cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kab. sleman,
Daerah istimewa yogyakarta
INDONESIA
Jurnal Inovasi Teknologi Pendidikan
ISSN : 24070963     EISSN : 24607177     DOI : -
Core Subject : Education,
Jurnal Inovasi Teknologi Pendidikan is a scientific journal which publishes and disseminates the results of researches, deep studies, innovative thinking or work in educational technology. The focus of the journal is innovative works on the development of educational multimedia and e-learning which are effective in giving positive contributions to schools and educational institutions.
Arjuna Subject : -
Articles 222 Documents
Kendala siswa dalam mengatasi kesulitan belajar Trigonometri: Youtube sebagai sumber belajar Matematika Rahmad Sugianto; Akhsanul In’am; Mohammad Syaifuddin
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (700.313 KB) | DOI: 10.21831/jitp.v9i3.52089

Abstract

YouTube platform video-sharing sebagai sumber belajar pada semua mata pelajaran yang sesuai topik yang dicari. Tujuan pada penelitian ini adalah untuk mengetahui bagaimana cara mengeksplorasi kanal Youtube sebagai sumber belajar siswa pada mata pelajaran matematika materi trigonometri di kelas X SMA. Jenis penelitian deskriptif kuantitatif, instrumen yang digunakan adalah angket eksplorasi materi trigonometri dengan skala likert. Populasi yang digunakan adalah seluruh siswa di SMA dengan jumlah 500, dengan kelas X sebagai sampel menggunakan metode slovin yaitu 80 orang. Teknik pengumpulan data yang digunakan berupa angket yang dibagikan kepada siswa dengan google form menggunakan fitur survey. Instrumen yang dikembangkan telah divalidasi dan diuji tingkat reliabilitasnya oleh 2 dosen dan 2 praktisi menggunakan uji Q-Cochran baik dari segi muka dan isi. Hasil skor uji test untuk validasi pada statistik Asym.sig menunjukkan nilai sebesar 0.417, dan skor 0.724 untuk tingkat reliabel dengan kategori sangat tinggi. Hasil dari penelitian ini mengeksplorasi kanal Youtube sebagai sumber belajar siswa pada trigonometri.  Hasil angket pada penelitian menunjukkan bahwa 81,65 % menggunakan kanal youtube sebagai sumber belajar tambahan untuk menyelesaikan tugas pada materi trigonometri dengan kategori sangat positif.YouTube is a video-sharing platform as a learning resource in all subjects that match the topics you are looking for. This study aimed to discover how to explore the YouTube channel as a learning resource for students in trigonometry in class X SMA. In this type of quantitative descriptive research, the instrument used is an exploratory questionnaire on trigonometry material with a Likert scale. The population used was all high school students with a total of 500, with class X as the sample using the Slovin method, namely 80 people. The data collection technique used is in the form of a questionnaire which is distributed to students with a Google Form using the survey feature. The developed instrument has been validated and tested for its reliability level by two lecturers and two practitioners using the Q-Cochran test in terms of face and content. The results of the test scores for validation on the Asym.sig statistics show a value of 0.417 and a score of 0.724 for a reliable level with a very high category. The results of this study explore the Youtube channel as a source of student learning in trigonometry. The questionnaire results in the study showed that 81.65% used the YouTube channel as an additional learning resource to complete assignments on trigonometry material in a very positive category.
How STEAM is a Chemistry textbook for class XI of a public high school in Surakarta Durrotunnisa Fathia Rahma; Sri Retno Dwi Ariani; Mohammad Masykuri
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.792 KB) | DOI: 10.21831/jitp.v10i1.52018

