JTP - Jurnal Teknologi Pendidikan
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    427 research outputs found

    Design Android-Based E-book Application for Sundanese Pupujian Teaching Materials

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    An android-based e-book application for teaching materials is a type of electronic book in softcopy. This study aims to design an android-based e-book application for Pupujian Sundanese teaching materials and determine its feasibility. This research is development research (R&D). The flow in this research are: 1) potential problems: 2) data collection; 3) product design: 4) design validation; 5) design revision; 6) product trial; 7) product revision; 8) trial use; 9) product revision; 10) mass production. Based on design validation, this application is feasible to test because the percentage is 85.00% - 100.00%. This product was tested on students of the Regional Language and Literature Education Study Program, STKIP Muhammadiyah Kuningan. Based on the pretest and posttest results, the average value of the pretest was 56.42, while the posttest obtained an average value of 77.21. It can be concluded that the android-based e-book application for Sundanese Pupujian teaching materials is "appropriate" to be implemented in learning and can be mass-produced

    Feedback in The Learning Process on Indonesian Master’s Degree Experience Studying Abroad

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    Studies on the perception of Indonesian master’s degree students from various universities abroad on satisfaction with feedback in the learning process are still limited. This study aims to explore the perceptions of college students related to feedback and how the feedback enables students to sharpen and improve practical skills in the learning process. Researchers in this study uses a case study method included in qualitative research. Researchers interviewed 32 participants who were selected using the snowball sampling technique which consisted of master degree students from four countries: Indonesia, the United Kingdom, the United States of America, and Australia. The questions in this study focused on responses to various types of feedback based on the question and delivery, student expectations, and how feedback affects academic performance. This study found four major themes, namely the importance of being explicit in providing feedback, variations in giving feedback, comprehensive feedback students expect for lecturers in Indonesia, and using feedback to improve students’ academic performance

    The Effect of Learning Independence, Self-Regulation, and Social Support on Learning Achievement among Psychology Department Students X University in Covid-19 Pandemic Era

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    During the Covid-19 pandemic, the Indonesian Government issued a policy to implement Distance Learning (PJJ) or Online Learning. This applies to all levels of education, including higher education. During online learning, students are not only required to have learning independence but also self-regulation and social support to meet the expected learning outcomes. This study aims to analyze the effect of learning independence, self-regulation, and social support on students’ learning outcomes. The subjects of this study were 115 students from the Psychology Study Program at University X. The research design used was multiple regression with a quantitative approach. A questionnaire was used as the research instrument. The validity and reliability of the measuring instrument used were adequately credible. The classical assumption test was conducted in the form of a normality test, homogeneity test, and correlation test before the hypothesis testing was carried out with regression testing. Partially, each independent variable independently affects the dependent variable. Learning independence affects Learning Outcomes with a significance value of 0.448, self-regulation also affects Learning Outcomes with a significance value of 0.551, and social support also affects Learning Outcomes with a significance value of 0.104. The three independent variables, namely Learning Independence, Self-Regulation, and Social Support, jointly affect the dependent variable on Learning Outcomes with a significance value of 0,527

    Braille Innovation Technology in Teaching and Learning Process For Visual Impairment

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    The innovation of braille makes learning for children with visual impairments easier. The breakthrough braille innovation developed is able to encourage the creation of creative, active, and practical learning for children with visual impairments. This study aims to collect and analyze articles related to innovation technology of braille for teaching and learning process to visual impairment. The design of study used literature review that use data collection methods with search related topics, data analysis and also writing research results. The results of this study that braille innovations technology for reading, writing and conceptualizing of reading are useful in the learning process of children with visual impairments

    Teacher's Experience towards Online Learning Pre Covid-19 Pandemic in Aceh

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    The Covid-19 pandemic has affected almost every aspect of life in the world, including education. The learning process, which was originally done face-to-face at school is diverted to the home using the online learning model. The inequality of the teacher's ability to utilize technology affects the achievement of this online learning goal. The ability of teachers to conduct online learning depends on knowledge and experience in online teaching before the Covid-19 pandemic. Objective: This study was conducted to expose information related to teachers’ experience toward online learning before the Covid-19 pandemic. Method: The study was carried out by implementing a descriptive quantitative method. The instrument used in this study was questionnaires distributed online using the Google Form application. The data were analyzed through the stages of data reduction, data interpretation, and conclusion drawing. Finding: The results showed that 75% of teachers stated that they already had basic knowledge about online learning before the Covid-19 pandemic. 45.80% of teachers said they obtained information about online learning through school-facilitated training while 16.70% gathered information about online learning before the Covid-19 pandemic from government-facilitated training, and 37.50% obtained information about online learning from independent learning. A total of 54.10% of teachers stated had conducted online learning before the Covid-19 pandemic. However, only 20.80% of them stated that online learning is very effective to be implemented. Conclusion: The readiness of teachers to implement online teaching-learning depends on their knowledge and experience related to online learning. Inadequate teaching training causes the lack of understanding of teachers towards the benefits of supported information technology-based learning media

