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Journal of Education Technology
ISSN : 25494856     EISSN : 25498290     DOI : -
Core Subject : Science, Education,
Journal of Education Technology p-ISSN : 2549-4856, e-ISSN : 2549-8290 is a publication of research results and scientific thoughts in the fields of education, learning, evaluation, innovation including the development and implementation of new technologies in education and learning.
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Articles 20 Documents
Search results for , issue "Vol. 7 No. 4 (2023): November" : 20 Documents clear
Youtube Media in the Listening Ability of English Education Students Leonita Maria Efipanias Manihuruk; Irene Andryani Nababan
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.50843

Abstract

This research was motivated by the learning to listen to English UHKBNP students during the Covid-19 pandemic which had not been carried out properly because students' understanding of listening skills was still lacking. The teaching and learning process during the pandemic was increasingly difficult for students to experience, resulting in disruption of the teaching and learning process. This also reduces the activeness of students in participating in listening lessons. The learning media used are also less effective, moreover the learning techniques used are still less varied. The purpose of this study was to analyze how effective the use of YouTube media was on the listening skills of UHKBNPP English students during the Covid-19 pandemic. The research method used was quasi-experimental without a control class. The steps to be carried out in this research are; 1) Do a pre test; 2) Doing treatment using Youtube media; 3) Do a post test, then conclude. Based on the t test results, there was a significant difference between the control group and the experimental group in listening ability. The experimental class that used YouTube media showed significant improvement compared to the control group. The conclusion from this study is that there is effectiveness of YouTube media in improving students' listening skills during the current Covid-19 pandemic.
Collaborative Project Based Blended Learning on Resilience and Student Learning Outcomes Indrayani Ari Sulastri; I Made Tegeh; Ketut Agustini
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.60417

Abstract

The COVID-19 pandemic is indirectly causing rapid and dramatic changes in the learning process, one of which is the need to hold lectures online with subsequent implications for student wellbeing. The main problem of conducting this research is the ineffectiveness of the learning process during the Covid-19 pandemic so that to restore their resilience and learning outcomes was an important things to be focused on. The aims of this study were 1) to analyze the significant differences in resilience and the English learning outcomes simultaneously between students who studied collaborative project based blended learning with direct blended learning, 2) to analyze differences in resilience between students who studied collaborative project based blended learning with direct blended learning, 3) analyzing differences in the learning outcomes between students who learn with collaborative project based blended learning and direct blended learning. This research is a quasi-experimental study with posttest only control group design. The population of this study was eleven class from grade IX of Junior high school. Resilience data was collected by questionnaire, learning outcomes data was collected by multiple choice tests. Data were analyzed descriptively and analyzed by using multivariate analysis of variance at a significance level of 5%. The results showed, there were differences in resilience and English learning outcomes with better results for students who studied with the collaborative project based blended learning model. Based on this, collaborative project based blended learning model can be effectively used to improve resilience and learning outcomes of student in junior high school.
The Effect of Fruit Audio Aroma Media on Basic Science Process Skills in Elementary School Isnaini Nur Rohmatun; Idam Ragil Widianto Atmojo; Septi Yulisetiani
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.61666

Abstract

Basic science process skills are important for elementary school students. Basic science process skills can optimize students' critical thinking skills and scientific thinking skills. In addition, they can also train students to solve the problems they experience in everyday life. However, many students have not mastered these skills. Therefore, learning media is needed to optimize these basic science process skills. Therefore, it is necessary to create learning media to optimize these basic science process skills. One of the learning media that can be used to optimize the basic science process skills in elementary school students is Fruit Audio Aroma learning media. This study aimed to analyze whether there was an effect of the use of Fruit Audio Aroma learning media on the basic science process skills in elementary school students. This research was a quantitative experimental one-shot case study conducted by providing treatment to students. Data were collected through performance tests. Data analysis techniques were carried out through the non-parametric test through the Wilcoxon test. The results of the Wilcoxon test show that the use of Fruit Audio Aroma learning media affected elementary school students' basic science process skills. The results of this study are expected to contribute to educators' optimization of students’ basic science process skills.
Sound Wave Digital Learning Material Integrated Augmented Reality and CTL Model to Promote Students' 21st Century Skills Jessica Alfa; Asrizal
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.63479