Abstract

This study aims to analyze the content of the STEAM aspect in the chemistry textbook for class XI. The research method used is descriptive qualitative. Data collection in this study used content analysis techniques. The sampling technique used is purposive sampling. The data sources used are the Chemistry Book for SMA/MA Class XI Specialization in Mathematics and Natural Sciences published by Erlangga in 2016 as book A, Experiment-based Chemistry Student Book published by Tiga Serangkai in 2014 as book B, and Chemistry Student Books for SMA/MA Class XI publisher Intan Pariwara in 2016 as book C. Basic Competencies analyzed in the three books, namely Hydrocarbon Compounds and Petroleum represent KD which are conceptual-theoretical, Reaction Rate represents KD which is mathematical, and Chemical Equilibrium represents KD which is abstract-complex. The results showed that books A, B, and C already contained all aspects of STEAM in various basic competencies. The contents of STEAM aspects in book A are 80 statements, book B are 85 statements, and book C are 121 statements. In Books A and C, the aspects of STEAM that are mostly covered are the mathematical aspects, while the aspects that are mostly published in Book B are the science aspects. The aspects of STEAM that are least contained in books A and B are the artistic aspects, while in book C are the technical and artistic aspects. Thus, in books A, B, and C, the artistic aspect has a low amount of load. Research on the content of STEAM and HOTS aspects needs to be carried out in more depth with a different approach regarding the integration of STEAM and HOTS aspects, especially in textbooks and other learning resources.
Design of a participatory blended learning model in partnership with schools and parents of elementary school students Deni Hardianto; Unik Ambar Wati
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.337 KB) | DOI: 10.21831/jitp.v9i3.57615

Abstract

Desain model pembelajaran untuk membangun kemitraan sekolah dan orang tua siswa belum banyak dikembangkan, sementara dalam banyak literatur ditemukan bahwa partisipasi orang tua dalam proses pendidikan di sekolah sangat berpengaruh pada hasil belajar siswa. Penelitian ini bertujuan menghasilkan desain model pembelajaran blended-partisipatif kemitraan sekolah dan orang tua siswa SD yang layak dan praktis untuk diterapkan. Metode penelitian dan pengembangan yang digunakan untuk menghasilkan desain model pembelajaran yaitu metode pengembangan model ADDIE. Teknik pengumpulan data menggunakan angket, sedangkan analisis data menggunakan analisis deskriptif-kuantitatif. Hasil pengembangan tersusun model pembelajaran blended-partisipatif kemitraan sekolah dan orang tua siswa SD yang layak dan praktis berdasarkan hasil validasi pakar dengan skor rerata 3.50. Penilaian pakar materi kemitraan sekolah dan orang tua yaitu 3,79 atau sangat layak sementara penilaian pakar pembelajaran terhadap desain model pembelajaran blended mendapat skor 3.81 atau sangat layak untuk diimplementasikan. Hasil uji kepraktisan yaitu diperoleh skor 3,64 atau sangat layak. Rekomendasi penelitian ini berupa penerapan desain model ini di seluruh sekolah dasar dengan karakteristik sekolah yang relevan.The design of learning models to build school partnerships with students' parents has yet to be widely developed. At the same time, in a lot of literature, it is found that parental participation in the educational process in schools greatly influences student learning outcomes. This study aims to design a participatory blended learning model in partnership between schools and parents of elementary school students that is feasible and practical to implement. The research and development method used to produce a learning model design is the ADDIE model development method. Data collection techniques use questionnaires, while data analysis uses descriptive-quantitative analysis. The development results are a decent and practical blended-participatory learning model based on the results of expert validation with an average score of 3.50. The material expert's assessment of school partnerships and parents was 3.79 or very feasible. In contrast, the learning expert's evaluation of the blended learning model design received a score of 3.81, or very viable to implement. The practicality test results obtained a score of 3.64 or very feasible. The recommendation of this research is the implementation of this model design in all elementary schools with relevant school characteristics.
Development of Android-based landslide disaster mitigation learning media for disabilities elementary school Aulia Qisthi Rosyada; Dias Aziz Pramudita; Ika Candra Sayekti; Siti Azizah Susilawati
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (651.934 KB) | DOI: 10.21831/jitp.v10i1.52575

