E-Tech : Jurnal Ilmiah Teknologi Pendidikan
The aim of this journal is to publish articles dedicated to all aspects about planning, application, and production of communications media for instruction, curriculum, educational technology and research development, tech trend, computer – supported in collaboratif learning, instructional, sciens, computing in education, formativ design in learning, technology instructional, cognitiv and learning, and smart learning environmet, learning resources center.
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128 Documents
PENGARUH PENERAPAN MODEL “COOPERATIVE TIPE (STAD) BERBANTUAN POWERPOINT” TERHADAP HASIL BELAJAR IPA KELAS V SDN 06 KOTO BARU DHARMASRAYA
Andra Saputra
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
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DOI: 10.24036/et.v2i2.101332
Penulisan penelitian ini dilatarbelakangi oleh (1) Interaksi antara siswa dengan siswa, dan siswa dengan guru dalam proses pembelajaran sangat minim sekali atau komunikasi di dalam kelas lebih sering terjadi komunikasi satu arah (2) siswa merasa takut dalam menyampaikan pendapat dan bertanya kepada guru kembali mengenai materi yang disampaikan, sehingga banyak siswa yang merasa jenuh ketika proses pembelajaran berlansung (3) pembelajaran merupakan sesuatu yang membosankan bagi siswa, tidak menarik dan membuat siswa tidak tertantang untuk belajar. Tujuan penelitian ini adalah (1) mengetahui apakah hasil belajar menggunakan model kooperatif stad berbantuan PowerPoint lebih tinggi secara signifikan (2) apakah hasil belajar menggunakan model kooperatif stad berbantuan PowerPoint sudah optimal (3) bagaimana pengaruh penerapan model kooperatif stad berbantuan PowerPoint terhadap hasil belajar siswa pada pelajaran IPA kelas V SDN 06 Koto Baru Dharmasraya.Populasi dalam penelitian ini berjumlah 40 orang. Sampel dilakukan dengan teknik total sampling teknik penentuan sampel bila semua anggota populasi digunakan sebagai Sample, yaitu Kelas V.A sebagai kelas eksperimen dan V.B sebagai kelas kontrol masing-masingnya berjumlah 20 orang. Teknik pengumpulan data adalah tes soal dalam bentuk objektif dan alat pengumpulan data adalah soal tes berbentuk objektif yang terdiri dari 40 butir soal.Hasil penelitian menemukan terdapat perbedaan yang signifikan dari hasil belajar siswa kelas eksperimen yang menggunakan model kooperatif stad berbantuan PowerPoint dan kelas kontrol menggunakan metode konvensional dengan rata rata kelas eksperimen (V.A) yaitu 84,25 dan nilai rata-rata kelas kontrol (V.B) yaitu 75.
PENGEMBANGAN PERANGKAT PEMBELAJARAN TEMATIK BERBASIS KARAKTER PADA KELAS IV SD
Faeza Rezi S
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
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DOI: 10.24036/et.v2i2.101333
Mutual respect and help others in learning are expected to improve students’ learning outcomes. The learning characteristics of elementary school thematic-integrative with scientific approach become challenges for teachers to develop learning activities that has to instilling noble values to the students. The purpose of this study is to develop the learning device that inserts the character values for the students through the learning activities. The type of this research is a Research and Development. The development model used is a four D Models that are: Define, Design, Develop and Disseminate. The subjects of this study are a teacher at SDN 03 Alai Padang, a teacher at SDN Percobaan Padang and IV.B grade students of SDN 03 Alai Padang. The finding of this Research and Development is a teacher’s handbook integrated with lesson plans and student learning books. The findings can be used in learning process to improve students' cooperative skills, instilling character values and improving students' learning outcomes.Keyword: Thematic Education, Character building.
