JTP - Jurnal Teknologi Pendidikan
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Developing Serious Video Games for Data Communication Courses
The development of educational games for data communication courses aims to help students understand data communication subject matter. The research method used in the development of educational games for the Data Communication course is Research and Development (R&D) with the DDD-E development model. The instruments used in the development of educational games are documentation and questionnaires. The research subjects consisted of 2 media experts, 2 material experts, 2 linguists and 30 potential users. The test results show that the educational games for the data communication course get good categories from media experts, material experts, and linguists, while the responses of potential users get very good categories
Investigating The Language Learning Strategy Used By English Department Students At Madako University
This research aims at Investigating the Language Learning Strategy Used by English Department Students at Madako University. The type of this research is qualitative research. The samples were 15 students at B class which were selected purposively. Its data were collected through questionnaire. The result showed that students used all the strategies including memory, cognitive, compensation, metacognitive, affective and social strategy. The most strategy used by the students were metacognitive strategy. And it showed, students used metacognitive strategy (20%), followed by the social strategy (18%), compensation strategy (16%), affective strategy (16%), cognitive strategy (15%), and memory strategy (15%). The result also showed the students were categorized as high language learning strategy users
Developing Educational Games for Mathematics Learning to Improve Learning Motivation and Outcomes
This study aims to develop learning educational games as learning media in the mathematics learning process to increase students’ learning motivation and outcomes. Educational games are designed to help students understanding a simple geometric shapes such as angles, sides, and nets. The development model was based on the ADDIE model covering Analyze, Design, Development, Implementation, and Evaluation stages. The result of the feasibility assessment by media and material experts reached 94% and 90% of each. Meanwhile, the assessment by the teacher reached 90%. The result of the initial / pilot test and field test reached 87% and 94% respectively. Based on the assessment, it can be concluded that educational games are suitable for supporting mathematics learning. The increase in students’ learning motivation reached 84.4%, while the learning outcomes increase from 48.9 to 85.1. Further, the gain score reached 0.71 indicating that the educational games are effective for improving learning outcomes
STUDENT PERCEPTION OF INTERACTIONS BETWEEN STUDENTS AND LECTUTERS, LEARNING MOTIVATION, AND ENVIRONMENT DURING PANDEMIC COVID-19
Online learning is one form of network utilization that can develop the way of students in the education process. The descriptive analysis of this study examined students' perceptions of online learning models related to interactions between students and lecturers, learning motivation, and student learning environments to support them produce better result from online teaching and learning activities. The sample in this study are 128 students in one of the universities in Bengkulu who have been involved in online learning during the Coronavirus disease 2019 pandemic. Based on questionnaires that have been investigated, the researchers found that students had problems interacting with other students as well as lectures. This is demonstrated by a upper percentage of 65.62% students' disapproval of statements stating that student interaction in online classes already supports them in the learning process. Meanwhile, 52.34% of students have very high learning motivation even in quarantine due to covid-19. As well as the learning environment, 70.31% of students felt that the learning environment is less supportive of them in the learning process of teaching in online learning. Therefore, in support students to increase their interactions and learning environments, lecturers can create groups on social media to communicate and improve the atmosphere of the learning environment between students and the others
An analysis An analysis of Intructional Media for English Teachers During The Pandemic (case study SMA Bukit Raya)
The pandemic that has hit all over the world is very disturbing, especially in the field of education which requires learning in schools to be sent home. the current pandemic has led schools to conduct learning through technology media. which requires teachers and students to use the best applications during online learning, due to the very concerning impact of the Covid-19 outbreak which requires students to learn from home. Online learning currently uses supportive applications so that it can be carried out well. Supporting applications in learning virtually include several application media such as: Whastapp Group features which can display videos, images and others, Google Classroom features can display a time set by the teacher to students or have a time limit so that students are more punctual, Google features Meet can show face to face without any time limit. The zoom feature can also be face-to-face online but has time and other application media limitations. therefore teachers must be careful in choosing the applications used during online learning at this time. however, there are several obstacles in conducting online learning at this time, namely the network in remote schools which results in student delays in collecting assignments onlin
Blockchain Education Concept 4.0: Student-Centered iLearning Blockchain Framework