Abstract

The Klaten Regency area is included as a disaster-prone area. One of the disasters that often hit this district are landslides. This increases the risk that human safety is threatened, especially for people with disabilities. This condition will get worse if they do not have education about disaster mitigation. This study aims to develop an Android-based landslide disaster mitigation medium for elementary school disabilities. This media uses three types of software: Kodular to create Android applications, Blender to create 3D animations, construct to make games, and FlipPDF to create e-books. This study used the Research and Development (RD), research method in conjunction with a waterfall process development model. To get the feasibility results, this medium was tested on experts and users, the first being tested on two media experts, with a percentage result of 88.8%, so that it was declared very feasible. The second was tested on two e-book material experts with a percentage of 98.5%, so it was declared very feasible. The third was tested on two video material experts with a percentage of 98.94%, so it was declared very feasible. The fourth was tested on users and got a percentage result of 78.4%, so it was stated that this medium was appropriate.
Development of digital teaching material in the South Sumatra traditional games course Taruni Suningsih; Rukiyah Rukiyah; Rindang Senja Andarini
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (437.691 KB) | DOI: 10.21831/jitp.v10i1.54862

Abstract

The advances in technology and information development are increasingly rapid is a great potential that learners can utilize to improve the quality of learning. It is consistent with the characteristic of students as active users of digital technology. So, lecturers need to make updates to improve the quality of learning. One of them is by providing teaching material according to the needs of students. This study aims to develop digital teaching material for the South Sumatra Traditional Games course at the Study Program of Early Childhood Education Teacher Education, Faculty of Teacher Training and Education, Sriwijaya University. This study used the ADDIE Research and Development (RD) method with five stages: analysis, design, development, implementation, and evaluation. Data collection techniques were carried out through interviews, questionnaires, and tests. Data analysis techniques using quantitative and qualitative data analysis. The results showed that the evaluation of digital teaching material products that experts had carried out showed that the material aspect scored 87,5% in the Very Good category, the language aspect scored 85% in the Very Good category, and the media aspect scored 92,5% in the Very Good category. Based on this evaluation, it can be concluded that the digital teaching material in the developed South Sumatra Traditional Games courses are valid, feasible, and practical to be used in the learning process. Research can be continued by developing interactive digital teaching material. 
Development of integrated STEM education learning units to access students' systems thinking abilities Bevo Wahono; Arinal Husna; Slamet Hariyadi; Yenny Anwar; Meilinda Meilinda
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (339.259 KB) | DOI: 10.21831/jitp.v10i1.52886

Abstract

This research aims to develop a Biology Science learning unit based on Science, Technology, Engineering, and Mathematics (STEM) that is valid, practical and effective in accessing students' system thinking skills. The topic ,of the Biology Science learning unit is the water cycle. The development used the ADDIE model research and development for the research method. The research subjects were 32 grade VII students from State Junior High School in Jember. The research findings showed that the average validation result of STEM-based learning units was 95.3%. These can be considered valid. The Paired Sample Test result is 0.001 or less than 0.05, so there is a significant difference between the pretest and post-test results. The average effectiveness test score is 0.73, higher than the typical gain test score, and the results include the high criteria. Finally, the average percentage of practicality tests is in the high category of 89%.  System thinking skills are needed in learning activities to describe and solve a problem using integrated STEM education. Therefore, the STEM-based learning unit on the water cycle topic could be applied in the learning process to acquire students' system thinking abilities in the Biology Science learning unit. Finally, assessing student responses during the learning using this learning unit is pivotal for future research.
Effectiveness of blended learning implementation for algorithm and programming course Yuricha Yuricha; Irwan Kurnia Phan
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (594.186 KB) | DOI: 10.21831/jitp.v10i1.54707

