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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.
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Articles 10 Documents
Search results for , issue "Vol 10, No 1 (2023): March" : 10 Documents clear
How STEAM is a Chemistry textbook for class XI of a public high school in Surakarta Durrotunnisa Fathia Rahma; Sri Retno Dwi Ariani; Mohammad Masykuri
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.792 KB) | DOI: 10.21831/jitp.v10i1.52018

Abstract

This study aims to analyze the content of the STEAM aspect in the chemistry textbook for class XI. The research method used is descriptive qualitative. Data collection in this study used content analysis techniques. The sampling technique used is purposive sampling. The data sources used are the Chemistry Book for SMA/MA Class XI Specialization in Mathematics and Natural Sciences published by Erlangga in 2016 as book A, Experiment-based Chemistry Student Book published by Tiga Serangkai in 2014 as book B, and Chemistry Student Books for SMA/MA Class XI publisher Intan Pariwara in 2016 as book C. Basic Competencies analyzed in the three books, namely Hydrocarbon Compounds and Petroleum represent KD which are conceptual-theoretical, Reaction Rate represents KD which is mathematical, and Chemical Equilibrium represents KD which is abstract-complex. The results showed that books A, B, and C already contained all aspects of STEAM in various basic competencies. The contents of STEAM aspects in book A are 80 statements, book B are 85 statements, and book C are 121 statements. In Books A and C, the aspects of STEAM that are mostly covered are the mathematical aspects, while the aspects that are mostly published in Book B are the science aspects. The aspects of STEAM that are least contained in books A and B are the artistic aspects, while in book C are the technical and artistic aspects. Thus, in books A, B, and C, the artistic aspect has a low amount of load. Research on the content of STEAM and HOTS aspects needs to be carried out in more depth with a different approach regarding the integration of STEAM and HOTS aspects, especially in textbooks and other learning resources.
Development of Android-based landslide disaster mitigation learning media for disabilities elementary school Aulia Qisthi Rosyada; Dias Aziz Pramudita; Ika Candra Sayekti; Siti Azizah Susilawati
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (651.934 KB) | DOI: 10.21831/jitp.v10i1.52575

Abstract

The Klaten Regency area is included as a disaster-prone area. One of the disasters that often hit this district are landslides. This increases the risk that human safety is threatened, especially for people with disabilities. This condition will get worse if they do not have education about disaster mitigation. This study aims to develop an Android-based landslide disaster mitigation medium for elementary school disabilities. This media uses three types of software: Kodular to create Android applications, Blender to create 3D animations, construct to make games, and FlipPDF to create e-books. This study used the Research and Development (RD), research method in conjunction with a waterfall process development model. To get the feasibility results, this medium was tested on experts and users, the first being tested on two media experts, with a percentage result of 88.8%, so that it was declared very feasible. The second was tested on two e-book material experts with a percentage of 98.5%, so it was declared very feasible. The third was tested on two video material experts with a percentage of 98.94%, so it was declared very feasible. The fourth was tested on users and got a percentage result of 78.4%, so it was stated that this medium was appropriate.
Development of digital teaching material in the South Sumatra traditional games course Taruni Suningsih; Rukiyah Rukiyah; Rindang Senja Andarini
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (437.691 KB) | DOI: 10.21831/jitp.v10i1.54862

Abstract

The advances in technology and information development are increasingly rapid is a great potential that learners can utilize to improve the quality of learning. It is consistent with the characteristic of students as active users of digital technology. So, lecturers need to make updates to improve the quality of learning. One of them is by providing teaching material according to the needs of students. This study aims to develop digital teaching material for the South Sumatra Traditional Games course at the Study Program of Early Childhood Education Teacher Education, Faculty of Teacher Training and Education, Sriwijaya University. This study used the ADDIE Research and Development (RD) method with five stages: analysis, design, development, implementation, and evaluation. Data collection techniques were carried out through interviews, questionnaires, and tests. Data analysis techniques using quantitative and qualitative data analysis. The results showed that the evaluation of digital teaching material products that experts had carried out showed that the material aspect scored 87,5% in the Very Good category, the language aspect scored 85% in the Very Good category, and the media aspect scored 92,5% in the Very Good category. Based on this evaluation, it can be concluded that the digital teaching material in the developed South Sumatra Traditional Games courses are valid, feasible, and practical to be used in the learning process. Research can be continued by developing interactive digital teaching material. 
Development of integrated STEM education learning units to access students' systems thinking abilities Bevo Wahono; Arinal Husna; Slamet Hariyadi; Yenny Anwar; Meilinda Meilinda
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (339.259 KB) | DOI: 10.21831/jitp.v10i1.52886

