JTP - Jurnal Teknologi Pendidikan
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    231 research outputs found

    Development of Wetland Contextual Interactive Learning Media with Student Activity Monitoring

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    The purpose of this study was to develop a web-based interactive learning multimedia for statistics material for 8th grade. The material was presented with a contextual approach so that students could connect material concepts with real-life problems to instill an understanding of the material. Nothing that excels in this learning media was monitoring student activities while studying, such as student progress in learning the material, activities that have been and have not been carried out in the learning series, and monitoring of keyboard and mouse activities. Learning media was developed using the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Evaluation). The learning media functionality was tested using the Black Box method. Based on the results of testing all features, it could be concluded that the developed learning media application can function well with very high validity. Where the results of media validation were 90.3% and material validation was 87.5%. Furthermore, the developed interactive learning media is suggested to be able to display monitoring of activities that have been done by students in their respective accounts

    History Learning Innovation with Steam Approach

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    So far, history lessons are only textual in nature. For this reason, teachers must start preparing students to face the rapidly changing technological developments. Meanwhile, the need for human resources in the future is to be able to think analytically, collaboratively, and interdisciplinary. For this reason, this research will raise the application of STEAM through Project Based Learning as an innovation in learning history. Researchers use qualitative methods. First, reflection aims to bring students into the context of the problem and provide inspiration to students. At the research stage, more learning processes occur. In this stage, the teacher also guides the discussion more and determines whether students have developed conceptual and relevant understanding. The discovery stage connects research and information known in project preparation. Students begin to study independently and determine what is still unknown. At this stage, the students collaborate to find solutions. At the application stage, students test products made from previously determined conditions. The results obtained are used to improve the previous step. The final step is communication. The communication process is carried out to convey ideas. At this stage, the teacher and colleagues conduct a final assessment. In addition, teachers are also expected to be able to provide appreciation and constructive feedback. The results showed that STEAM in Project Based Learning for history learning proved to be effective in encouraging students' creativity, collaboration, and communication skills. However, this method requires careful planning. Some students are also not familiar with project learning

    Designing a Media Literacy Training Curriculum Framework for Junior High School Teachers

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    Being capable of media literacy is an important competence in the contemporary era characterized by widespread digitalization. Teachers play a vital role in integrating learning and imparting it in schools. However, due to the absence of media literacy training, their level of media literacy remains low. It necessitates a solution involving the creation of a training program by designing its curriculum beforehand. This study attempts to design a curriculum framework for media literacy training for teachers. The participants were junior high school teachers in West Java, with a total sample size of 381 teachers who used purposive sampling techniques. A design research method has been used to produce a prototype for research purposes. Research procedure refers to the three decisions that determine the design outcome, covering procedure design, problem analysis and solution design Data collected with questionnaires given to teachers and it has been analyzed using descriptive statistics with SPSS software 26. Results of this study provide a curriculum framework for media literacy training for junior high school teachers in West Java, including objectives, content, methods, and assessment. Its current training curriculum framework serves as a valuable reference point for enhancing the media literacy competence of teachers

    The Effect of Digital Literacy on the Risks of Children Dropping Out of School During the Covid-19 Pandemic

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    The Covid-19 pandemic has negative implications for all aspects of life, including aspects of education. It is feared that the transition to a distance learning system (PJJ) that adopts digital technology will reduce students' learning abilities  (learning loss) and potentially increase the risk of dropping out of school. This study aims to study the effect of digital literacy on the risk of dropping out of school for children aged 7-18 years during the Covid-19 pandemic. This study used a quantitative approach that using secondary data of Susenas 2021, Podes 2021, and IP-TIK 2021 publications with 250,921 samples of unit analysis being individuals aged 7-18 years with school status in the academic year (2019/2020) at the elementary to high school levels. Data analysis was performed using descriptive methods and multilevel binary logistic regression. The results of the analysis show that digital literacy as a proxy for digital access (use of mobile phones, computers/laptops, and internet access) has a negative significant effect on the risk of dropping out children of school. Childrens that have higher the digital literacy will have the lower the risk of dropping out children of school. The significant control variables were sex, school level, employment status of the head of household, length of schooling of the head of household, household expenditure quintile, and classification of residence. While the contextual (regional) variable that has a significant effect on the risk of dropping out of school is the information and communication technology development index (IP-TIK

    Development of the Life Skills Learning Model for Elementary School students as Strengthening the Pancasila Student Profile

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    This study aims to determine the development of life skills of elementary school students in social science subjects through the development of life skills education. Learning Social Sciences Education certainly gets the spotlight related to the role of the teachers and the conditions of the students. The teacher still holds power in learning, while students can only follow all directions given by the teacher. As a result, students only memorize and do the teacher's orders. Conditions like this must be changed because it is in accordance with the changing times in the kurikulum merdeka. Learning Social Sciences in schools at various levels of educational development needs to be based on aspects of the curriculum, philosophy and learning theory, as well as various aspects in accordance with the nature of social studies education.. This study uses a research and development (R & D) approach that begins with a preliminary study, followed by limited trials and wider trials, and ends with model validation tests. Limited trials and wider trials which were carried out repeatedly at an elementary school in Tegal City and accompanied by revisions at each trial; and model validation tests were carried out at three elementary schools as the experimental group and three elementary schools as the control group without the presence of the researcher. The focus of development is social studies learning carried out by teachers of class V SD in Tegal City. Data were collected by interview, observation, questionnaire, and learning achievement tests. The model design test is carried out through limited trials and wider trials. Validation of the model design developed using a quasi-experimental design. Data analysis was carried out descriptively, and t-test statistical analysis. The results of the study show that the life skill learning model in social studies learning has improved learning outcomes and students' life skills so that the profile of Pancasila is strengthened