Abstract

Algorithm and programming is a prerequisite course at the beginning of the semester, which not only requires an understanding of the basic concepts but also how these concepts can be implemented using a programming language. However, 72% of students have never studied programming at all. This is a challenge for teachers to be able to achieve learning objectives. This study aims to describe the learning design using the Blended Learning model so that its effectiveness can be measured in increasing student understanding in algorithms and programming courses. This research is Classroom Action Research (CAR) with a one-group pre-test post-test design for seven cycles implementing Blended Learning. Through the Wilcoxon Signed Rank test, it was found that there is an average of 92% increase in student understanding from the pre-test to the post-test.  Therefore, the application of Blended Learning needs to be done and provides mature readiness for students during face-to-face meetings and teachers can evaluate learning outcomes more quickly and determine the direction of further learning actions.
Effect of Zoom fatigue on health and learning loss in students during the COVID-19 pandemic Angga Aditya Permana; Adhi Kusnadi; Anggita Nauli Marpaung; Elisabet Dela Marcela; Natasya Yuasan; Syifa Fauziyah
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (502.952 KB) | DOI: 10.21831/jitp.v10i1.52930

Abstract

Covid-19 pandemic causes all face-to-face activities converted to distance or virtual meetings, including educational learning system. These days, the majority educational institutions in Indonesia still implement distance learning via video conference platforms. This primary research aims to discover how Zoom Fatigue affects health and causes learning loss in university students across Java. The methodologies used in this research are qualitative and quantitative. To specify this research, the population is set to students who study at several universities in Java, with 50 samples being Multimedia Nusantara University students and the other 50 sample are being students from other universities in Java. The techniques used to collect data are observation and questionnaire via Google Forms. After analyzing responses, the result shows that most students experience health issues such as eyesight issues, exhaustion, and saturation. Moreover, most students also go through some issues when it comes to the learning process, they experience a decrease of learning motivation and have trouble concentrating. Nevertheless, their academic records are stable and some even stated that their grades are increasing when compared to face-to-face learning systems, this fact shows that in-class learning is not the only source of information used by students to support their academic performance, but there are other sources of information such as internet where students can look up information from online article and scientific journals.
Research on the implementation status and improvement strategies of cloud classroom personality teaching in elementary schools Li Xiang Mao; Sri Leny
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (299.75 KB) | DOI: 10.21831/jitp.v10i1.52458

Abstract

Currently, the development of students' personality and the cultivation of innovative talents are regarded as an important task of education for each country, the personalized teaching has become the goal of the new curriculum reform in China. With the continuous development of cloud computing technology, network cloud platform education resources are being used more and more in the teaching process, the " personalized teaching of the cloud classroom" in primary schools has gradually become the highlight for the reform and research of the basic education in Nanjing. Since it was officially launched in 2010, Nanjing has 1380 high-quality courses in the cloud classroom, trained 775 backbone teachers, explored new teaching models, accumulated a wealth of teaching cases. At the same time, in the implementation process, it also faces many problems and challenges related to educational concept, technology and application. This study use the literature design and case study method to define the relevant conceptss in analyze the teaching. The result of this study shown that the use of cloud classroom teaching can provide teachers visual expression tools for the smooth implementation of teaching, reduce the teaching burden of teachers, and provide students with a teaching environment rich in pictures and texts, stimulate learning interest and improve learning efficiency.
Design of air conditioner (AC) system simulator on cars to improve student competence Nuzul Hidayat; Ambiyar Ambiyar; Wakhinuddin S; Muslim Muslim; Wawan Purwanto
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i1.55758

Abstract

The purpose of this study is to design a simulator for a car air conditioning system as a learning medium, so that the learning objectives can be achieved properly and in accordance with the expected competencies. This design uses an electric motor drive to drive the AC system compressor so that it is easier to operate and does not produce air pollution and is made with a design that can be moved easily by having sturdy wheels. The electric motor is also equipped with an inverter that can adjust the rotation of the motor as in the conditions of a real car engine. This research model uses Research and Development which includes the stages: problem analysis, seeking information, designing a model, validating the design, evaluating the model, testing the model, revising the model, wider testing, finalizing the design. The results obtained are the creation of an AC simulator that has been validated by experts in terms of media and material in the very feasible category, then from the user side with 25 respondents giving a value in the very feasible category for use in learning. The increase in competency occurred by 23.90% with a comparison of the pretest value with the posttest value.