Abstract

The learning process should be able to develop students' 21st century skills. In fact, students' 21st century skills are still low. Skills in the 21st century that need to be developed by students are 4C abilities, including: critical thinking and communication. The purpose of this research is to analyze the results of the needs analysis, the results of the validity test, and the results of the practicality test of digital learning materials to support the improvement of students' 21st century skills. The type of research used is R&D with the Hannafin and Peck model. The subjects in this study were students of class XI senior high school. The instruments used are questionnaires, test questions, and performance assessment to analyze student needs; product validation sheets to determine product validity; and product practicality sheets to determine the practicality of product use. The data analysis used in this research is descriptive statistical analysis. The validity test data analysis was conducted using Aiken's V formula. The validity analysis results show that the average validation value of AR-CTL digital learning materials is in the valid category. The practicality analysis value of AR-CTL digital learning material is in the practical category. So, it can be concluded that the augmented reality digital learning material integrated with the CTL model are valid and practical to promote students' 21st century skills.
Design of an Electronic Test for Geometry Material Based on Students' Numeracy Literacy and Metacognitive Knowledge Siska Firmasari; Setiyani; Jajo Firman Raharjo; Mohammad Dadan Sundawan; Rismayani
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.63608

Abstract

Making electronic tests of students' numeracy skills based on metacognitive knowledge is important for students to have. Metacognitive knowledge are essential in mathematics performance. For this reason, it is significant to make metacognitive knowledge the basis of teaching, especially in teaching mathematics. This study aimed to design an electronic test based on students' Numerical Literacy Ability and Metacognitive Knowledge. The study used the ADDIE development model focusing on evaluating geometry material. This study chose subjects with random sampling from a high school that has good quality. The first stage of this study was to determine the nine research subjects by conducting initial interviews with class IX students. Then from the research subjects, researchers obtained information about numeracy literacy skills and metacognitive knowledge using test and interview methods. The results of a descriptive and in-depth analysis of the students' numeracy literacy skills and metacognitive knowledge became the basis for designing the electronic test. The study found that the electronic test design proved valid with an excellent category and practical with a positive response of 82.63%. This electronic-test design assessment shows that the digital-based instrument evaluation can have a broader range of users. The results of this study can be a recommendation for a digital-based evaluation instrument that adapts to the scope of the latest curriculum in Indonesia.
Examining the Roles of Self-Efficacy, Attitude and Self-Regulated Learning through Augmented Reality in Reading for EFL Learners Ryani Yulian; Yuniarti Yuniarti; Okta Miftahul Sirat
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.64567

Abstract

In recent years, higher education institutions have faced challenges in the field of education. The impact of digital technology such as augmented reality increases the possibility of self -regulated learning. Therefore this study analyze the relationship between self-efficacy, attitude and self-regulated learning across cognition, motivation, behaviour, and context through augmented reality in reading for English as foreign language (EFL) learners. Data were collected from 213 undergraduate students in English for Specific Class (ESP) in an academic university in Indonesia. This study was used a non-experimental, analytic survey research design with SmartPLS. The study assessed the measurement model of the factor loadings, composite reliability, and convergent validity, and employed bootstrapping for p-values of the path coefficient. The findings of the study reported that self-efficacy has a statistically significant relationship with cognition, motivation, behaviour and context while attitude has a statistically positive relationship with motivation and context but not with cognition and behavior.
Interactive Multimedia with Problem-Based Learning in Mathematics Nur Aliza Harianto; I Gde Wawan Sudatha
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.64656

