JTP - Jurnal Teknologi Pendidikan
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Need Analysis of Mobile Learning Based on Problem Based Learning for Elementary School Student
Critical thinking skills of elementary school students still need to be considered again, especially in learning Social Studies. One way to improve students' critical thinking skills is by using Mobile Learning Social Studies learning media. This study aims to determine the needs analysis in developing Mobile Learning based on Problem-Based Learning in learning Social Studies in Elementary Schools where the products developed are expected to be able to improve students' critical thinking skills. The research was conducted at East Jakarta Elementary School with 30 students as research subjects. The research method used is Research and Development using the ADDIE approach including Analysis, Design, Development, implementation and evaluation. However, the implementation in this research only conducts the analysis stage to determine the analysis of student and teacher needs to develop mobile learning social studies products according to field needs. Data collection techniques used are observation, interviews and questionnaires. The results of this study are that the learning media used during learning still do not pay attention to the characteristics of students and the development of 21st century learning and learning models that are still fixated on classical learning models so that the development of PBL-based mobile learning media is needed
The Analysis of Students Needed in Digital Teaching Media
Digital teaching media has become an integral part of education in the industrial era 4.0, but most schools have not facilitated it properly. This study aims to analyze students' needs for digital learning media. This study is a cross-sectional survey research, where 661 junior high school students in East Java were involved in filling out a digital teaching media needs survey questionnaire. Based on the results of the analysis, digital learning media is needed by students, especially to make it easier for them to learn science material, make learning more fun, and increase motivation and science learning outcomes. Thus, the media needs to be implemented at the education level
Analysis of Natural Dye Batik Waste Management in Ciwaringin Village that is Integrated into Science Learning in Elementary Schools as an SDGs Program
Batik is a cultural heritage of Indonesia, this is recognized by UNESCO that batik is an Indonesian culture that must be preserved. But in reality, the development of the batik industry is inversely proportional, Impact on the environment where the batik industry uses a lot of synthetic dyes, which have a negative impact on the surrounding aquatic environment. The purpose of this research is to analyze the process of processing batik waste using natural dyes carried out by batik craftsmen in Ciwaringin village then the natural dye process can be integrated in science learning in elementary schools as one of the SDGs programs that utilize local potential and improve environmental conservation in the surrounding environment so that the waste produced does not damage the environment. The research method used is descriptive qualitative method, where data collection uses interviews, observation and documentation. Data analysis was carried out with three main stages, namely data collection through exploration, data reduction, analysis, and integration in science learning in elementary schools. The results showed that the analysis of waste treatment starting from the process of making natural dyes, the process of making batik and the results of coloring the resulting waste is very low in residual waste so that batik products using natural dyes can be analyzed in terms of local wisdom that can be integrated in science learning in elementary schools, this can be used as an SDGs program in elementary schools that has a positive impact on the environment. The implication of this research is an effort to implement education to create local wisdom and environmental preservation and stimulate student creativity in creating art products that have SDGs sustainability values
Developing a Gamified Digital Learning Media to Cultivate Singing Skills for Junior High School Students
Digital learning media based on gamification is rarely found in singing education, yet the impact of utilizing such learning tools cannot be underestimated. Therefore, this study aimed to develop a gamified digital learning media product for cultural arts education in junior high schools. The research adopts a Research and Development (R&D) approach using the ADDIE model, focusing on the development and validation process of gamified digital learning media suitable for educational purposes. The research subjects consist of media experts, content experts, and cultural arts teachers from State Junior High School 3 Grogol, Sukoharjo. Data collection techniques involve a media validation questionnaire, which is then analyzed using percentages and described to provide an overview of the suitability level of this gamified media. The research results indicate that the average validation results obtained from media experts I and II are 86%, while the average results from content experts I and II are also 86%. After being validated by the cultural arts teachers, the gamified media received an average total score of 87% from three teachers, all falling under the 'very good' qualification. Therefore, based on the assessments of media experts, content experts, and teachers, it is concluded that the gamified digital learning media product is categorized as 'suitable' for use as an alternative cultural arts learning media in State Junior High School 3 Grogol. The existence of this appropriate media undoubtedly stands as an innovative learning tool, incorporating gaming elements to enrich the process of singing skills
