JTP - Jurnal Teknologi Pendidikan
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The Application of Design Thinking in Differential Learning to Develop Students' Critical Thinking Ability
This study examines the effectiveness of implementing a design thinking approach in differential learning to enhance students’ critical thinking skills. A quasi-experimental method with a pretest–posttest control group design was employed. The participants consisted of 60 undergraduate students enrolled in a Differential Calculus course, who were assigned to an experimental group (n = 30) receiving design thinking-based instruction and a control group (n = 30) receiving conventional instruction. The research instrument was an essay-based critical thinking test developed according to five indicators: interpretation, analysis, evaluation, inference, and explanation. Data were analyzed using descriptive statistics and an independent samples t-test. The findings revealed a statistically significant difference in critical thinking skills between the experimental group (M = 83.67) and the control group (M = 68.43), with p < 0.001. The experimental group achieved an N-Gain score of 0.64, categorized as moderate to high and substantially higher than the control group’s N-Gain of 0.32. Furthermore, Cohen’s effect size was 2.41, indicating a very large effect. Improvements were observed across all critical thinking indicators, with the analysis indicator demonstrating the greatest gain (a mean difference of 16.67 points). In conclusion, design thinking-based learning is effective in enhancing students’ critical thinking skills in differential calculus and represents a promising alternative instructional approach for university-level mathematics education
Scoping Review: Enhancing Self-Efficacy and Mitigating Stigma with HIV/AIDS Health Education for Adolescents
Health education plays a critical role in enhancing individuals' knowledge, attitudes, and skills to address health issues such as HIV/AIDS. Given the rising prevalence of HIV/AIDS among adolescents, effective health education is essential for mitigating social stigma and boosting self-efficacy in this group. This study aims to evaluate the effectiveness of HIV/AIDS health education in improving self-efficacy and reducing stigma among adolescents. A scoping review methodology was employed, following the PRISMA-ScR guidelines, with literature searches conducted across academic databases such as PubMed, Google Scholar, and Scopus. The results indicate that while numerous educational interventions have been implemented, few directly address the psychological impacts of stigma and self-efficacy. This study concludes that well-designed educational programs can alter adolescents' perceptions of HIV/AIDS, enhance their self-confidence, and reduce societal stigma. These programs improve adolescents’ understanding of HIV/AIDS prevention while alleviating the anxiety and fear often linked to social stigma. The findings are expected to provide valuable insights for developing more effective HIV/AIDS health education initiatives, focusing on stigma reduction and the enhancement of self-efficacy among adolescents
Exploring the Impact of Virtual Reality and Learning Styles on Student Outcomes: Insights into Synergistic Effects and Academic Success
This study explored the interactive effect between virtual reality-based learning media and student learning styles on student learning outcomes. Although the use of virtual reality (VR) in education is increasingly widespread, research has yet to thoroughly examine how VR-based learning media interact with students’ individual learning styles to influence learning outcomes. VR has demonstrated potential in boosting student engagement and comprehension, especially in subjects rich in content such as learning for type of field of Fact. However, there remains limited understanding of how learners with visual, auditory, and kinesthetic preferences respond uniquely to immersive learning experiences. A quasi-experimental factorial design (2×2) was employed in the study. Participants were divided into two groups that carried out the learning process using VR and video. The results of the study showed that the group learned using VR significantly improved their learning outcomes compared to video. Mixed learning styles students in experiment groups achieved higher average learning outcomes than students with visual or auditory learning styles. Meanwhile, a group of students with auditory learning styles performed better than both visual and mixed learning styles in control group. Furthermore, this research found an interactive effect that significantly affected the connection between instructional media and learning styles in relation to student learning outcomes. As the main purpose of holding why this research was conduct, it is recommended for teachers not to use VR just like that, but must first ensure that students' learning styles are indeed suitable for learning using this media
Gamified Massive Open Online Course to Enhance Learner Engagement and Learning Outcomes
The use of Ruangguru app significantly increases learner engagement in the learning process. Ruangguru app uses gamification method in its learning design. In this app, there are features such as point system, rewards, and levels that are designed to increase learner motivation and engagement in the learning process. In addition, there are also game elements such as challenges, missions, and leaderboards designed to make the learning process more interesting and interactive. These features provide a more enjoyable learning experience for participants and encourage them to be more active in learning. Many MOOCs (Massive Open Online Course) use gamification methods in their learning design. A unique feature of Ruangguru app is the use of animated characters as learning guides. These animated characters are designed with local characteristics, so that participants can more easily identify and feel familiar with the characters. The method used in this research is quantitative method using data processing with SEM PLS software. The results showed that there was an influence of MOOC Gamification on participant engagement and there was also an influence between MOOC Gamification on participant learning outcomes
Enhancing High School Students' Problem-Solving Skills Through Digital Module Integration
In programming education, problem-solving skills are essential for high school students to understand and apply coding concepts effectively. Traditional teaching methods often lack interactive elements, making it difficult for students to engage with complex programming concepts. Digital modules offer an interactive and structured learning approach that can enhance students' engagement and cognitive abilities in problem-solving. This study aimed to evaluate the effectiveness of digital modules in enhancing high school students’ problem-solving skills in programming education. A quasi-experimental design with pre-test and post-test assessments was used to compare the outcomes between experimental and control groups. The study involved 60 high school students, divided into two groups: 30 students in the experimental group using digital modules and 30 in the control group relying on conventional methods such as lectures and PowerPoint presentations. The digital module was designed with structured tasks and collaborative coding activities to support analytical thinking and practical problem-solving. Data analysis, including independent sample t-tests and N-Gain calculations, demonstrated a significant improvement in the experimental group’s problem-solving performance. The experimental group achieved an N-Gain score of 85.2%, categorized as "high effectiveness," highlighting the module’s ability to enhance critical problem-solving skills. These findings indicate that digital modules are effective tools for improving problem-solving competencies in programming education. This study suggests that integrating digital modules into teaching practices can foster student engagement and skill development, addressing the needs of modern education. Further research is recommended to explore their long-term impact and application across different subjects