Technological developments encourage digitization in the learning process. Inversely proportional to the results of competency evaluation which are still centralized. Cause competitiveness and competence of students that are not measured quantitatively. The application of micro-teaching can be an option in solving existing problems. Combining gamification and blockchain makes the learning process more enjoyable with game techniques, where activities such as learning, lecture assignments, and assessments are documented transparently and have reliable security. This student-centered learning process is called GamiChain (Gamification Blockchain). This blockchain gamification-based learning application is also an important activity that can be a brilliant breakthrough in education. This application aims to encourage the student creativity ecosystem, to make students have a more competitive spirit to compete with maximum capabilities. And can display learning outcomes in the form of certificates that are accurate in authenticity and can be used in the industrial world. GamiChain can form an official standard of learning by documenting lectures permanently, transparently, and distributed formally and informally into the Blockchain network with the help of smart contracts. The Gamification method in education is used in this research. Results Evaluation of blockchain application in education through GamiChain (Gamification Blockchain) can benefit universities to create official certifications and increase confidence in student scores transparently and sustainably that they can control
Development of Animation Video on YouTube Channels as an Alternative Learning Media during the Covid-19 Pandemic
Distance learning is held as an effort to continue to present the teaching and learning process for students during the COVID-19 pandemic. Many students admitted that they were not happy with the implementation of distance learning. This study aims to describe the development of Animaker application-based learning videos on the YouTube channel as an alternative to distance learning media during the covid-19 pandemic. This study uses a Design-Based Research (DBR) model. This study shows an overview of the stages of developing a learning video which includes needs analysis, material preparation and product design according to the learning objectives to be achieved, product implementation, and evaluation. Questionnaire technique is used as a method of collecting data at the stages of needs analysis and evaluation. At the needs analysis stage, the researcher gave questionnaires to 114 students who took part in learning Islamic Religious Education by distance learning or online, while at the evaluation stage, validation was carried out by two experts and the video learning trial was conducted by six students. The material expert validation in the two learning videos developed received very good and proper predicates (92% and 87%) from material experts. Meanwhile, the validation of media experts received very good and proper predicates (94% and 94%). Then, the results of student assessments in small groups showed good scores with an average score of 90% with very good and decent predicates. This indicates that the learning video developed is suitable for use as an alternative learning media during the covid-19 pandemic
Adopting Indonesian Folklore as an Instructional Media Through Cards Games
Psychologically, humans tend to love games compared to learning. Therefore, learning should be delivered through fun ways and not boring just like a game. This research aims to develop card games as learning media of Interpersonal Skill Course at STMIK STIKOM Indonesia. This course was chosen based on the availability of minimum teaching materials, the level of material abstractness which is high enough, and there is still no innovative learning that can support the learning. Beside easing the students in comprehending the materials of Interpersonal Skill through fun ways, this card game at once also reminds the students about deep philosophy contained in Indonesian folklores. The chosen folklores cover the stories developing and frequently told in the society such as Timun Emas, Malin Kundang, and so on. The research design used research and development method referring to ADDIE model which is limited until the developing stage. The result of this research is learning media the card game which is an innovation in learning process replacing conventional learning. Based on the results of expert test conducted, the learning media in the form of card games adopting Indonesian folklores is valid and successfully developed
How Flipped Classroom Helps the Learning in the Times of Covid-19 Era?
In 2020, online learning rapidly grows due to the pandemic of COVID-19 that affected the changes in global conditions. All learners and educators have to be ready for online learning. This research was aimed to explore the implementation of the flipped classroom during the Covid-19 pandemic outbreak in 2020. This research setting was at Universitas Negeri Jakarta, one of the campuses that eliminated campus activities due to the high Covid-19 spread in Jakarta. Referring to the learning standards of AECT, the researchers used qualitative descriptive methods. The techniques of collecting data were observation, interviews, and questionnaires to all students who took E-Learning Design courses at the Master of Educational Technology, Postgraduate Program, Universitas Negeri Jakarta. The research results proved that learning during the Covid-19 pandemic using flipped classrooms in the E-Learning Design course has met ten online learning standards by AECT and provides satisfaction for students and lecturers. In addition, according to research results, the use of technology does not need to be grandiose. Accordingly, it should optimize the platform often used on daily basis to utilize the flipped classroom
Digitalisation Guide Book of Basic Physics Practicum Equilibrium Material
This article presents research on inquiry-based e-modules for science process skills. This lab module is made with stages of development, implementation and evaluation adopted from branch. The purpose of this study is to determine the science process skills and perceptions of Jambi University physics education students after using basic physics e-module based on science process skills with inquiry models that use 3D pageflip application software. The results show that students who have used electronic modules have a better perception of electronic modules than ordinary modules they use, this is reinforced by the presence of a significant difference between students who use e-modules and those who do not, students are more interested in using electronic modules because it is easy carried anywhere and can be used anywhere