Field Work Practice Monitoring System to Support Practical Activities for Vocational High School Students
Internship (INTERNSHIP) is an important part of the vocational education curriculum in vocational high schools, including SMK Negeri 1 Gesi. However, its implementation often faces various obstacles, such as inefficient communication, delayed reporting, and difficulties in monitoring student progress. To address these issues, an Internship monitoring system has been developed with the aim of optimizing the learning process. Therefore, this research aims to develop a internship monitoring system that is suitable for use by vocational high school students to support their activities. The research method applied in this study is research and development adopting the Alessi & Trollip model. The research subjects include software/media experts, content experts, and teachers. Data collection is carried out using observation, interviews, and questionnaires. The data obtained from the research is then analyzed qualitatively descriptively and quantitatively in terms of percentage. The research results show that in the alpha testing phase, the internship monitoring system product received a High Validity qualification from experts. Based on these results, it can be concluded that the internship monitoring system product deserves the category of high feasibility to use as an application or system to support a series of internship activities, both for teachers and students
The Effectiveness of Peer Assessment in the Education Curriculum of Health Workers: A Scoping Review
Peer Assessment has the advantage of providing effective feedback, improving social interaction between individuals, and improving the overall quality of learning. This research was conducted to explore scientific evidence regarding the benefits and challenges of peer assessment implementation, as well as to understand its impact on professional competence and learning quality. This research will help optimize the use of peer assessment in the education curriculum of health workers. This study aims to analyze the effectiveness of peer assessment in learning the health education curriculum. This study uses the scoping review research method to analyze various research sources related to the same topic. The research question is based on mnemonic Population, Exposure, and Outcome (PEO). The results of the article review were obtained from the synthesis of three main ones: the benefits of peer assessment, the implementation of peer assessment, and the impact of peer assessment. The articles are from various developed countries (United Kingdom, Singapore, Netherlands, and Belgium) as well as developing countries such as (Indonesia, and Turkey). Peer assessment in the midwifery curriculum has been proven to significantly improve the quality of learning and student competence. In addition, the use of peer assessment facilitates interactive and in-depth learning, so that students are actively involved in the evaluation process in the form of feedback to improve clinical and interpersonal skills
Development of Learning Management System with Gamification Approach for Project-Based Learning
This study focuses on the development of the Learning Management System for Innovation in Graphic and Visual Media with a gamification approach in the context of teaching the Graphic and Visual Media Innovation course. Currently, learning management utilizes the SIPEJAR Learning Management System (LMS) and the Progress Report Card (PRC), but their separate existence poses challenges to efficiency and effectiveness. Students are required to monitor their own learning resources and track their learning performance through the PRC. The optimal learning environment would be one in which all learning resources and progress are accessible in a single, integrated platform, allowing for convenient access from any location at any time. The objective of this research is to develop a Learning Management System (LMS) that incorporates gamification elements into project-based learning. Research design employed is Research and Development (RnD), adopting the Web-Based Instructional Design model. The sample for this research is composed of 134 students. The research was conducted between October and December. The data collected for this study is quantitative data obtained using the Technology Acceptance Model questionnaire and the level of student engagement in the learning process. The result is that students perceive the IMGV LMS as a beneficial addition to their learning experience. The LMS enables students to monitor their performance in the final course project and access assignment materials in a centralized location. Additionally, the LMS facilitates knowledge acquisition through the incorporation of quizzes, which are designed to engage students in a competitive learning environment
