JTP - Jurnal Teknologi Pendidikan
Not a member yet
427 research outputs found
Sort by
Implementation of Adaptive Management To Improve The Quality of Process Standards In Inclusion Schools
Process standards are needed to improve and improve the quality of education. Inclusive schools as educational units are required to use national process standards, so that problems arise in the learning process for students with special needs. In order to provide equitable education services and to carry out effective and efficient learning, inclusive schools must be able to adapt learning to the needs of students with special needs. This study aims to determine the application of adaptive management in improving the quality of the standard process of inclusive schools. This research was conducted at SDIT Al Aufa Bengkulu City. This type of research is qualitative research, the research informants are school principals, deputy principals and teachers, the number of research informants is 31 people taken using a purposive sampling technique. Data collection is done through interviews, observation, and documentation. Data were analyzed using Miles and Huberman's model. The results of the study can be concluded that the implementation of adaptive management to improve the quality of the standard process of SDIT Al Aufa inclusive schools has been implemented properly, which is carried out in 4 forms of activities, namely: 1) lesson planning, 2) learning implementation, 3) learning evaluation, and 4) supervision learning. The process standards implemented at the SDIT Al Aufa inclusive school use national standards for regular students and school standards for students with special needs. It is hoped that inclusive schools will continue to encourage the development of an adaptive management system in every academic and non-academic process
The Effect of Student Engagement on Boarding School Students' Online Learning Achievement
Boarding school students must participate in online learning due to the COVID-19 pandemic. Student engagement is an important aspect that must be considered in online learning. This study aims to determine: (1) the level of student engagement of boarding school students, (2) to investigate the effect of simultaneous behavioral engagement, emotional engagement, and cognitive engagement on learning achievement, and (3) to determine the relationship between behavioral, emotional and cognitive engagement with learning achievement, (4) to measure the relative and effective contribution of behavioral, emotional and cognitive engagement on learning achievement. This research is quantitative research with an ex post facto type. 182 boarding school students participated in this study. The data collection instrument used is the engagement scale from Fredricks & McCloskey. Data processing using descriptive and inferential statistics. The inferential test used is multiple linear regression and Pearson correlation. This study’s results indicate a significant influence between behavioral, emotional, and cognitive engagement on the learning achievement. The influence of these three variables on learning achievement is 46.7%. While the results of the correlation test showed that there is a significant relationship between the variables of behavioral, emotional, and cognitive engagement in learning achievement
School Self Evaluation Concepts in The Context of Program Evaluation Mobile School
Evaluation of the driving school program is important in proving the success or failure of the program. The stages in the evaluation of driving schools consist of the initial program evaluation stage, the mid-program stage and the final program stage. Driving schools must prepare themselves to face the evaluation process according to the intended stages. Self-evaluation is one of the alternative choices that schools can make to assess the school's self-assessment in achieving the driving school program in order to take steps to change on an ongoing basis in order to achieve the goals of the driving school program as stipulated. This research is a descriptive research carried out using the library research method using content analysis (content analysis). Based on information obtained from the literature related to the concept of school self-evaluation, program evaluation and school performance according to the results of the analysis, school institutions through the concept of self-evaluation with an action research approach can be carried out through the stages of preparation, data collection, formulation of evaluation results, planning and implementing change plans . School self-evaluation with this approach can be carried out repeatedly so that significant changes can be made in order to realize improvements so that the results and impact of the driving school program can be felt
The Effect of Direct Instructions Strategy Integrated Computational Thinking and Prior Knowledge on Critical Thinking and Problem-solving
In the current digital era, critical thinking and problem-solving skills are becoming increasingly important in everyday life, especially in the industrial era 4.0. One way to develop this ability is to use computational Thinking methods (CT). This research aims to test the effect of direct instruction strategy, integrated computational thinking, and prior knowledge on elementary schools' critical thinking and problem-solving skills in Heat and Changes in Science. The method used in this research is a quasi-experimental pretest-posttest non-equivalent control group design. This research was conducted at Madrasah Ibtidyah Ar-Rahmah Samarinda, involving 58 research subjects. The research instrument includes a prior knowledge test and critical thinking and problem-solving skills. To test the prerequisites for analysis using the normality test and homogeneity. Data analysis was used to test the research hypothesis using parametric statistics Tow Way MANOVA analysis technique. The research results show that (1) There are significant differences in critical thinking skills between groups of students who use computational learning and direct learning methods instructions; (2) critical thinking skills between groups of students with high prior knowledge are significantly from low prior knowledge; (3) There is no interaction between computational thinking and prior knowledge on students' critical thinking skills; (4) There are significant differences in problem-solving skills between groups of students who use computational learning and direct learning instructions; (5) The problem-solving skills of students with high prior knowledge is significantly different with low prior knowledge; (6) There is interaction between computational thinking and prior knowledge on students' problem-solving skills
The Effectiveness of the Internship Program for Vocational High School Students Using the CIPP Method
The internship program is an important program in educational institutions, especially Vocational High Schools (SMK) in Indonesia. The purpose of this study was to evaluate the success rate of the Program in honing students' skills and preparing students for the world of work. This research is an evaluation approach with the CIPP model or context, input, process, and product. The study was conducted on 100 SMK students who had completed the internship program during the Covid-19 pandemic. The results showed that the implementation of the internship program from context, input, process, to product showed a good category, so this program was still feasible to continue. In the future, the Head of Vocational School can motivate students regarding all elements of the internship program, so that the quality of this program is in line with the goals of National Education in improving the quality of reliable and ready-to-use human resources.
