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INDONESIA
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. 5 No. 4 (2021): November" : 20 Documents clear
Students' Perceptions of Mathematical Physics E-Module on Multiple Integral Material Astalini Astalini; Darmaji Darmaji; Dwi Agus Kurniawan; Diki Chen
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.33600

Abstract

Mathematical physics is often considered a very difficult subject to study, one of the reasons that makes this happen is the lack of learning media that supports students. In addition, most of the existing media are in foreign languages, so in this case we need an Indonesian language learning media, namely the mathematical physics e-module on dual integral material. This study aims to see the level of students' perceptions of the mathematics physics e-module on the dual integral material that has been made. The approach of this study uses a mixed method with an explanatory model. The sampling technique in this research was purposive sampling with 68 research subjects active physics education students who contracted Mathematics Physics courses. The instrument used in this study was a student perception questionnaire with 15 questions and an interview sheet with 10 questions.. The data analysis used in this research is descriptive statistics. The results of physics education students' perceptions of the mathematics physics e-module of multiple internal material were categorized as good with a percentage of 66.17% and in the very good category with a percentage of 33.83%. From the results it can be seen that the mathematical physics e-module on dual integral material can support the learning process and increase student motivation.
Learners and Teacher Toward The Problem-Solving Based Learning Media Vitria Marsela; Subadiyono Subadiyono; Didi Suhendi
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.33964

Abstract

Many students still have difficulty developing their ideas about explanatory texts while undergoing the learning process in class. This study aims to analyze the needs of students and teachers for the development of learning media in the form of animation writing explanatory texts based on problem-solving. This research is qualitative research that analyzes the first and design stages of research and development. The things that were analyzed were the needs of students and teachers for animated learning media to write problem-solving-based explanatory texts. From the data collected through questionnaires and interviews with 33 students and 1 Indonesian teacher. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The research results show that animated learning media about problem-solving-based explanatory text writing can be an innovative medium for learning activities and can support students' and teachers' needs. This learning media is beneficial for both parties and can be accessed offline. Thus, learning media can be an alternative for the needs of teachers and students in learning and teaching writing explanatory texts.
The Impact of Computer-based Test and Students’ Ability in Computer Self - Efficacy on Mathematics Learning Outcomes Nurhikmah H.; Farida Febriati; Ervianti Ervianti; Sujarwo Sujarwo
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.34942

Abstract

The current era of digitalization has big impact on education, the use of technology and information is not only for learning but as an evaluation tool. This development raises problems that require the completion of high-level thinking, therefore students need to prepare the ability to think and be able to develop skills. This study aims to measure the self-efficacy of computer skills on student learning outcomes and interactions in mathematics subjects. This research method used quantitative approach in Quasi Experiment Design. Total sample were 64 students. CBT was used in evaluating mathematics subjects and using a questionnaire to determine the level of self-efficacy of computer abilities towards students learning outcomes. Analysis of research data was carried out using ANOVA, to test the hypothesis using two-way ANOVA (two-way ANOVA) using the SPSS version 25.0 for windows software program. The results showed that there was CBT of mathematics subjects towards student learning outcomes with a mean score of 85 in and a mean score of 80 with a criterion of 3.03, having impact and the criteria value 2.78. The interaction between computer-based tests with self-efficacy computer capabilities had the most correlation with a positive relationship. It can be stated that there is an impact of computer-based tests and self-efficacy of computer ability and has an interaction between CBT and self-efficacy on learning outcomes.
The Effectiveness of Online Based Learning in Universities During the Covid-19 Pandemic Yari Dwikurnaningsih; Marinu Waruwu
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.35337