Abstract

Considering that mathematics material has an important role in everyday life, learning media in learning requires learning media to present learning material that is abstract to become concrete. Interactive multimedia can increase student learning outcomes in mathematics. Apart from that, the PBL learning model is able to encourage students to learn actively in solving a problem. Therefore this research aims to develop interactive multimedia with problems based on learning in mathematics for class VII students of junior high school. This type of research is development research with the ADDIE model which includes five systematic stages in it. The data collected are quantitative data and qualitative data using 3 data collection methods, namely interviews, questionnaires, objective tests. The stages of the ADDIE model which consists of five stages, namely the stages of analysis, design, development, implementation and evaluation. The results of this study indicate that problem-based interactive multimedia learning is valid with very good qualifications. Moreover multimedia interactive learning with problem-based learning was effectively used in learning class VII mathematics set material at junior high school.
Improving Student Interests and Learning Outcomes Using Project Based E-Learning Models Putu Agus Ariawan; I Kadek Suartama
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.64974

Abstract

The problem underlying this research is the ineffectiveness of the learning process after the Covid-19 pandemic which resulted in low interest in learning and student learning outcomes. So it is necessary to restore the learning process through appropriate learning models and by the development of the times of students and be able to overcome the learning loss during the Covid-19 pandemic. The purpose of this study was to analyze differences in interest and learning outcomes in Informatics between students who studied with the Project E-Learning learning model compared to students who studied using the direct e-learning learning model. So that this research is expected to be able to provide an overview of learning models that are more effective in informatics subjects and can increase students' interest and learning outcomes, especially in the era of the Industrial Revolution 4.0. The population of this quasi-experimental study with the posttest-only non-equivalent control group design plan was Class IX students of junior high school with two classes selected as samples using a group random sampling technique. Data were analyzed descriptively and using Multivariate Analysis of Variance/MANOVA with a significance level of 5%. The results showed that there were differences in interest and learning outcomes between students who studied with the project-based e-learning model and students who studied with the direct e-learning model, with better results for students who studied with the project-based e-learning model.
Blog-Based Writing Instruction in Fostering EFL Writing Performance: Students’ Belief and Attitudes St Hartina; Nurhasanah Safei; Nur Tahan Riani
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.65968

Abstract

The existence of blogs offers an innovation that encourages a new writing style integrated with technology. However, it seems that there are still not many EFL writing classes in Indonesia using online blogs, and little research has been conducted on how students’ perception of a blog in writing. This study aims to analyze the Indonesian EFL learners' perceptions toward the use of Blog as the medium of learning practices in English Writing class. This study use qualitative research involving a questionnaire and semi-structured interviews were used. For 12 weeks, thirty-four students participated in this study by posting weekly entries from their English writing assignments on blogs. The data from the questionnaire reveals that the majority of students strongly agree and agree with the usefulness, effectiveness, attitudes, and practicality of using a blog in English writing class.  It means that blog as learning media is very influential in the development of students' learning process. The interview result also showed that online blogging provided many advantages such as being easy to operate, writing can be accessed by all readers in the world, receiving and giving comments on friends' blogs, no longer needing to the stationary, and encouraging the student's creativity to write systematically.
LMS Implementation in High Schools in Eastern Indonesia After the Covid-19 Pandemic Budi Yulianto; Rita Layona
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.66171

Abstract

The Covid-19 pandemic had prevented students and teachers from carrying out teaching and learning activities in physical classroom due to activity restrictions, social distancing, or lockdown. The problem that occurs is the unavailability of an IT-based (online) learning management system in many schools causing the teaching and learning process from outside the school to be delayed. Covid-19 has not only caused a health emergency, but also an educational emergency. This research aimed to develop an LMS and implement it free of charge in several schools in eastern Indonesia and analysed the impact of implementation over 2 years. The research method used is the Prototype Method with the stages of Communication, Modeling, Construction, and Deployment. At the Communication stage, data collection was carried out through interviews with several school parties regarding system requirements. At the Modeling stage, system design is carried out using Class Diagram, Use Case Diagram, Activity Diagram, and Sequence Diagram. At the Construction stage, application development is carried out using the PHP web programming language with a MySQL database. In the Deployment stage, implementation is carried out on the Microsoft Azure Cloud platform. The results of the research shown that the implementation of the LMS provided an increase in score for the exact sciences (Mathematics) and the language sciences (English) fields. As for the field of social sciences (Citizenship) did not show a significant increase.

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