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Contact Name
Nofri Hendri
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nofrihendri@fip.unp.ac.id
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+6285274458379
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Jurusan KTP FIP UNP, Jl. Prof. Dr. Hamka Kampus FIP UNP Air Tawar Barat Padang 25131, Telp. (0751) 4456111
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INDONESIA
E-Tech : Jurnal Ilmiah Teknologi Pendidikan
ISSN : 25413600     EISSN : 26217759     DOI : https://doi.org/10.24036/et.v9i2.112984
Core Subject : Science, Education,
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.
Articles 128 Documents
FENOMENA CYBERSTALKING AKIBAT DARI GAME ONLINE Chandra Afif
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 10, No 1 (2022): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/et.v10i1.116206

Abstract

Kasus cyberstalking berat belum banyak terjadi di indonesia, namun tidak menutup kemungkinan jika kasus ini terjadi dengan memperhatikan angka pengguna internet di Indonesia kian bertambah. cyberstalking Perilaku mengincar, memojokan ataupun menguntit korban maupun datanya menggunakan media elektronik termasuk kedalam kategori cyberbullying bersamaan dengan cybersquatting dan Cyberterrorism. Salah satu sektor yang banyak menghasilkan bentuk cyberbullying adalah sektor Gaming. Salah satu faktor utama kasus ini terjadi adalah kekalahan pada game online ataupun orang-orang yang menikmati melecehkan orang lain didalam game untuk kepuasan pribadi (internet trolls). Pengambilan data dalam penelitian ini menggunakan pengumpulan data dari berbagai media seperti jurnal, berita, dan pengalaman langsung, dimana hasil pengolahan data dideskripsikan. Cyberstalking merupakan fenomena yang tak terelakan akibat dari perkembangan teknologi itu sendiri, pada beberapa kasus pelaku cyberstalking melakukan tindakannya dengan cara mencari data-data korban melalui media sosial dan memanfaatkan data-data tersebut untuk kepentingan pribadi, orang lain atau bahkan kelompok.
Hubungan Motivasi Belajar Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Administrasi Infrastruktur Jaringan Kelas Xll Di SMK Negeri 6 Padang Fahmi ilhami; Heri Mulyono; Regina Ade Darman
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 10, No 1 (2022): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/et.v10i1.118320

Abstract

This study aims to determine whether there is a positive and significant contribution between learning motivation and student learning outcomes in the class XII Network Infrastructure Administration subject at SMK Negeri 6 Padang. This type of research is quantitative using correlational research methods. The population in this study were class XII students of the Department of Computer and Network Engineering at SMK Negeri 6 Padang. The sampling technique used is Simple Random Sampling, which was selected as a sample in this study amounted to 41 students. Based on the results of the study, the coefficient of the contribution of learning motivation and learning outcomes was 20.88%. From the data analysis test, it is known that the data are normal and linear. The test results at a significance level of 0.05 (95% confidence level) obtained the value of tcount = 3.210 and ttable = 2.02 because tcount (3.210) > ttable (2.02). Thus  is rejected and  is accepted, which means that there is a positive and significant contribution between learning motivation and student learning outcomes in the subject of Network Infrastructure Administration (AIJ) class XII at SMK Negeri 6 Padang.  Keywords: contribution, motivation, learning outcomes
FLEKSIBILITAS PEMBELAJARAN MELALUI PENGAJARAN VIRTUAL BERBASIS WEB DAN SISTEM LABORATORIUM VIRTUAL Nofri Hendri; Septriyan Anugrah; Diah Anggraini Austin
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 10, No 1 (2022): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/et.v10i1.119318