Abstract

The Covid-19 pandemic has had an impact on the management of learning in universities. Face-to-face learning has shifted to online-based learning. This study aims to analyze the effectiveness of online-based learning in higher education in terms of aspects of planning, implementation, evaluation, constraints and strategies towards new habits. The research method used quantitative-qualitative descriptive. Data collection techniques used interviews and open-closed questionnaires, the results of which were processed qualitatively by using Miles and Huberman's qualitative data analysis model and quantitative data analysis using mean, categorization and percentage calculations. The population of this study was 1,117 students, while the sample was taken randomly as many as 366 people. Interviews were conducted on 9 lecturers. The results of this study indicate that 1) planning, implementation and evaluation of online based learning get an assessment with a good category, 2) online based learning obstacles can be overcome with a blended learning model strategy, practical courses are carried out face-to-face, choosing materials and courses online, online learning is done through virtual face-to-face, attitude assessment using various instruments, and lecturers giving assignments according to the number of credits for the course. Thus, online based learning in higher education needs to be improved through blended learning models, face-to-face practical courses, attitude assessment instruments with various alternatives, selection of materials and courses online or offline and assignments according to the number of credits.
Use of -Based Interactive Learning Media Visuals in Science Learning Uswatun Hasanah; Putu Sudira
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.35364

Abstract

The fundamental problem in implementing education at the education level is that the learning process is generally too oriented to mastery of subject matter, not to the substance, meaning, or value it contains. This study aims to analyze the success of using visual-based interactive media or image media in science learning. This type of research is an actual experiment with a quantitative approach. The subjects in this study were 50 students consisting of 2 separate classes, the number of female students was 30, and the number of male students was 20. The method of data collection in this study used student learning outcomes pre-test and post-test. The instrument used is a test of learning outcomes and student response questionnaires. The technique used to analyze the data is the descriptive qualitative and quantitative analysis and inferential statistics. The results showed that the average score of learning science after using visual-based interactive learning media was 75.93, with a standard deviation of 16.19. The lowest score for students is 40, and the highest score is 99. Visual-based interactive media is effectively used to improve student learning outcomes in science. The research implication is that visual-based interactive media can be used by teachers in teaching so that they can help students learn. 
Blended Learning in Integrated Science Learning by a WISE Approach in Homeschooling Agus Tryanto; Moch Sukardjo; Eveline Siregar
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.38365

Abstract

The lack of variety of learning is carried out by Homeschooling, while Homeschooling is required to be more creative, independent, and innovative. Blended learning will be an innovative learning option and according to the character of Homeschooling. This study aims to develop blended learning in science subjects with the WISE approach in Homeschooling. The research is entitled development research (R&D). The development method uses a flipped learning model with a web-based design model with data collection using data triangulation. The instrument used to collect data is a questionnaire. The product will go through an evaluation process from experts and evaluate its feasibility and effectiveness. Expert reviews consist of reviews of media experts and learning design experts and reviews of material and language experts. The feasibility stage is carried out by one-to-one test, small group test, and field test. In comparison, the effectiveness test is carried out to summative evaluation by calculating the N-Gain score. The final result states that blended learning is feasible with an average of 3.5 on expert reviews, which is very good and effective with the calculation results of the average N-Gain 0.61 in the excellent category. So with Blended Learning, learning in Homeschooling becomes creative, innovative, and independent. The research implication is that the application of blended learning in Homeschooling will increase a pleasant learning atmosphere.
Multimedia English Learning Materials for Deaf or Hard of Hearing (DHH) Children Ni Luh Putu Sri Adnyani; Ni Made Rai Wisudariani; Gede Aditra Pradnyana; I Made Ardwi Pradnyana; Ni Komang Arie Suwastini
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.38829