Abstract

This research aims to develop a Biology Science learning unit based on Science, Technology, Engineering, and Mathematics (STEM) that is valid, practical and effective in accessing students' system thinking skills. The topic ,of the Biology Science learning unit is the water cycle. The development used the ADDIE model research and development for the research method. The research subjects were 32 grade VII students from State Junior High School in Jember. The research findings showed that the average validation result of STEM-based learning units was 95.3%. These can be considered valid. The Paired Sample Test result is 0.001 or less than 0.05, so there is a significant difference between the pretest and post-test results. The average effectiveness test score is 0.73, higher than the typical gain test score, and the results include the high criteria. Finally, the average percentage of practicality tests is in the high category of 89%.  System thinking skills are needed in learning activities to describe and solve a problem using integrated STEM education. Therefore, the STEM-based learning unit on the water cycle topic could be applied in the learning process to acquire students' system thinking abilities in the Biology Science learning unit. Finally, assessing student responses during the learning using this learning unit is pivotal for future research.
Effectiveness of blended learning implementation for algorithm and programming course Yuricha Yuricha; Irwan Kurnia Phan
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (594.186 KB) | DOI: 10.21831/jitp.v10i1.54707

Abstract

Algorithm and programming is a prerequisite course at the beginning of the semester, which not only requires an understanding of the basic concepts but also how these concepts can be implemented using a programming language. However, 72% of students have never studied programming at all. This is a challenge for teachers to be able to achieve learning objectives. This study aims to describe the learning design using the Blended Learning model so that its effectiveness can be measured in increasing student understanding in algorithms and programming courses. This research is Classroom Action Research (CAR) with a one-group pre-test post-test design for seven cycles implementing Blended Learning. Through the Wilcoxon Signed Rank test, it was found that there is an average of 92% increase in student understanding from the pre-test to the post-test.  Therefore, the application of Blended Learning needs to be done and provides mature readiness for students during face-to-face meetings and teachers can evaluate learning outcomes more quickly and determine the direction of further learning actions.
Effect of Zoom fatigue on health and learning loss in students during the COVID-19 pandemic Angga Aditya Permana; Adhi Kusnadi; Anggita Nauli Marpaung; Elisabet Dela Marcela; Natasya Yuasan; Syifa Fauziyah
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (502.952 KB) | DOI: 10.21831/jitp.v10i1.52930

Abstract

Covid-19 pandemic causes all face-to-face activities converted to distance or virtual meetings, including educational learning system. These days, the majority educational institutions in Indonesia still implement distance learning via video conference platforms. This primary research aims to discover how Zoom Fatigue affects health and causes learning loss in university students across Java. The methodologies used in this research are qualitative and quantitative. To specify this research, the population is set to students who study at several universities in Java, with 50 samples being Multimedia Nusantara University students and the other 50 sample are being students from other universities in Java. The techniques used to collect data are observation and questionnaire via Google Forms. After analyzing responses, the result shows that most students experience health issues such as eyesight issues, exhaustion, and saturation. Moreover, most students also go through some issues when it comes to the learning process, they experience a decrease of learning motivation and have trouble concentrating. Nevertheless, their academic records are stable and some even stated that their grades are increasing when compared to face-to-face learning systems, this fact shows that in-class learning is not the only source of information used by students to support their academic performance, but there are other sources of information such as internet where students can look up information from online article and scientific journals.
Research on the implementation status and improvement strategies of cloud classroom personality teaching in elementary schools Li Xiang Mao; Sri Leny
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (299.75 KB) | DOI: 10.21831/jitp.v10i1.52458