Abstract

Most educational institutions currently use a web-based virtual teaching system using platforms such as e-learning and carry out learning activities using a virtual laboratory system for practicum of several subjects or courses. Web-based teaching is a possible and economical solution to this problem. The web-based program will automatically correct students' answers to quizzes, and lecturers can obtain and monitor student feedback in real time without delay. The aim of the current design is to provide a more engaging and interactive environment for students to learn. To find out how this virtual systems approach might affect student learning and to get their views on this new teaching approach, the lecturer randomly selected 8 students from this group of 80 students and interviewed them using open-ended questions. According to the results of the questionnaire, most of the students showed positive attitudes towards the virtual system and found that the system encouraged and motivated them to learn better. Most students are interested in learning through virtual teaching (VT; 89%) and experimenting through virtual laboratories (VL; 88%). In accordance with this explanation, learning through web-based virtual teaching and virtual laboratory systems is very flexible to use.Keywords : Flexibility, Virtual Teaching, Web-Based, Virtual Laboratory System.
Optimalisasi Pengelolaan Kelas Secara Daring Melalui Media Pembelajaran Irna Nurul Ainie; Vania sasikirana; Tin Rustini
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 10, No 1 (2022): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/et.v10i1.117169

Abstract

Learning media is a part of the learning component that is used as a tool that can help the learning process, so that learning objectives can be conveyed properly. However, in practice learning media is very rarely applied in classroom management. This study discusses the problem of online learning. Where the implementation of learning is still not optimal, this is because teachers are still not able to optimize the use of learning media and learning management in the implementation of classroom management. The purpose of this study is to find out how important the role of learning media in classroom management is in boldly. This research was conducted through an approach approach. Data was collected by interviewing elementary school teachers in one elementary school in Garut Regency, West Java Province and literature studies. The results of this study conclude that if the learning process is carried out by optimizing the learning media, then the classroom management carried out by the teacher will be better, the learning objectives will be achieved easily and optimally.
PENGARUH STRATEGI PEMBELAJARAN EXPLICIT INSTRUCTION TERHADAP HASIL BELAJAR SISWA KELAS XI PADA MATA PELAJARAN 2 DIMENSI JURUSAN MULTIMEDIA SMKN 2 PADANG PANJANG melda yanti
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 10, No 1 (2022): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/et.v10i1.116643

Abstract

The low quality of student learning outcomes is influenced by the strategy delivered by the teacher that is not appropriate so that it has a major impact on student learning outcomes that are not optimal. For this reason, it is important that there is a breakthrough in the form of a strategy implemented by a teacher. The objectives of this research are; 1) To find out the learning outcomes of class XI students before and after the implementation of the Explicit Instruction Learning Model in the 2-dimensional subjects of the Multimedia Department at SMKN 2 Padang Panjang, 2) To determine the effect of the implementation of the Explicit Instruction Learning Model on student learning outcomes. The research method uses a quantitative approach. The data analysis technique used in this research is a quantitative research technique. By converting the scores into scores and using a t-test (paired sample test). The results in this study are explicit instructional learning strategies have a significant effect on student learning outcomes in class XI in the 2 Dimensional Subject of the Multimedia Department of SMKN 2 Padang Panjang. The application of the learning model with the explicit instruction strategy in the 2 Dimensional Subject of the Multimedia Department in the experimental class went well.
Hubungan Persepsi Siswa Tentang Penggunaan Simulasi Jaringan Komputer Cisco Packet Tracer Terhadap Kreativitas Belajar di SMK N 1 Lembah Melintang Adena Susita; Heri Mulyono; Anggri Yulio Pernanda
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 10, No 1 (2022): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/et.v10i1.118753

