JTP - Jurnal Teknologi Pendidikan
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Development of Android-Based Gamification Learning Media for Multiplication Material for Grade III Elementary School Students
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
Metaverse-Based Learning in the Digital Era
Digital disruption in the world of education refers to the impact of technology on traditional education systems and models, where the current education system is felt to need to be adjusted to the progress of the times and the needs of students. The business model of education in this digital era requires the innovation and creativity of teachers. After the Covid 19 pandemic, in addition to providing challenges in the world of education, it also provides an opportunity where students and educators are accustomed to online learning applications, teleconference applications, or collaboration applications that were previously not or rarely used by the world of Education. Many apps have been created to make online learning easier. Metaverse has been around since 2010, but due to the pandemic, the use of metaverse in learning is again being used with the development of Virtual reality, extended reality, and augmented reality technology. These three technologies can display a virtual environment just like the original environment. The method used to design metaverse-based learning is to use the ADDIE research and development model while learning development follows the stages of the Dick and Carey model. The results of field trials using survey methods and experiments on 20 junior high school students for one semester using the metaverse, resulted in a score of 4.82 with the conclusion of excellent learning material, students felt very happy, motivated to complete tasks, and always followed the learning stages designed in the form of games. Implementing the metaverse in learning can increase student engagement, creativity, technology skills, collaboration, and interaction as well as improve learning experiences that are more fun and engaging
Development of Audio-Visual Media on the Physical Motor Development of Students in Big Kindergarten
This study aims to determine the effect of the development of audio-visual media on the motor-physical development of students in BIG Kindergarten. This study involved early childhood students aged 5-6 years as participants. An audio-visual-based online learning approach was used in this study to introduce students to interesting physical activities and support the development of their motor skills. This research method use appropriate methods. The proposed solution is the use of audio-visual media which contains games as access to learning materials to develop children's gross motor skills. LCD/Projector is used to display learning videos. The results showed that the audio-visual media developed, including jumping over shapes, hot ball cold ball, cloth rolling ball, light ball, stepping on a tiger's tail, kangaroo ball game, and motion exercises and songs, had a positive influence on students' physical-motor development. Assessments from physical education experts, sports experts, and teachers show that this media gets a high score in the very good category. Based on the results of this study, it can be concluded that the development of audio-visual media in learning gross motor skills has a positive impact on the physical-motor development of early-age students. This media also received a positive response from students and educators, indicating a higher level of motivation and involvement in sports learning. This research contributes to the development of an innovative and effective learning approach in improving gross motor skills of early childhood students
Development of a Game-Based Science Learning Model Oriented to Papuan Local Culture for Grade IV Elementary School Students
The purpose of this study was to develop a game-based science learning model oriented towards local Papuan culture for fourth grade elementary school students that was appropriate and effective. This study uses a qualitative approach with the R & D (Research and Development) research method which collaborates 3 development models namely the first step of the Borg & Gall model, the Dick & Carey model, and the Lee & Owen model. Data analysis was carried out through formative evaluation and effectiveness testing with the t test. The results of the formative evaluation show that the average feasibility test for material experts, instructional design experts, and media experts is 3.93 with good conclusions, one-to-one evaluation with students obtains an average of 3.05 with good conclusions, the small group evaluation obtains average 3.43 with very good conclusions, and the field trial evaluation obtained an average value of 3.61 with very good conclusions, so it was concluded that the Papuan local culture-oriented game-based science learning model for fourth grade elementary school students was very good. Testing the effectiveness of developing a Papuan local culture-oriented game-based science learning model for grade IV elementary school students was tested through the t-test. The results show the value of Sig. (2-tailed) of 0.000 <0.05, then there is a significant difference between science learning outcomes on the pretest and posttest data, so it can be concluded that the Papuan local culture-oriented game-based science learning model is effective for improving learning outcomes for fourth grade elementary school students
Ascertaining Curriculum Relevance through Web-based Tracer Study
This article aims to describe the relevance of alumni's field of work with the curriculum of the Indonesian Literature Study Program, Faculty of Teacher Training and Education (FKIP), Universitas Jambi. The research object was Indonesian Literature alumni who responded with a total of 86 respondents. The data collection technique was carried out by sharing the questionnaire link via the study program website https://sastraindonesia.unja.ac.id/ to 86 Alumni. The data in this research were analyzed using a descriptive approach. The findings show that graduates have worked with a high level of job suitability (41.9%). It indicates that the relevance of the curriculum to world needs is quite appropriate. The findings also show that most of the respondents worked as private employees. It can be concluded that the Indonesian Literature Study Program needs to equip graduates with recognition of competencies in certain fields for students. A certificate or competency certificate will be an added value for graduates to compete in the workplace