Abstract

In supporting learning for Deaf or Hard of Hearing/DHH children, it is not easy finding learning sources that are accessible online, especially in English. Furthermore, during the COVID-19 pandemic, when learning was required to be carried out online, there were no learning applications that included English sign language that could be used by teachers and students as learning media. Thus, this study aims to analyze the need for developing multimedia-based English learning materials for Deaf or Hard of Hearing (DHH) children. This qualitative study involved DHH students and instructors in Special School (SLB), Bali. The need analysis was conducted to identify the ongoing situation of DHH children in the context of developing English multimedia learning materials. Interview and observation techniques applying two types of instruments in the form of an interview guide and field notes were used to collect the information towards the English learning needs for DHH children. The results of the study identified several needs that underlie the development of English multimedia learning materials, namely inadequate English instructors, text-based teaching materials, and the less than optimal teaching and learning process during the COVID-19 pandemic. Therefore, the development of multimedia-based English learning materials is needed.
Role-Playing Game as Learning Media To Support Online Learning Vinza Hedi Satria; Darlis Herumurti
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.39718

Abstract

Lack of learning media will affect the learning process in the classroom. Various learning media can motivate students in online learning activities. It causes learning media to be essential in the learning process. In the current era of online learning, students are prone to boredom and stress. Therefore this study aims to develop learning media with RPG (Role Playing Games). This research is exploratory because the field of play is vast, with validation using an E-GameFlow survey to assess the level of comfort of players when gaining knowledge. The research will be conducted on 15 junior high school students by distributing online questionnaires. The methods used to collect data are observation and questionnaires. The instrument used to collect data is a questionnaire. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of each question on each aspect of E-GameFlow will be analyzed to find conclusions about the games that have been made. The results of the data obtained show that the lowest value is 5.49 in the challenge aspect, which is caused by a static game map and lack of guidance regarding the game. The overall results of E-GameFlow show that the game can provide comfort to players while providing learning materials. This is evident from no aspect with a score below the average.
Online Learning in Digital Innovations Andi Mariono; Bachtiar Syaiful Bachri; Andi Kristanto; Utari Dewi; Alim Sumarno; Citra Fitri Kholidya; Hirnanda Dimas Pradana
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.40115

Abstract

Students and lecturers cannot do direct learning. It is an obstacle in the delivery of material by the lecturer. The purpose of this research is to develop learning in the Digital Learning Learning Media course. This research uses development research—the model development used by ADDIE (Analyze, Design, Development, Implementation, Evaluation). The research subjects are three experts, which include material experts, media experts, learning design experts. The subject of the product trial is students. The methods used to collect data are observation, questionnaires, and tests. The instruments used to collect data are questionnaires and test sheets. The technique used to analyze the data is descriptive qualitative, quantitative, and statistical analysis. The results of the material expert test are 90% with the "very good" category. 90% "very good" learning design expert test, 90% media expert test in the "very good" category, and 95% student trials in the "very good" category. Based on data analysis, learning media for learning media is proven to be effective in learning. This finding proves a difference between the control class tcount value which is smaller than the experimental class tcount (3,558 < 5,610). The development of online learning can be helpful for students in carrying out learning caused by the limitations of distance and time. This bold course has innovative values, including independent online practice tests using camera simulators equipped with audio and video to make learning more interactive.
Application of Social Competence (ASCAAL) to improve student learning creativity in the online learning system (SPADA) in the Covid-19 Pandemic Era Mungkap Mangapul Siahaan; Rudiarman Purba; Tambos August Sianturi
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.40377

Abstract

Social competence ensures teaching objectives in the SPADA system that knows no boundaries of space and time for teachers and students. 54% of Indonesian teachers do not have sufficient competence to teach. It has an impact on the lack of learning objectives that are not achieved optimally. This study aims to investigate the innovation of two groups of students in learning English Syntactic Structure. With purposive sampling technique, ASCAAL was measured from the results of several methods in the form of a questionnaire, pretest and posttest given to 45 students. The group is the control class and the experimental class that study Syntactic Structure. The experimental class consisted of 25 students, and the control class consisted of 20 students. One group teaches with SPADA, and the other teaches with social media facilities such as Google Classroom and WhatsApp. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The result of the research is that ASCAAL is proven to be positive in increasing students' creativity. ASCAAL also supports a positive learning management system. The features and menus on SPADA show a developing learning creativity system that increases student motivation and value.

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