelajar. Pemerintah dan swasta bahu membahu melakukan pencegahan dan penanggulangan penyalahgunaan NAPZA termasuk mencegah kekambuhan.  Tujuan artikel untuk memproleh data tentang metode pencegahan kekambuhan penyalahgunaan NAPZA  di MTs Serta Bakti Suryalaya.  Desain penelitian adalah deskripsi kualitatif dengan melalui wawancara mendalam dengan kepala madrasah, wakil kepala, guru, tenaga pendidik dan kajian teoritik dari jurnal atau artikel dan bahan bacaan lainnya yang mendukung sebagai teknik pengumpulan datanya. Teknik analisis data dilakukan sejak sebelum memasuki lapangan sampai selesai di lapangan dengan mengacu pada model analisis interaktif Miles dan Huberman dengan langkah-langkah: data collection, data reduction, data display, dan conclusion (drawing/verivying) dan pengujian keabsahan data menggunakan triangulasi Creswell.  Hasil penelitian menunjukan metode pencegahan kekambuhan yang dilakukan di MTs Serba Bakti Suryalaya dengan menggunakan metode terapi, yakni 1) metode terapi kognitif perilaku (Cognitive Behavior Therapy) dengan mengoptimalkan peran guru BP;  2) terapi religi / spiritual dengan menjalankan kegiatan keagamaan khususnya amaliah TQN,  dan 3) terapi air (hydro therapy) yakni terapi mandi taubat. Disarankan untuk peneliti berikut dapat meneliti yang berhubungan dengan dampak dari metode-metode tersebut terhadap penyembuhan pecandu NAPZA.
HOW TO DESIGN PODCAST FOR LEARNING WITH THE RAPID PROTOTYPE MODEL Hernawan, Asep Herry; Dewi, Laksmi; Fadlillah, Ahmad Fajar
EDUTECH Vol 20, No 3 (2021)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v20i3.40748

Abstract

A podcast is a digital audio recording disseminated over the internet that can be transmitted, played, and downloaded directly to consumer media devices, including portable music players, computers, laptops, and smartphones. It can be categorized as an m-learning strategy for teaching and learning. It allows students to learn independently, easy to use, dynamic content meeting to listeners’ needs, and portable. The categories of using podcasts for learning are as sub-constitutional, supplemental, and integrated. Several things need to be considered in designing a podcast for learning covering its course’ objectives, students’ character, goal, type, writer, correlation to other teaching materials, a style used, duration, media, technology and material, sound used, the image included, and music. In designing a good podcast for learning, it is necessary to apply a systematic learning system's systematic procedure. This article discusses how to design podcasts for learning with The Rapid Prototype Model. This model is an instructional design method used to design and develop models with the stages of needs analysis, content analysis, determining objectives, constructing prototypes, utilizing prototypes, and installing and maintaining the system.
TECHNO-PEDAGOGY: WHAT IS THE ROLE OF PROSPECTIVE TEACHERS IN PREPARING FOR LEARNING IN THE DIGITAL ERA? Setiasih, Ocih
EDUTECH Vol 20, No 3 (2021)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v20i3.40688

Abstract

Digital media is very closely related to life, making its role very important in building life's culture. The role of digital media also affects the style or method of carrying out learning. Therefore, there needs to be an exploratory study in looking at learning using digital media. The purpose of the research is to decrypt the role of digital media in influencing prospective educators' learning styles (students) and explore prospective educators (students) to face learning in the digital age. This research method phenomenology. The subject of study is educational students or prospective educators. Data collection is conducted by open survey and questionnaire methods. Quantitative data were analyzed using descriptive statistics, and qualitative data analysis was performed by reducing data, looking for relationships between themes and levers. The results showed that the digital media's role is vast in building the learning style of prospective teachers. The role is shown with ease of access obtained by prospective teachers and many resources that reference knowledge development. Besides, it turns out that prospective educators can analyze/vaccinate the learning process using digital media. This shows that prospective teachers are ready to face the challenges of learning in the digital age and can make a breakthrough in learning in the digital age
COMPUTER VISION TO SUPPORT PRE-SERVICE TEACHER MASTERY OF STUDENT CENTRE APPROACH Hikmawan, Rizki
EDUTECH Vol 20, No 3 (2021)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v20i3.40750

Abstract

Various researcher state that to ensure student had the 4Cs competence is to use student-centered approach in the classroom. This further recognize the skills to create dynamic classroom as the core-skills of 21st teacher. To create such classroom, a teacher must be able to master the systematic and dynamic aspects of learning. It requires teacher to fully aware of every student activity. However, based on preliminary investigation, there two things that become obstacles, namely: (1) teacher had hard time giving full attention to whole classes due to non-coercion manner of student-centre approach, and (2) mastery of dynamic aspects in learning requires real experience which will certainly spend a lot of time. They need practical solutions that can help them master the core skill of 21st teacher. Therefore, we designed an application with image processing features (face detection, face recognition, and pose extraction) in order to help teachers to give full attention and provide positive reinforcement for every classroom participant. The research is done by RD Method, whereas application design uses SDLC method. The results are product in the form of software applications that are expected to accurately measure percentage student attention in the classroom. Product also present information as a basis for decision making to assist teacher in creating a dynamic classroom. In addition, we certainly hopeful that by using the product, prospective teachers can quickly adapt and apply the dynamic classroom. 

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