Abstract

Permasalahan yang terlihat terjadi di lapangan pada mata pelajaran AIJ khususnya pada materi Virtual Local Area Network masih menggunakan metode konvensional seperti ceramah, diskusi dan kerja kelompok sehingga membuat siswa menadi kurang termotivasi dalam belajar. Disamping hal tersebut, guru mata pelajaran AIJ pada saat menyampaikan materi tentang Virtual Local Area Network masih menggunakan power point biasa dan kurang melakukan praktikum pada materi virtual local area network. Tujuan penelitian ini adalah untuk mengetahui adanya pengaruh penggunaan cisco packet tracer terhadap kreativitas belajar siswa pada mata pelajaran Administrasi Infrastruktur Jaringan kelas XI Teknik Komputer dan Jaringan. Metode yang digunakan dalam penelitian ini yaitu metode eksperimen, dan rancangan yang digunakan dalam penelitian ini yaitu: the posttest-only control group design. Populasi dalam penelitian ini adalah siswa kelas XI TKJ yang berjumlah 34 orang di SMK N 1 Lembah Melintang tahun pelajaran 2022/2023, karena jumlah populasi kurang dari 100 maka dalam penelitian ini menggunakan teknik populasi. Dalam penelitian ini, metode pengumpulan data yang digunakan adalah metode angket sebagai metode pokok dan dokumentasi sebagai metode pelengkap. Untuk menganalisa data menggunakan rumus T-test, hasil penelitian yaitu r hitung sebesar 0,528, dan nilai r tabelpada taraf signifikan 5% dengan dk (N-1) = 34-1=39 lebih besar dari pada nilai r hitung pada tabel (0,528 > 0,339), berarti bahwa H0 ditolak dan Ha diterima yang berbunyi: ada pengaruh enggunaan simulasi jaringan komputer cisco packet tracer terhadap kreativitas belajar siswa pada pelajaran AIJ kelas XI TKJ di SMK N 1 Lembah Melintang Tahun Pelajaran 2022-2023, sehingga dapat disimpulkan bahwa hasil penelitian ini “signifikan”.
PENGARUH PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE QUESTION STUDENT HAVE Novrianti Novrianti; Rayendra Rayendra
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 10, No 1 (2022): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/et.v10i1.119319

Abstract

The background of this research is the reality found in the field, namely at SMP Negeri 12 Padang, that the lack of motivation and concentration of students in learning, only some students dare to ask questions or express opinions in class, while other students only accept what is given by the teacher. Researchers see the conventional way of teaching teachers, where learning is only centered on the teacher, especially in social studies lessons, teachers are only motivated by textbooks, students only listen and take notes, at the end of learning students answer LKS, so there are still many class VII students who get results. low learning. To overcome this problem, one alternative that can be applied is to use a cooperative learning model of the Question Student Have type. This study uses a quantitative approach in the form of a quasi experiment. The population of the study was class VII students. The sampling technique was purposive sampling, namely class VII1 and VII3. The data collection technique used a test, in the form of objective questions and the data collection tool was a test question sheet. The data is processed by test (t-test). The results of the study obtained that the average value of the experimental group was 80.16, while the control group was 66.72. From the analysis of the t-test = 4.905 > t table = 2,000, at a significance of 0.05. There is a significant difference in student learning outcomes. It is concluded that the application of the Question Student Have Cooperative learning model has a high effect on student learning outcomes in social studies subjects.Keywords: Question Student Have; Learning outcomes; IPS.
Pengembangan Media Pembelajaran Interaktif Mata Pelajaran Dasar Desain Grafis Diah Agustrian; Faiza Rini; Thomson Mary
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 10, No 2 (2022): Inpress
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/et.v10i2.118676

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran di SMK Negeri 6 Mukomuko pada mata pelajaran Desain Grafis Dasar dalam proses pembelajarannya masih menggunakan metode dikte, dan tingkat pemahaman siswa yang masih kurang. Pemanfaatan pengembangan media ini dapat meningkatkan pemahaman dan pengetahuan siswa menjadi lebih baik di masa yang akan datang. Analisis dalam penelitian ini menggunakan metode R&D (Research and Development). Model yang digunakan adalah model pengembangan ADDIE. Media Pengembangan ini menggunakan validasi ahli media dan ahli materi, serta kepraktisan guru dan siswa. Berdasarkan hasil penelitian bahwa pengembangan media pembelajaran interaktif pada mata pelajaran desain grafis dasar dapat memudahkan guru dan siswa dalam proses pembelajaran dan dapat digunakan dimana saja. 

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