JTP - Jurnal Teknologi Pendidikan
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    427 research outputs found

    Development of Technological, Pedagogical and Content Knowledge Based Learning Media

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    Problems in education are very diverse, one of which is that students are lazy to read and do not understand how to draw the right conclusions so that this has an impact on the learning achievement of Indonesian language students in grade VI SDN Petojo Utara Complex, which is less than optimal, especially in making decisions in a paragraph. Therefore, it is necessary to have learning media that can assist in conveying material to students and support students' understanding in drawing conclusions from a paragraph, one of which is learning media.based on TPACK (Technological, Pedagogical, Content Knowledge). The research method used in this research is the ADDIE development research model which is a model that involves the stages of model development with five development steps/phases, including: Analysis, Design, Development or Production, Implementation or Delivery and Evaluations. The results showed that the development of TPACK-Based Learning Media was implemented at MI Pembangunan UIN Jakarta. The results of student assessments of the TPACK-based learning media development assessment obtained an average value of 4.7 close to strongly agreeing with the statements submitted. Student responses to the e-module varied, the majority of class 1D and 1G MI Pembangunan UIN gave a positive response. However, some students gave responses that were difficult to understand because they were not in accordance with the learning styles of students. Therefore, it is important for e-module developers to pay attention to the quality and characteristics of e-modules in order to generate positive responses from students

    Strategic Resource Relationship Model, Adaptability to Environmental Dynamics, Implementation of School-Based Management and Vocational School Competitiveness

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    The aim of this research is to obtain the best relationship model between strategic resources, adaptability to environmental dynamics, and the implementation of school-based management on competitiveness in vocational schools which is thought to have an indirect relationship through existing mediating variables, without ignoring the direct relationship of each variable. This research is included in explanatory research with the statistical analysis technique used, namely Structural Equation Modeling (SEM). The population and sample in this study were 397 public and private vocational school teachers in East Java Province. Research data was collected through the distribution of questionnaires conducted online and offline. The results of hypothesis testing show that: (1) strategic resources have a positive and significant effect on environmental dynamics; (2) strategic resources have a positive and significant effect on the implementation of SBM; (3) adaptability to environmental dynamics has a positive and significant effect on SBM implementation; (4) strategic resources have a positive and significant effect on competitiveness; (5) SBM implementation has a positive and significant effect on competitiveness; (6) environmental dynamics have a positive and significant effect on competitiveness through the implementation of SBM; (7) strategic resources have a positive and significant effect on competitiveness through environmental dynamics and SBM implementation; (8) strategic resources have a positive and significant effect on competitiveness through the implementation of MBS; and (9) strategic resources have a positive and significant effect on the implementation of SBM through environmental dynamics

    Math City Map: Application of Mathematics Outdoor Learning Using Mobile Application

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    The purpose of this research is to describe the design of outdoor learning using Math City Map (MCM) application. Through several features provided in Math City Map teachers can provide a virtual classroom that serves to support, hone and explore student abilities. This outdoor learning design is the result of the development of learning design in mathematics subjects in elementary and secondary schools. This research uses a qualitative approach, with a descriptive research type. The subjects of this research were teachers and students in Singosari. Data collection techniques using documentation, interviews and observation. The results of the learning design using MCM through four stages, there are 1) determining the learning theme, and outdoor destination or location, 2) briefing all related parties, namely students, teachers and assistants, 3) dividing students into groups, 4) implementing outdoor learning. Implementation of outdoor learning

    Development of the Flipbook e-module with a Scientific Approach Problem Based Learning in Improving Students' Abstract Skills

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    The urgency of this research is to help accelerate the implementation of new learning paradigms by meeting the need for learning innovation by using technology to improve students' abstract skills. The aim of this research is to design and analyze the validity, practicality and effectiveness of the Accounting flipbook e-module as well as improving students' abstract skills through a scientific approach combined with problem-based learning methods (Problem Based Learning). The research method used is the R&D method using the 4D development model, namely Define, Design, Development and Dissemination. This research was only carried out until the development stage, the dissemination stage was not carried out due to time constraints. Research data collection techniques are in the form of questionnaires such as validation sheets, questionnaires, concept understanding ability tests and documentation. The data analysis technique used is the percentage descriptive technique, namely changing quantitative data into percentage form, then interpreting it using qualitative sentences. The research results obtained include the results of validation of the design of teaching materials in the form of an Accounting flipbook e-module which is in the "Very Eligible" criteria. The results of the student response questionnaire showed the criterion "Very Strong" and the N-gain results between the experimental class and the control class showed differences in students' abstract skills. Where the experimental class got a result of 0.54 which was greater than the control class of 0.37. So it can be concluded that the flipbook e-module design in this research is valid, practical and effective

