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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.
Arjuna Subject : -
Articles 723 Documents
Interactive Multimedia Innovation on Short Distance Running Materials in Junior High School Herwindo Setyawan; Sunardi Sunardi; Deny Tri Ardianto
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.45627

Abstract

Innovation in the field of education must be in accordance with the developments and demands. The first step in improving the quality of education is through innovation in the learning process, by integrating the use of ICT-based learning media into the learning system. Therefore, this study aims to explore the need for the development of ICT-based learning media for short-distance running materials in junior high schools. This study applies a descriptive qualitative. The research sample consisted of 83 class VIII students and 2 subject teachers. Data collection techniques used field studies, interviews, and needs analysis questionnaires, while the instruments used observation sheets, questionnaire, and a list of questions. The research results will be analyzed interactively through data collection, data reduction, data presentation, and drawing conclusions. The results of the study indicate that during the implementation of learning, teachers tend not to use learning media. Print modules still dominate their use in learning (43.4%). Innovations related to interactive multimedia appear when participants feel attracted to a learning media that is complex and flexible in its operation. The results of the questionnaire showed that 80.7% of students were interested in the presence of interactive multimedia in physical learning and sports, and of course this was the first step to implementing an innovative learning activity. So the results of this study indicate that an innovation is needed through the development of digital learning media, as a means to improve the quality of the process and learning outcomes.
Implementing Kahoot! for Japanese Language Learning in Indonesian High School Kadek Eva Krishna Adnyani; I Wayan Adnyana; Ni Nyoman Murniasih; Ni Komang Arie Suwastini
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.46102

Abstract

Kahoot! is an individual and collaborative gamified learning platform that encourages curiosity, promotes lifelong learning, and makes learning enjoyable. Given the numerous advantages of using Kahoot! in language acquisition, several academic institutions have included gamification to enhance their learning experience. However, there are always issues and hurdles encountered throughout technology deployment. The present study aimed to analyze how the teacher implements Kahoot! in Japanese learning, the Indonesian high school teachers and students' perceptions of using Kahoot! and the constraints they encountered in using Kahoot! The study was designed as qualitative research, enrolling one Japanese language teacher and 34 students in a state senior high school. Semi-structured interviews, non-participatory observation, and a mixed questionnaire were used to collect data. Despite specific problems in the teacher's implementation of Kahoot!, the research indicated that both the teacher and the students had an "excellent" impression of the platform, with a poor internet connection being recognized as the biggest stumbling block to their utilizing Kahoot! efficiently. While Kahoot! may be a realistic alternative for inspiring high school students to learn Japanese, it requires a solid internet connection to guarantee that the learning process runs well.
Increasing the Learning Interest of Fourth Grade Elementary School Students with Mission Book Game Putu Ika Reshmayanti; I Made Suarjana; I Wayan Widiana
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.46884

Abstract

Minimnya media pembelajaran yang dapat meningkatkan minat belajar siswa membuat proses pembelajaran yang bermakna kurang optimal. Penelitian ini bertujuan untuk mengembangkan media mission book game yang dinyatakan layak digunakan dalam pembelajaran dan efektif dalam meningkatkan minat belajar siswa kelas IV. Penelitian pengembangan ini menggunakan metode pengembangan ADDIE. Subjek penelitian dalam penelitian pengembangan media pembelajaran ini adalah 2 orang ahli materi, 2 orang ahli media, 2 orang praktisi, dan 15 orang siswa. Metode pengumpulan data dalam penelitian ini adalah angket untuk memperoleh data dari pakar, praktisi dan tanggapan siswa tentang akseptabilitas media pembelajaran mission book game. Kuesioner digunakan untuk mengukur minat siswa dalam menggunakan mission book game ini. Hasil penelitian menunjukkan bahwa media mission book game telah dinyatakan valid, praktis, dan efektif untuk meningkatkan minat belajar siswa. Hal ini terlihat dari hasil analisis uji validitas media dengan ahli isi, rata-rata skor keseluruhan sebesar 4,2 dengan kriteria sangat valid, ahli media secara keseluruhan sebesar 4,6 dengan kriteria sangat valid, respon praktisi secara keseluruhan sebesar 4,6 dengan kriteria sangat valid, dan tanggapan siswa (tes individu dan tes kelompok kecil) secara keseluruhan adalah 4,4 dan 4,2 dengan kriteria sangat valid. Berdasarkan hasil uji keefektifan, siswa yang belajar dengan bantuan permainan buku misi memiliki minat belajar yang lebih tinggi dibandingkan siswa yang belajar tanpa bantuan media mission book game.
Scientific Approach based E-Module on Vibration, Waves, and Sound Using Canva Design Tri Wahyuni; Desy Purwasih; Mohammad Hafizh Syaukani; Jumadi
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.36133