Development of an Interactive Ebook to Improve Cultural Literacy and Citizenship in Class VIII Junior High School Students
Cultural and civic literacy is one of the important literacies for junior high school students to have. The aim of this research is to develop an interactive ebook that can increase cultural and civic literacy in class VIII students. The research method uses the Richey and Klein model, namely Research, Design, Production and Evaluation. The participants in this research consisted of seven students and one class VIII teacher at CLC SMPT Lumadan Beaufort, Sabah, Malaysia. The data analysis technique uses quantitative descriptive analysis techniques. The research results show that based on the results of the media validator and ebook material validator it is very valid to be used as a learning medium. Based on the results of the pretest and posttest, there was an increase in students' cultural and civic literacy results. This proves that the interactive ebook created is effective and efficient. Effective because it can increase cultural literacy and citizenship in class VIII students significantly and efficiently because it does not require a long time in the improvement process, namely within one month after using the product in classroom learning
Model of The 21st Century Vocational Teacher Competency Development
The development of Information and Communication Technology (ICT) had changed our lives profoundly. The period known as the industrial revolution had forced various changes in all fields of knowledge. In facing the era of the industrial revolution 4.0, Human Resources development became an important factor. Human resources, mainly Vocational High Schools (Sekolah Menengah Kejuruan/SMK) graduates were one of the spearheads to fulfil the needs of the industrial worlds. To achieve this goal, it was necessary to improve the quality of education. Teachers, as one of the main components in the process of increasing the quality of human resources, were required to be professionals in their fields and possess competencies according to the needs of the times. In efforts to improve the quality of the education field, developing teacher competency is a top priority. The purpose of this study is to examine the theories and models of teacher competencies and their development, especially vocational teachers. This study used a literature review method. The initial study was conducted by examining and considering the results of previous research related to the competence of vocational teachers, then proceeded with the study of theories and models of teacher competencies and their development. The results of this literature review lead to a conceptual framework for the development of vocational teacher competencies. The conceptual framework offered can be used as a basis for reference and guidance for further studies conducted by researchers in the future
History Learning Innovation with Steam Approach
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
Ability to Solve Complex Social Problems of Prospective Teachers according to Gender and Computational Thinking
Entering the 21st century, computational thinking has become a basic skill that all students must have. This research aims to determine gender differences in learning outcomes to solve social problems, differences in students' levels of computational thinking by gender, and the influence of students' levels of computational thinking on learning outcomes in solving social problems. This research uses a descriptive verification method with a quantitative analysis approach. The number of research subjects was 256 students, who came from the Faculty of Teacher Training and Education, Sebelas Maret University. The quantitative data analysis used is based on the results of computational thinking ability tests using the Wilcoxon Test. Further analysis of this research uses K-Means for clustering, while analysis of the relationship between variables uses Spearman's rho. This research shows that there is an influence of gender on learning outcomes for solving social problems, there is no significant relationship between students' level of computational thinking and gender, and there is a significant influence of students' level of computational thinking on learning outcomes for solving social problems. The results of this research show that the two factors above play a large role in influencing student learning outcomes. This capability works in synergy with the computational level of thinking. With the right efforts, growing computational thinking skills can improve students' ability to solve various learning problems
Use of Virtual Tour Media Based on Lebak Local Products in Social Studies Learning in Elementary School
The virtual tour media based on Lebak local products is designed as an alternative learning media in social studies subjects. Given the situation and conditions at school show that teachers still teach naturally and have not creatively used learning media. The purpose of writing this article is to describe the use of virtual tour media based on Lebak local products in social studies learning so that learning is more meaningful and achieves goals. This research uses quantitative methods with survey techniques and observations of 100 respondents. The data collection technique used a questionnaire distributed to teachers. The results of this study indicate that the use of virtual tour media based on Lebak local products can encourage meaningful learning and achieve learning objectives such as describing Lebak local products including batik cloth, Baduy dyed and woven cloth, crafts, palm sugar and emping as part of the natural wealth and potential of the area where students live, thus encouraging active participation, creativity of students in social studies learning