The Effect of Organizational Justice and Organizational Commitment on Teacher Performance with Job Satisfaction as a Mediator in Private Elementary Schools
The purpose of this study is to determine the influence of organizational justice and organizational commitment on teacher performance with job satisfaction as a mediator in Cilegon City Private Elementary School. In this study, a quantitative method is used, where variables are measured using a Likert scale. The data collection method was carried out by distributing questionnaires. The population in this study is private elementary school teachers in Cilegon City. The sample used in this study amounted to 200 respondents. The analysis tool used in this study uses Smartpls v.3.2.9 software. Based on the results of the data analysis, it can be concluded that (1) organizational justice has a positive and significant effect on teacher performance, (2) organizational commitment has a positive and significant effect on teacher performance, (3) organizational justice has a positive and significant effect on job satisfaction, (4) organizational commitment has a positive and significant effect on job satisfaction, (5) job satisfaction has a positive and significant effect on teacher performance, (6) job satisfaction can mediate the relationship between organizational justice and performance (7) job satisfaction can mediate the relationship between organizational commitment and teacher performance significantly
Innovative Project-Based Learning Video Tutorial Media: Development and Its Effect on Students Collaborative Skills
Mastery of the 4C skills (Critical Thinking, Communication, Collaboration, Creativity) is essential for success in 21st-century education. However, the persistent challenges in developing collaboration skills highlight a critical gap in current educational practices. This research seeks to develop a Project-Based Learning (PjBL) video tutorial and assess its impact on enhancing students' collaboration skills in high school biology education. Using a Research and Development (R&D) design based on the Alessi & Trollip model, the study involved two media experts, two content specialists, three teachers, and twenty-nine students as participants. Data were gathered through observations, interviews, and questionnaires, and analyzed using the N-Gain technique to evaluate improvements in collaboration skills, alongside descriptive percentage techniques to assess the feasibility of the video media product. The urgency of this research lies in addressing the limitations of traditional teaching methods, which often fail to foster active collaboration among students. Findings from the planning phase, including interviews with biology teachers, revealed a lack of collaborative interaction in conventional classroom settings. In response, a video tutorial was developed to enhance teamwork and collaboration during project assignments. Expert validation yielded a high feasibility score of 85.3%, and user testing showed excellent results with an average score of 83.7%. The video tutorial achieved an N-Gain value of 0.52, categorized as moderate, indicating a significant improvement in students' collaboration skills. This research is significant as it provides a practical, scalable solution to improve collaborative learning through innovative media in biology education. Further studies are recommended to expand the development of PjBL-based videos for other subjects and to investigate their long-term impact on 21st-century skills
Exploring High School Students' Mathematical Reasoning in Geometry Using GeoGebra-Assisted Problem-Based Learning
The significance of mathematical reasoning in mathematics instruction and the substantial incidence of inadequate mathematical reasoning among high school students prompted this study. This study intends to explore the mathematical reasoning of high school students about three-dimensional geometry using the GeoGebra-assisted Problem-Based Learning (GPBL) model. This research applied a quasi-experimental design including a non-equivalent pretest and posttest control group. The subjects of this research were specifically 12th-grade students from an upper secondary school in Subang. The research contained two classes, with 27 students as the experimental group and 27 as the control group. Interviews were conducted to identify the factors that explain students' difficulties in solving mathematical reasoning problems concerning three-dimensional geometry. The findings indicated that (1) overall, the enhancement of mathematical reasoning among students utilizing the GPBL model was significantly higher than that of students implementing the conventional learning model; (2) referring to students' prior mathematical ability (PMA), the enhancement in mathematical reasoning for students in high, medium, and low PMA groups utilizing the GPBL model was significantly higher than that of students implementing the conventional learning model; (3) the main obstacle discovered by students to solving mathematical reasoning problems involving three-dimensional geometry is their struggle in visualizing problems in a three-dimensional context. GeoGebra assists students in visually constructing three-dimensional geometry problems and evaluating the outcomes of algebraic algorithms with 3D graphical representations