Abstract

Changes in learning habits during this pandemic have resulted in a decrease in student interest in learning. Teachers have an important role in creating meaningful learning during a pandemic. This research aims to integrate technology in the form of e-modules and use it in learning during the pandemic. The type of research this time is development research with Sadiman's model adapted with Sugiyono's validation. There are 6 stages: analyzing needs, formulating goals, formulating material items, developing media, producing media, and conducting validation and testing. 2 experts carried out validation and the e-module trial were applied to 10 SMP class VIII students. The data obtained will then be analyzed using quantitative descriptive methods. Based on the validation results, material experts obtained an average of 16 in the very good category and validation from media experts obtained an average of 14.5 in the very good category. The results of product trials obtained responses obtained an average tendency of Strongly Agree of 60%. The results show that the contents of the material and content contained in the e-module make students understand the concept, the display of the e-module makes students more motivated to learn. Students find it easier to learn with the e-module because it can be opened anywhere.
Mobile-Based Application to Integrate Vocational Learning and Career Learning in Mechatronics Engineering Vocational High School Evi Nurdianah; Putu Sudira; Rihab Wit Daryono
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.43669

Abstract

A new learning paradigm is needed by Vocational High Schools (SMK) to adapt vocational learning to the needs of the world of work in the era of industrial revolution 4.0. Changes in the structure of employment patterns due to the loss of existing jobs and the emergence of new job opportunities required the need to strengthen vocational schools as education for occupation and also as education for career development. Especially in mechatronics engineering vocational high school, which was closely related to industrial technology 4.0. This study aims to produce a mobile-based application to support the integration of vocational learning and career learning activities in mechatronic engineering vocational high schools. Product development used the research and development methods with the development stages was adapting the Holistic 4D model, namely the Define, Design, and Develop stages. Data was collected using observation sheets and questionnaires that had been validated by experts. The data analysis method used is quantitative data analysis. The results of expert reviews and operational trials showed that the learning media application developed was in the very feasible category with an average assessment score of 3.55. This result showed that the mobile-based application developed was feasible and can be used for the career development of vocational students with mechatronic engineering competence. Mobile-based application developed can be used to facilitate learner-centred projects, such as self-directed learning, collaborative learning, and project management.
Formative Evaluation of Digital Learning Materials Ni Made Sri Mertasari; I Made Candiasa
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.44165

Abstract

The use of digital learning materials through e-learning is expected to give students experience to be able to learn themselves in the industrial era 4.0. This study aims to formulate an evaluation method for digital learning materials that is relevant to the development model used. A qualitative approach with an evaluative design through in-depth analysis is applied to student research reports, specifically research on the development of digital learning materials. The formative evaluation method chosen and the reasons for the selection were analyzed and the results were discussed in a focus group discussion. The sample was taken from the results of research by prospective teacher. Expert review was conducted to test the validity of the content and test the design. Content validity test can be done qualitatively or quantitatively by applying Lawshe, Aiken, or Gregory techniques. The design test was carried out with a black-box test. White-box testing is very rarely implemented and is recommended when developing using a programming language. One-to-one and small group tests were conducted using think aloud, cognitive walk through, or heuristics techniques. The results of the analysis found that the formative evaluation methods of teaching materials needed were expert review, one-to-one, small group, and field evaluation. Furthermore, for field tests, inquiry methods can be applied with various techniques, such as learning object review instrument (LORI), user experience questionnaire (UEQ), or system usability scale (SUS).
The Effect of Students' Responses to Instructional Videos is Associated with Motivation and Responsibility Ugi Nugraha; Ilham; Hary Soedarto Harjono; Aji Setiawan
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.44213