Abstract

Currently, the development of students' personality and the cultivation of innovative talents are regarded as an important task of education for each country, the personalized teaching has become the goal of the new curriculum reform in China. With the continuous development of cloud computing technology, network cloud platform education resources are being used more and more in the teaching process, the " personalized teaching of the cloud classroom" in primary schools has gradually become the highlight for the reform and research of the basic education in Nanjing. Since it was officially launched in 2010, Nanjing has 1380 high-quality courses in the cloud classroom, trained 775 backbone teachers, explored new teaching models, accumulated a wealth of teaching cases. At the same time, in the implementation process, it also faces many problems and challenges related to educational concept, technology and application. This study use the literature design and case study method to define the relevant conceptss in analyze the teaching. The result of this study shown that the use of cloud classroom teaching can provide teachers visual expression tools for the smooth implementation of teaching, reduce the teaching burden of teachers, and provide students with a teaching environment rich in pictures and texts, stimulate learning interest and improve learning efficiency.
Design of air conditioner (AC) system simulator on cars to improve student competence Nuzul Hidayat; Ambiyar Ambiyar; Wakhinuddin S; Muslim Muslim; Wawan Purwanto
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i1.55758

Abstract

The purpose of this study is to design a simulator for a car air conditioning system as a learning medium, so that the learning objectives can be achieved properly and in accordance with the expected competencies. This design uses an electric motor drive to drive the AC system compressor so that it is easier to operate and does not produce air pollution and is made with a design that can be moved easily by having sturdy wheels. The electric motor is also equipped with an inverter that can adjust the rotation of the motor as in the conditions of a real car engine. This research model uses Research and Development which includes the stages: problem analysis, seeking information, designing a model, validating the design, evaluating the model, testing the model, revising the model, wider testing, finalizing the design. The results obtained are the creation of an AC simulator that has been validated by experts in terms of media and material in the very feasible category, then from the user side with 25 respondents giving a value in the very feasible category for use in learning. The increase in competency occurred by 23.90% with a comparison of the pretest value with the posttest value.
Trends of education and training teacher competency in information and communication technology Piksa Dewi Ekantiningsih; Dadang Sukirman
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i1.52630

Abstract

Era industri 4.0 adalah masa dimana semua bidang pekerjaan melibatkan teknologi. Perubahan teknologi secara besar-besaran terjadi di era industri 4.0, tidak terkecuali dunia pendidikan. Dunia pendidikan harus mampu mencetak Sumber Daya Manusia (SDM) yang mampu bersaing di era industri 4.0. Pengembangan SDM khususnya pendidik adalah salah satu hal yang harus diperhatikan dalam era industri 4.0 dan pendidikan 4.0. Penelitian ini merupakan jenis penelitian kualitatif deskriptif dengan kajian kepustakaan (library research) yang berusaha menggambarkan pentingnya pendidikan dan pelatihan berbasis kompetensi untuk meningkatkan kompetensi Teknologi Informasi dan Komunikasi (TIK) di era industri 4.0. Pada penelitian ini penulis menggunakan beragam sumber tertulis seperti artikel, buku dan dokumen-dokumen yang relevan dengan kajian dalam penelitian ini. Studi ini mefokuskan pada implementasi pendidikan dan pelatihan berbasis kompetensi untuk meningkatkan kompetensi TIK guru. Hasil penelitian menunjukkan bahwa pendidikan dan pelatihan berbasis kompetensi cukup efektif untuk meningkatkan kompetensi TIK pada guru dalam menghadapi era industri 4.0. 
Development of the Rumah Karya application in the educational technology study program as a media database for the works of lecturers and students Sella Mawarni; Hartoto Hartoto
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (468.484 KB) | DOI: 10.21831/jitp.v10i1.58902

Abstract

This research aims to produce Rumah Karya applications that provide a media product database for lecturers and students in the Educational Technology Study Program at Makassar State University. The research method used in this research is RD (Research and Development), with the ADDIE development model divided into five stages: analysis, design, development, implementation, and evaluation. The Rumah Karya application has been validated by the head of a study program as a material expert and an information technology (IT) expert. Validation from material experts obtained an average of 98% very feasible category, and validation from IT experts obtained an average of 92% very feasible category. This application has been tested by lecturers and students in the Educational Technology study program, which produces an average of 83.8% which includes a very feasible category. The Rumah Karya application has been registered as intellectual property rights at Makassar State University. The Rumah Karya application has been implemented and integrated with the Educational Technology study program website. This research has the potential to carry out further research related to additional development features in Rumah Karya that can enhance the user experience in using the application. This research can also be extended to other study programs or other educational institutions to measure the generalization of Rumah Karya's application in improving the quality of media products in educational institutions.

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