Pemanfaatan Platform Kahoot Sebagai Media Pembelajaran Interaktif
Rafnis Rafnis
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
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DOI: 10.24036/et.v2i2.101336
Conducive and enjoyable learning in the industrial revolution 4.0 makes a change in learning styles in the learning process. Teachers are required to follow an interactive digital learning process. Fun and non-boring learning is one of the challenges for instructors and Learning Technology Developers to innovate in learning. Interactive learning innovation in this study is to use Kahoot as an interactive learning media based on game based learning that emphasizes the active participation learning styles of all students. One of the Kahoot Platforms used was the use of online quizzes, where students immediately reflected their answers online and Kahoot recorded all the activities of students that could become assessment resume materials for teachers. This study aims to find out how the Kahoot application is feasible in the learning process by understanding students' responses to this application. This study uses a Qualitative method by using Kahoot in the learning of 22 students who take the Business Feasibility System course in the Faculty of Economics Study Program, Campus II Payakumbuh Andalas University. This study obtained a final percentage of 85% with Very Interesting criteria. It was concluded that the use of the Kahoot platform used was very suitable to be used in creating interactive and fun learning.Keywords: Industrial Revolution 4.0, Kahoot, Qualitative
SISTEM INFORMASI MEDIA LATIHAN PERSIAPAN UN MATEMATIKA SMP NEGERI 2 MERANGIN
Rahimullaily Rahimullaily;
Heru Saputra;
Wahyu Johandri
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
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DOI: 10.24036/et.v2i2.101340
In doing the exercise & try out SMP Negeri 2 Merangin not using computerized system. Such a system has some constraints that students can not learn to process without teachers, students can not know the results of the exercise on the same day, the teacher takes a long time in doing the correction of student exercises. Therefore, the design of this system aims to maximize the preparation process of Ujian Nasional Mathematics students in SMP Negeri 2 Merangin. The methodology used in this research is field research, library research, laboratory research and SDLC concept (system development life cycle). The results achieved by the design of media information system of the preparation work of Ujian Nasional Mathematics SMP Negeri 2 Merangin, which is in the form of a computerized database information system design that can facilitate students and teachers SMP Negeri 2 Merangin in doing the exercises and correction.Keywords: try out, ujian nasional, system development life cycle
KOMPETENSI KEPALA SEKOLAH DALAM MEMBANGUN SEKOLAH EFEKTIF
Rayendra Rayendra;
Mutiara Felicita Amsal
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
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DOI: 10.24036/et.v2i2.101341
Effective schools are schools that demonstrate high standards on academic and non-academic achievement and have a culture that is oriented towards the goals to be achieved and this is marked by the formulation of a vision that is established and promoted jointly between school residents consisting of principals, teachers, staff, other employees, school committees, students, and other stakeholders. The quality of school leaders is one of the basic factors that influence the quality of the teaching and learning process significantly at every level of the education system. Competencies that must be possessed by effective principals are 1) interpersonal and communication skills, 2) It is important that principals master the transformation of technology-based education; 3) Competency in the field of management manages the development of schools as an institution that manages human resources.Keyword: Principal, Effective Schools
Analisis Kualitas ISO 25010 Aplikasi Artificial Intelligence Troubleshooting Komputer dengan FURPS
Septriyan Anugrah;
Andri Eka Putra
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
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DOI: 10.24036/et.v2i2.101342
Artificial Intellegent Application Computer Troubleshooting is an application developed with the aim of being a tool to understand the damage to the computer. The method used in this test is ISO 25010 on the FURPS concept. The results show that the internal quality of this application has been achieved by meeting the requirements of FURPS. Keyword ISO 25010; Quality Analysis; Artificial Intellegent Aplication; Computer Troubleshooting; FURPS
PENDIDIKAN DAN TANTANGAN PEMBELAJARAN BERBASIS TEKNOLOGI INFORMASI DI ERA REVOLUSI INDUSTRI 4.0
Syamsuar Syamsuar;
Reflianto Reflianto
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