    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

    Virtual Reality-Based Learning about "Animals Recognition" and Its Influence on Students' Understanding

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    The development of Educational technology has experienced a rapid increase which has consciously contributed positively to the motivation for learning achievement, as well as virtual reality media which can bring reality into learning activities. The aim of this research is to produce virtual reality media for learning to know animal’ diversity. This research type is Research and Development with the ADDIE’ developing model which consists 5 steps : 1. Analysis, 2. Design, 3. Development, 4. Impelmentation, 5. Evaluation. The research subject consists of media experts, material experts, teachers, and 27 elementary school second-grade students. Data collection techniques consist of tests and non-tests, with interview guidelines, questionnaires, and test instruments for data analysis tailored to each instrument using average, descriptive, and n-gain. Research results show that Virtual Reality products are declared suitable for use as learning media and are effective in increasing students' understanding of animal introduction for elementary school students. The results of assessments by media experts, material experts, and teachers also showed that these media belong to the category of "appropriate" to be used as learning media. In addition, the media is also included in the "effective" category to help students understand material about animal recognition based on n-gain analysis

    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

    Application of Practicum-Based Learning with Video Media to Improve Basic Learning Outcomes for Class X Students of Vocational High School

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    This study aims to apply practicum-based learning and video media to improve basic boga learning outcomes in class X students of VHS 6 Surabaya. The subjects of this study were students of class X Tata Boga VHS 6 Surabaya in the 2021/2022 academic year, totaling 36 students. This study used a classroom action research design with two cycles. Data collection techniques were carried out by literature study and observation. The data that has been collected is then analyzed thematically. The results showed that the application of practicum-based learning with video media was able to improve student learning outcomes in the first cycle by 36.1% while the second cycle was 77.8%, which means that there was an increase in the KKM score by 41.7%, this means that the Application of Practicum-Based Learning with video media can improve the learning outcomes of basic boga subjects for class X VHS 6 students by 41.7%. So it can be concluded that video-based practicum can improve student learning outcomes. This method can be an effective alternative to improve student learning outcomes, especially in subjects that require direct practicum

    Strategy of Educational Institutions to Improve the Quality of Teachers in Digital Era

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    The quality of the teacher's attitude is the skill and understanding possessed by someone related to teaching and character. This study aims to find out how the strategies and innovations of educational institutions form in improving the quality of education. This study uses qualitative research with a descriptive approach. The results of the research show that the strategy for educational institutions during a pandemic is for example the existence of a program made by the school principal. The purpose of implementing the program is to improve the quality of teachers both in normal and future times. The forms of these activities are seminars, microteaching and book review. The current digital era is a period when information is easily and quickly obtained and disseminated using digital technology. This activity has had a good impact on the quality of teachers in school institutions as evidenced by the increase in teacher quality both in personality, knowledge or socially for each teacher which also has an impact on the learning process provided by teachers during a pandemic. During a pandemic covid-19, there are several strategies and innovations carried out with the aim of improving the quality of human resources in the institution. Meanwhile, the purpose of this research is to find out the strategies and innovations that have been carried out to improve the quality of teachers during a pandemic covid-19. The implications of this research can be used as a reference for other institutions to improve the quality of teachers in any situation and condition, including during the current covid-19 pandemic in the 21st century digital era

    Exploring the Characteristics of Student Transformational Activities in Indonesia in Solving Cognitive Conflict-Based Problems

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    This research aimed to describe the characteristics of the transformational activities of Indonesian students in resolving problems based on cognitive conflict. The research employed a phenomenological approach with five students as subjects. The research instruments included tests and interview guidelines, and the analysis was conducted using the constant comparative method. Change-based activities are a good way to solve cognitive conflict issues, including full rule-based unexpected results, full rule-based matching problem parts, incomplete rule-based unexpected results, and incomplete rule-based matching problem parts. Exploring these characteristics serves as a foundation for instructors to enhance the quality of instructional design. Practically, a profound understanding of these characteristics can provide a solid foundation for educators to enhance their instructional design quality. By exploring and comprehending how students address cognitive conflict, instructors can design more effective learning experiences that align with the student's needs

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