    Development of Learning Media Based on Gamification of Hijayyah Letters in Elementary Schools

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    Post-pandemic learning activities, especially in elementary schools, have been carried out face-to-face learning. Before all face-to-face learning activities are implemented, all parties must have implemented limited face-to-face learning. Limited face-to-face learning is a learning process that is carried out face-to-face between students and a limited number of school educators/teachers. Limited face-to-face meetings are carried out with 2 sessions, namely the morning session and afternoon session with 1 class in each session ranging from 10-16 students by implementing students and teachers wearing masks while learning takes place, seating between students is provided distance by emptying 1 table, before and after learning takes place students are required to use hand sanitizers. This study aims to produce a gamification-based learning media that can be used as an independent learning medium so that students can learn without being assisted by anyone and this media can be played anytime and anywhere. The research model used is the ADDIE model. The ADDIE development model consists of five stages including analysis, design, development, implementation, and evaluation. This application was tested on 19 grade 1st elementary school students. This research was conducted from January to October 2022. The results showed that this learning media was of interest to Grade 1st elementary school students and received a very good response

    An Analysis of English for Young Learner Teachers’ Classroom Management

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    This current study was a case study that aimed to analyze EYL teachers' classroom management performance at Kolaka Regency, Southeast Sulawesi, Indonesia. Likewise, this study also explored the root problem behind its' limitation. As part of the methodology, five teachers were involved in the observation. All the instrument components were validated throughout the SPSS Program analysis. After the instrument was validated, the classroom interaction process was observed and recorded three times. In addition, the interview session was also gained to ensure the observation result. All the data were analyzed descriptively. The data analysis showed that the EYL teachers in Kolaka Regency had attempted effective planning, teaching technique, and student/teacher relationship simultaneously but not comprehensively. The study also found that the EYL teachers at Kolaka Regency knew the meaning of pedagogic competence as the upstream of classroom management and the effort to implement it. However, they may not be optimal due to their teaching qualities ability. Therefore, the study recommended that there must be much appreciation for EYL teachers. The study also suggested accomplishing a similar study in a larger context to support the EYL teacher's welfare policy

    Development of Android-Based Gamification Learning Media for Multiplication Material for Grade III Elementary School Students

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    The lack of practice questions given by the teacher resulted in students having difficulties in operating multiplication. This study aims to produce an android-based gamification application as a medium to support the learning process in operating multiplication material for third grade elementary school students. This development research uses the Rapid Prototyping model. The subjects involved in this study consisted of 2 material experts, 1 instructional design expert, 1 media expert, 3 students for individual trials, 9 students for small group trials, and 15 students for field trials. Data collection methods used are unstructured interviews and questionnaires. The gamification development process is carried out through 5 stages, namely (a) needs analysis and content analysis, (b) determining objectives, (c) building prototypes, (d) utilizing prototypes, (e) system installation and maintenance. The results of the expert review showed improvement, the results of individual trials and small group trials for all aspects received a positive response but there were 3 suggestions for improvement in the small group test, and the results of the field trial of 15 students had achieved a score above the minimum completeness criteria. Based on the results of this analysis, it can be concluded that Android-based gamification media can be used as enrichment for independent learning for third grade elementary school students

    The Use of Meaningful Learning in Distance Learning

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    This article aims to evaluate meaningful learning strategies in distance education. The application of meaningful learning is the emphasis of this class action research project with 32 respondents from class XI, in the application of meaningful Education using the principles of an advance organizer, progressive differentiation, integrative reconciliation, and consolidation in each learning activity. This study is classroom action research (CAR) conducted in two cycles. Data collection consisted of two research cycles: student activity data and student learning outcomes data. Student activity data was collected using observation sheets, while student achievement data was collected using the test method in each cycle. The criteria for grouping activities in each learning cycle use the ideal average and standard deviation. Sources of data include observations, questionnaires, and documentation for learning outcomes. The finding showed that meaningful learning model activities effectively increased student learning motivation. This can be seen from the increase in the average score of students on the test results; 67,15 in cycle 1 and 77,04 in cycle 2. The increase was also seen based on the results of the observations, which showed positive responses from students. From the results of the questionnaire, it is known that the average student perception score is 32.281 or 96%. This means that students positively respond to this learning model's application

    Teachers' Perspective towards Using the "Lets View" Application as Innovative Learning Media for Elementary Students in English Foreign Language Classroom

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    The advancement of technology has a significant impact on teaching English nowadays. One of the tools that can quickly provide access to language learning is a mobile device. Moreover, the rising use of mobile devices or Mobile Assisted Language Learning (MALL) has been closely linked to the role of EFL teachers. Hence, this study aimed to investigate teachers' perspectives towards using the "Lets View" application for elementary students in the EFL classroom. The study was conducted by implementing a qualitative method. The instrument used in this study was questionnaires and interviews. The subject of this study was six English elementary school teachers who teach using the LV application in a private school in Surabaya. The results showed that using the new learning media, such as the LV application in EFL classrooms, is very useful for teachers. It is due to that this application can use mobile phones or iPad as the second portable blackboard for teaching reading, writing, and vocabulary and giving quizzes for beginner-level students. The researchers also revealed four obstacles EFL teachers face when implementing the LV application: internet connection, time limitation, lack of teachers' competence, and lack of student's English skills. Besides, several ways to increase students' learning engagement include allowing students to raise their hands, playing the game on the application, and guessing English vocabulary by giving pictures that appeared on it. To sum up, teachers viewed the LV application as suitable media for learning English at school

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