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DOI: 10.24036/et.v2i2.101343
Paper bertujuan memaparkan pendidikan dan tantangan pembelajaran berbasis teknologi informasi di Era Revoulusi Industri 4.0 dan kesiapan indoensia menjawab tantangan pendidikan era revolusi industri 4.0 dalam membangun system pembelajaran berbasis teknologi informasi. Di Indonesia kesiapan menghadapi tantangan pendidikan era revolusi industri 4.0 adalah segera meningkatkan kemampuan dan keterampilan sumberdaya manusia Indonesia melalu pendidikan dengan melahirkan operator dan analis handal bidang manajemen pendidikan sebagai pendorong kemajuan pendidikan berbasis teknologi informasi di Indonesia menjawab tantangan Industri 4.0 yang terus melaju pesat. Kebijakan manajemen pendidikan di Indonesia saat ini mendorong seluruh level pendidikan, terutama pendidikan tinggi untuk memanfaatkan kemajuan teknologi digital dan komputasi pendidikan era revolusi industry keempat. Beberapa solusi yang bisa dilakukan antara lain, kesesuaian kurikulum dan kebijakan dalam pendidikan, kesiapan SDM dalam memanfaatkan ICT, mengoptimalkan kemampuan peserta didik, dan mengembangkan nilai - nilai (karakter) peserta didik, serta dan kesiapan sarana dan prasarana pembelajaran berbasis digital. Key words: Pendidikan, Pembelajaran Bervasis Teknologi Informasi, Revolusi Industri 4.0
Penanaman Nilai Karakter sebagai Upaya Mereduksi Dampak Negatif Era Digital
Syur’aini Syur’aini;
Setiawati Setiawati;
Vevi Sunarti
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
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DOI: 10.24036/et.v2i2.101344
Today we have been in the digital era, but many people are not aware of it so that errors often occur in the use of digital devices. Everywhere can be witnessed the fun of playing gaged especially for the younger generation and students so that the time is spent on playing online games. Actually, there are many advantages that can be gained in this era, but the weakness is far more and dangerous if it is not regulated in its use. For this reason, a solution is needed in the form of teacher collaboration with parents in educating children. Keyword; digital era, character
EFEKTIFITAS PENGGUNAAN BAHAN AJAR BERBASIS WEB TERHADAP HASIL BELAJAR MAHASISWA PADA MATA KULIAH EVALUASI PROSES DAN HASIL PEMBELAJARAN UNIVERSITAS BATURAJA
Yelmi Yunarti;
Sulia Ningsih
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
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DOI: 10.24036/et.v2i2.101345
The purpose of this study was to determine the effect ivenes of web-based teaching materials on student learning achievement in the evaluation of learning process and achievement course of Baturaja University. This experimental study used one group pretest postest design. There were 32 of fifth semester students participated in this study. Testing was used to collect the data. The data was analyzed using t test and computed through SPSS 22. The results showed that the significant value was 0.000 which were less than 0,05 (0,000 < 0,05). This means that there was significant difference between students’ pretest postest scores. From the result, it could be conclude that web based teaching materials were effectively used to improve students’ learning achievement.Keywords: Web-based teaching materials, learning achievement, evaluation of learning process and achievement course
INOVASI PENDIDIKAN BERBASIS TEKNOLOGI INFORMASI : MENUJU PENDIDIKAN MASA DEPAN
Zelhendri Zen
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang
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DOI: 10.24036/et.v2i2.101346
Paper bertujuan memaparkan inovasi pendidikan berbasis teknologi informasi di negara-negara maju seperti Amerika Serikat, Inggris, Cina dan Jepang menuju peradaban pendidikan masa depan. Inovasi pendidikan masa depan terus berpacu seiring dengan kemajuan teknologi informatika di seluruh dunia, termasuk di Indonesia. Kemajuan pendidikan di negara-negara maju telah melahirkan berbagai inovasi pendidikan di Indonesia diantaranya kebijakan pendidikan berbasis web yang dikenal dengan online learning atau distance learning yang sudah dipelopori oleh Amerika Serikat, Inggris, Cina dan Jepang sebagai Negara-negara maju yang lebih dahulu memanfaatkan kemajuan digital bagi pembangunan sistrem pendidikan masa depan mereka. Kemajuan era digital di negara-negara maju ini memberikan dampak positif bagi Indonesia yang kemudian ikut membangun platform pendidikan berbasis teknologi informasi sebagai sarana pendukung perbaikan proses pembelajaran masa depan dalam upaya meningkatkan mutu pendidikan dasar, menengah dan perguruan tinggi. Hal ini terwujud dalam kebijakan pembelajaran jarak jauh yang dicanangkan pemerintah Indonesia mengunakan platform pembelajaran e-learning yang sudah menjadi keharusan bagi perguruan tinggi di Indonesia menyediakan system pembelajaran berbasis web ini.