Development of Learning Media Based on Gamification of Hijayyah Letters in Elementary Schools
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
Exploring English Learners’ Experiences of Using Mobile Language Learning Applications
Mobile language learning applications provide the potential to transform the way language is learned and it has been used for various purposes including language learning improvement. This investigation will contribute to which applications can support and be appropriate for students in learning English and explore more students’ experiences in using them. This research aimed to explore English learners’ experience of using Mobile Language Learning Applications in an informal learning context. This research employed a descriptive qualitative design with 25 college students. They share their experiences of using Mobile Language Learning Applications to learn English outside the classroom. The instrument used was an interview. The finding of this research showed all the participants confirm that they use mobile language learning to support their learning in English outside the classroom well which involves easy access to the materials, flexible place and time, and sophisticated features of the applications make students explore more and more learning English on the applications and they feel enjoy and fun regulate their learning pattern whenever and where ever, they find progress in learning English after they explore the apps, and students feel free to self-learning with their mobile device. It can be concluded that using Mobile Language Learning Applications outside the classroom allows learners to practice all the areas of English and these applications really supported learners’ experience to learn English based on their needs and self-learning
Meta-Analysis of Flipped Classroom on Students' Mathematics Abilities: Effectiveness and Heterogeneity Analysis
Despite numerous studies investigating whether the Flipped Classroom method is more effective in enhancing students' mathematical abilities compared to conventional teaching methods, previous research has shown inconsistent results. This study aims to examine the effectiveness of the Flipped Classroom method on students' mathematical abilities compared to conventional methods and to investigate the factors that can influence the effectiveness of using the Flipped Classroom method on students' mathematical abilities. The research design used in this study is a meta-analysis, analyzing 42 effect sizes from 31 primary studies that meet inclusion criteria. The results of the analysis, using a random-effects approach, yielded a combined effect size of (g = 1.05; p < 0.01). It can be concluded that the use of the Flipped Classroom method significantly contributes to students' mathematical abilities and is more effective compared to conventional teaching methods. Furthermore, the analysis of heterogeneity found that the effectiveness of using the flipped classroom method on mathematical abilities is influenced by moderator variables such as the type of measured abilities, platform, type of experimental group, country, and publication type. However, it was not influenced by variables such as educational level and publication year. The findings of this meta-analysis provide more accurate results regarding the inconsistent effect size variations and enrich the knowledge insights about the effectiveness of using the Flipped Classroom method in enhancing students' mathematical abilities
The Effect of Team Games Tournaments Cooperative Learning Model on Student Learning Outcomes in Pancasila and Civic Education Learning
This study aims to determine the effect of the Teams Games Tournament (TGT) cooperative learning model on student learning outcomes in Pancasila and Citizenship Education (PPKn). The TGT cooperative learning model aims to improve students' knowledge, abilities, and skills in a fun and competitive learning atmosphere. This study adopted a quantitative approach with a quasi-experimental pretest-posttest control group design. Participants were selected from class XI MM 1 (control group) and XI FKK (experimental group) at SMK Negeri 1 Cikedung, Indramayu Regency using purposive sampling. The sample consisted of 48 students, 29 in the experimental group and 19 in the control group. Data analysis used SPSS 22, with a learning achievement test instrument consisting of 20 items. The results of the analysis showed that the average score of the experimental group's student learning outcomes was 82.06, while the average score of the control group was 77.89, with the moderate control group category and the high experimental group. Testing the hypothesis using the t test produces t count <t table (1.039 <2.015) with a significance level of 0.025 so that the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted. Consequently, there was a significant difference in the post-test results between the control and experimental groups. Thus, the TGT cooperative learning model has a positive effect on the learning outcomes of Pancasila and Citizenship Education (PPKn), especially regarding the system and dynamics of Pancasila democracy, so that the learning outcomes in the experimental group are high
Game-Based Learning and Children’s Digital Literacy to Support Pervasive Learning: A Systematic Reviews
In this study, we investigate the impact of game-based learning on children's digital literacy in processing and acquiring information, focusing on the generation of digital natives who excel in responding to multimedia information. Utilizing data mining and the PRISMA Protocol, we conducted a systematic review based on the keywords 'Game-based learning on children’s digital literacy.' Data from the years 2017 to 2019, extracted from Sagepub and Emerald databases, reveal strong empirical support for the enhancement of children's digital literacy, particularly through game-based learning interventions, as evidenced by a significant effect size of 0.66. This translates to children becoming better at deciphering visual cues, understanding audio narratives, and critically evaluating the information presented in a variety of multimedia formats. Furthermore, game-based learning fosters critical thinking and problem-solving skills, keeping children engaged and motivated to learn in this dynamic digital landscape