Curriculum Management in The Era of Industrial Revolution 4.0: A Literature Analysis of Curriculum Change and Adaptation
The development of the Industrial Revolution 4.0 requires the education system to continue to adapt to technology and dynamic social changes. The curriculum as the foundation of education undergoes various changes to adapt to industry needs and global demands. This research aims to analyze curriculum changes in Indonesia through literature studies, focusing on the comparison between the 2013 Curriculum, Merdeka Curriculum, and the latest National Curriculum. The method used is a bibliometric approach with data analysis from various academic and educational policy sources. The results show that Curriculum 2013 still tends to be rigid and less flexible, while Merdeka Curriculum provides more freedom in learning design. The new National Curriculum is designed to integrate digital technology and 21st century skills but is still in the early stages of implementation. The impact of these changes on teachers includes increased demands on digital and pedagogical competencies, while for students, a more flexible curriculum provides learning opportunities that are more suited to individual needs. The study recommends improved teacher training, equitable distribution of digital infrastructure and collaboration between schools, industry and government in curriculum design
Assessing Mobile BRISMA LMS in Flipped Classroom Models to Improve Student Performance: A Structural Equation Modeling Approach
The integration of mobile technology in higher education has transformed traditional learning models into more flexible and student-centered approaches. However, challenges remain in effectively engaging students and improving learning outcomes. This study aims to examine the impact of Mobile BRISMA LMS on student academic performance within a Flipped Classroom model. A quantitative research design was employed using Structural Equation Modelling (SEM) to analyze the relationships among LMS usage, student engagement, teaching effectiveness, and academic achievement. The study involved 120 graduate students from Universitas Negeri Jakarta, selected through purposive sampling based on their enrollment in a flipped classroom course. The Mobile BRISMA LMS facilitated pre-class learning via video tutorials, interactive quizzes, and discussion forums, while in-class sessions emphasized collaboration and application of knowledge. The findings indicate that Mobile BRISMA LMS significantly enhances student engagement, which mediates the relationship between LMS usage and academic performance. Teaching effectiveness also plays a critical role in influencing student outcomes. In conclusion, Mobile BRISMA LMS effectively supports the Flipped Classroom model by fostering active learning, critical thinking, and improved academic achievement. These results offer practical insights for educators and institutions aiming to implement mobile LMS platforms to enhance learning experiences in higher education
The Role of Health Education in Primary Health Care Facilities in Supporting Exclusive Breastfeeding Success: A Scoping Review
Health education in primary healthcare facilities serves as a key factor in facilitating the success of exclusive breastfeeding. Primary healthcare facilities, such as community health centers and clinics, serve as initial points for mothers to understand that exclusive breastfeeding, along with using the right breastfeeding techniques, greatly benefits their baby’s health and growth. Through effective health education programs, healthcare providers can enhance mothers' knowledge and skills in breastfeeding, which in turn can reduce failures in exclusive breastfeeding practices. Research shows that mothers who receive health education on breastfeeding techniques those educated on the topic tend to achieve exclusive breastfeeding success more often than those without such knowledge. A scoping A review approach adhering to the PRISMA-ScR criteria was utilized, with literature searches conducted through scientific literature platforms, for example PubMed, Google Scholar, and Scopus. The results of effective health education in primary healthcare facilities can help achieve national targets for exclusive breastfeeding and improve the health of mothers and children
The Effect of Snakes and Ladder Media in Teams Games Tournament Model on Mathematical Problem Solving Ability
The use of concrete games can increase student enthusiasm and attract students' attention to learning, but many teachers have not yet utilized them as a learning support media.This study was conducted to understand how much influence the Snakes and Ladders media, with the Teams Games Tournament learning model, has on students’ problem-solving abilities. The subjects in this study were grade 5 learners in a state-run primary school in Semarang City, a total of 54 students. This study contributes new insights by analyzing the effect of the tgt-assisted snake and ladder game, which has not been studied before in fifth grade, in different research locations. This current project used a numerical research approach analysis through a quasi-experiment. The results of the study conducted on the treatment group showed an effectiveness value of 65.68. Meanwhile, the control group produced an effectiveness value of 56.59. Based on data analysis using the t-test shows a two-sided significance level (2-tailed) of .000, so H0 was not supported and in favor of H1. So, it shows an influence through the implementation of the Snakes and Ladders media educational tool, along with the TGT instructional approach, to improve the ability of fifth-grade students to understand mathematical problem-solving. Snakes and Ladders media with the TGT cooperative model is also effective for students’ problem-solving abilities. Future research can analyze and calculate the effectiveness of using the snake and ladder media with the tgt model in other subjects more effectivel
Mental Health Literate in the Context of Educational Technology: A Bibliometric Review of Instruments from 2014 to 2024
This study aims to provide insight into the status of research, the mapping process, annual themes of mental health literacy research, and offer relevant references. There are three stages of research: first, descriptive statistical analysis for data collection using publish and perish analysis and bibliometric R application, second, using quantitative methods for citation analysis using bibliometric R, and third, using qualitative methods to identify key research streams. The data used was based on the Scopus database. Keywords 'mental health' and literacy. Year of publication between 2014-2024. There were 3,456 articles, 1,256 journals and books, the number of citations per year per document was 2,656. The highest number of publications was in 2023 with 606 publications. Further research is recommended to explore the development of mental health literacy research literature and conduct a comparative study between