    Development of Website-Based Statistics Learning Videos

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    One source of learning in the learning process is learning materials. In distance education, learning resources prepared for students must be able to be studied independently. The separation of lecturers and students needs to be bridged by learning materials that can be understood by students. A video is a form of learning materials that can be used to help students understand the material. Through videos, students can learn anywhere and anytime according to the time available. In the video, the duration of the material delivery is very significant. Likewise, components such as intro, greeting, and outro greatly support student motivation. The effective video duration in learning website-based statistical data analysis is 10-15 minutes. The component of presenting material that is in great demand by students in the discussion of sample questions and their application using R software

    Implementation of Flipped Classroom Model in Vocational High School: A Systematic Literature Review

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    This research aims to provide a comprehensive overview of flipped classroom implementation in Indonesian Vocational High School (VHS). Articles were searched using Google Scholar and selected using the PRISMA (Preferred Reporting Items for Systematic reviews dan Meta-Analyses) method. Only articles indexed by Sinta (a scientific database designed by the Ministry of Researcher, Technology and Higher Education of The Republic of Indonesia) or Scopus were used. Twenty-nine articles were included, published from 2017 to 2021. The results revealed that flipped classroom in Indonesian VHS impacts students' interests and motivation. Moreover, it impacts students' affective, cognitive, and psychomotor competencies and personal skills in the form of self-efficacy, critical thinking, problem-solving, communication, and resilience. Various learning media and tools can be integrated into out-of-class and in-class activities, embodied in learning design. As the topic of future research, the authors recommended investigating the impact of the flipped classroom on other research areas, integrating flipped classroom with other learning models and evaluating the effectiveness, also developing learning media to improve the learning outcomes

    Analysis of Android-Based Educational Game Media Development Needs for Social Studies Learning in Elementary Schools

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    This study aims to find out information about the need for educational games, perceptions of educational games, and educational game design according to teachers and students. The method used in this research is a survey to find out the initial data which is the process of developing educational game products. The instrument used is a questionnaire sheet and an interview sheet. The data analysis technique used quantitative and qualitative descriptive statistical analysis techniques. The schools that were used as research samples were 3 schools spread across Magelang Regency. Each school selected 2 class teachers. The results showed that teachers and students at SD Magelang Regency had a good perception of educational games. The need for educational games according to the teacher is a game that contains evaluation questions and the type of game that students need is an adventure genre game. The design of educational games developed according to the teacher must pay attention to aspects of appearance, content, and affordability of the game. Meanwhile, according to students, educational games are games that are interesting and have challenges or missions that must be completed

    Development of Interactive Digital Learning Multimedia Applications as Independent Learning Module in 2-Dimensional Game Programming Courses

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    Learning activities at the Creative Media State Polytechnic after the pandemic period, especially in the design department of the game technology study program, were held in blended learning. Blended learning is the right choice of learning because it needs adaptation from lecturers and students, where previously learning was held fully online, now it is held online and offline. Blended learning activities can be very effective and efficient in their implementation if the learning process is well prepared. One of the learning activities carried out is independent learning activities. Therefore, this study aims to produce a learning application that can be used as an independent learning module so that students can learn without being assisted by anyone just by using this independent learning module. The approach taken is the ADDIE development method. The ADDIE development model consists of five stages, namely analysis, design, development, implementation, and evaluation. Expert response to this learning application is a crucial thing to do. This application is evaluated by an expert with a background in graphic design, learning media, and communication. The independent learning module application was successfully developed and implemented in semester 3 of the 2-dimensional game programming course

    Development of Information and Communication Technology Learning Media

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    This study aims to produce instructional videos on subjects that are feasible to be implemented as learning media for Postgraduate students and investigate the feasibility of learning videos at the UNJ location so that they are feasible to implement. as a learning medium. The development of learning videos for the State University of Jakarta uses a mix method approach using the Research & Development method by Allesi & Trollip, which consists of three development steps, namely planning: determining needs and goals, gathering resources, and generating ideas; design: making flowcharts and storyboards and drafting scripts; and development: producing video and audio, programming materials, preparing supporting components, evaluating, and revising. The results of development research are in the form of learning videos which are assessed by media experts, material experts, and students as media users. Overall the trial showed good results in the category according to the following details from material experts the average score of 5.55 was included in the appropriate category, from media experts the average score of 3.5 is included in the appropriate category, from small-scale trials involving students, an average score of 3.5 was obtained which was included in the appropriate category; and from large-scale trials involving students, an average score of 3.19 was obtained which was in the appropriate category. Based on the assessment of the feasibility of the media, it can be concluded that learning videos are suitable for use as learning media at UNJ

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