Abstract

Currently students really need a learning media that facilitates the learning process, one of the effective learning media used by students is video learning to increase student motivation and responsibility. This study aims to find out how the statistical results and differences as well the influence of students on student response variables, motivation, and responsibility in PJOK subjects in high school will be useful as a benchmark in improving student responses, motivation and student responsibility through learning videos and can be used as a reference in further research. The number of respondents as a sample is 140 students. this research method is a research and development model of R&D (Research and Development). The data collection technique used random sampling. The results of the study using a regression test that there is an influence between learning videos on student responses to student motivation and responsibility. so it can be said that the learning video is very influential on student responses to motivation and student answers on PJOK subjects at the secondary school level. The implication of this research is that student response is very important for motivation and responsibility so that it can be implemented in student learning outcomes. Thus, a good student response to student motivation and responsibility will improve student learning outcomes in high school.
Measuring the E-learning Readiness Level in Rural Areas During the Covid-19 Pandemic Remuz Maurenz Bertho Kmurawak; Samuel Alexander Mandowen; Ishak Samuel Beno; Priskila Damaris Lokollo; Helena Tobing
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.44351

Abstract

Technology plays an important role in life. Information and Communication Technology (ICT) has expanded educational options by enabling teachers and students to use technology to reorganize existing education and training systems. An adequate number of studies have identified the various benefits of implementing e-learning. However, not all institutions that implement online learning get the expected results. In addition, teachers in schools are not homogeneous. This study analyzes e-learning readiness in rural areas during the Covid-19 pandemic. This type of research is descriptive and quantitative. The subjects of this study were ten teachers, three IT staff, two foundation administrators, and 87 students from elementary and junior high schools. Data was collected using questionnaires and interviews. Data were analyzed using Aydin and Tasci's E-Learning Readiness Score, which describes learning outcomes. The results of this study indicate that overall, e-learning is ready to be implemented due to the leadership's commitment in the form of funds and policy support for the implementation of e-learning. Factors that need serious attention are technology infrastructure, human resources, and content.
Correlation between ICT Literacy and Pedagogic Competence of Elementary School Teachers Pratiwi Kartika Sari; Rika Yuliana
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.44504

Abstract

Many teachers still lack in mastering technology, information, and communication in the learning process. This study aims to reveals and analyze the correlation between ICT Literacy and the Pedagogic Competence of Elementary School Teachers. The type of this research was quantitative correlational research. The population in this study was private elementary school teachers in Bojongsari District. The research sample was 110 elementary school teachers who were taken using the cluster random sampling technique. The data collection method used was distributing questionnaires to respondents. The data analysis technique used SPSS to carry out research instrument trials, analysis prerequisite tests, and hypothesis testing using correlation coefficients and coefficients of determination to determine whether there was a correlation between ICT Literacy and Pedagogic Competence and assess how strong the effect of ICT Literacy on the Pedagogic Competence variable was. This study indicates a significant and positive correlation between ICT Literacy and Pedagogic Competence of elementary school teachers with the Pearson correlation coefficient value of 0.553. The correlation between ICT Literacy and Pedagogical Competence is in the moderate correlation category. The pedagogic competence variable is affected by ICT Literacy by 30.6%, while the remaining 69.4% is affected by other factors not discussed. It can be stated that ICT Literacy with pedagogic competence has a significant and positive correlation, and ICT can affect pedagogic competence.
The Effect of English Authentic Youtube Videos on Students' Speaking Skills in Rural School Asnawi Muslem; Ika Apriani Fata; Windy Ilan Saputri
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.45412

Abstract

Technology expands students' opportunities for authentic interaction with native speakers and other language learners at various levels, both inside and outside of the classroom. The purpose of this research is to examine an improvement in students' speaking skills in terms of fluency, vocabulary, grammar, pronunciation, and accuracy by using English YouTube videos, as well as the impact on students' speaking skills with a civil and non civil servant's family background in rural school. In this study, a quantitative method with a true experimental design was used, and a total of N=90 students participated, with N=50 students chosen using purposive sampling from two different classes to serve as samples. The instrument for the study included tests, a pre-test, and a post-test. The data was then analysed statistically to determine the results of the given pre-test and post-test. The average score increased after the post-test in terms of receiving results in terms of improving students' English speaking. Accuracy turned out to be one of the most important aspects of speaking that improved markedly. It means that students learned from native speakers through English YouTube videos, and their accuracy has enormously improved as a result. Meanwhile, students from civil servant families scored 95 on the post-test, while students from non-civil servant families scored 92.5. It was discovered that there is only a minor difference in improvement between civil and non-civil servant students' backgrounds. Teachers should consider using authentic English YouTube videos in the classroom to assist children of their English speaking skills.