JTP - Jurnal Teknologi Pendidikan
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    427 research outputs found

    The Effect of E-Module TRIAD Kesehatan Reproduksi Remaja (KRR) on HIV Self-Efficacy in Preventing HIV Vulnerable Behaviour

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    HIV infection is one of the three threats to reproductive health in adolescents (TRIAD Kesehatan Reproduksi Remaja). In order to reduce this risk to adolescents, a strategy is needed to prevent this problem by providing education through electronic modules or e-modules. Education with e-modules is expected to increase adolescent self-efficacy in preventing HIV risk behaviour. This study purpose was to determine the effect of education through e-module on changes in self-efficacy to prevent HIV risk behaviour in adolescents. This quantitative study used a single group pretest-posttest research design. The sample in this study were VIII grade junior high school students at one of the private schools in Bandung Regency which consisted of several classes by providing education using e-modules. There were 40 students involved in this research. The intervention given to students was education about the dangers of HIV and risk behaviours using E-Module of TRIAD Kesehatan Reproduksi Remaja. Meanwhile, the instrument used in the study was the self-efficacy assessment instrument for the prevention of HIV-risk behaviour. The results of the study found that there was a change in the scores of self-efficacy in the prevention of HIV risk behaviour in students, before and after education through e-modules. Therefore, it can be concluded that e-module is effective in increasing adolescent self-efficacy. The results of this study become recommendations for academics and practitioners who are involved in the health sector for adolescents to implement an intervention to prevent risky behaviours that threaten adolescents, especially in relation to HIV/AIDS problems

    Development of Virtual Learning Environment Using Canvas To Facilitate Online Learning

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    The results of the study for Learning during a pandemic, several studies have resulted in dissatisfaction with the existing online learning system. This dissatisfaction is because the implementation of existing online learning is not well planned and structured. Online learning only transfers face-to-face learning to virtual face-to-face. This study aims to develop virtual learning environment (VLE) to help students learn independently and study with lecturers and friends online, following predetermined learning outcomes. The research design uses Research and Development, which uses a combination of three (3) models, the Borg & Gall model, the Step of System Approach Model of Educational Research and Development, and the Rowntree model. This research conduct at the Universitas Nasional. The research subjects were students of Electrical Engineering. Data collection techniques used are questionnaires, involving Instructional Design experts, Materials experts, Language experts, Design and Media experts, one-to-one evaluation, also testing, and evaluation in large groups. The study also used pre-test and post-test questions to determine the effectiveness of VLE and the learning materials developed. The data obtained from the results is divided into two parts, namely qualitative data and quantitative data. During the test, revealed four important things from the developed VLE, namely the interaction of discussion forums, face-to-face interaction through video conferences, time management, and problem-solving that directly received feedback. The test results show that students are happy, motivated to do practice questions, and always follow the learning process on time. The results of the pre-test and post-test showed an increase of 20.40%

    The Illustrated Storybooks Advancement as the Literacy Movement for Preparing the Minimum Competency Assessment in Elementary School

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    The National Assessment policy, well-known as Asesmen Nasional (AN), as the replacement for the National Examination, had been implemented. The Minimum Competency Assessment or Asesmen Kompetensi Minimum (AKM) is a part of AN, which examines the reading, numeracy literacies and the cultivation of good character for the students. During the COVID-19 pandemic, the implementation of AKM faces challenges for every educational system in improving the literacy rate among the students. Therefore, learning media is highly required which following the needs and the characteristics of students as well as the environmental condition so that it can be used for either online or offline learning. The research purpose is to develop a digital product of illustrated storybooks to prepare the students in facing the AKM. The research and development process is according to the ADDIE model, with a quasi-experimental trial design. The digital illustrated storybooks are designed based on the competency achievement of AKM, particularly the reading and numeracy literacies. The research result shows that the product of the illustrated storybooks demonstrates the criteria according to the needs, characteristics and environmental conditions. The digital illustrated storybooks are also considered suitable for the students, lead the students easily understand the content, attractive and effectively used in the learning process for the First Grade of elementary school students. Furthermore, the digital illustrated storybooks are proven to help the students in improving the reading and numeracy literacies in accordance with the achievements in the AKM

    APPLICATION OF THE TPACK APPROACH THE PPKn MODULE TO IMPROVE CONCEPT UNDERSTANDING

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    This research was conducted to develop a TPACK-based module (Technological Pedagogical and Content Knowledge) to support the development of students' concept knowledge in PPKn (Pancasila and civic education) online learning for grade 7th. The development of the module adopts the steps of the ADDIE model. To test the feasibility level of the module, material experts, learning design experts, teachers and students as users of the product were tested. To measure effectiveness of TPACK module to develop students' concept knowledge, paired t-test is adopted. The results of data analysis show that the learning module developed has a very high level of feasibility, namely according to material experts 95.8%, learning design experts 82.4%, teachers 97.2%, students in individual trials 90.8%, small group validation 92.6% and field validation 88.1%

    Development of Multimedia Interactive Learning of Hydrosphere Material for High School

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    The purpose of this research is the development of learning interactive multimedia at hydrosphere subject matter class  X of high School. The  development research which aims to produce learning interactive multimedia on subjects geography which is valid, practical and effective against the learning outcomes of students. Research development was using the Alessi and Trollip models. The steps of its developers, namely, planning, design, and development. On the stage of the alpha test do the validation on the validator I, validator II, and validator III. Test phase implemented in the class X IPS B SMA Muhammadiyah 6 Palembang. Data collection techniques using interviews, questionnaires, and tests. This research is valid and deserves to be tested after going through the process of validation of the validator I, validator II, and validator III. Through the beta test results the practicality shows the average value of 92,3 to the category of “very practical”. At the stage of field test learning outcomes of students showed an increase which amounted to 56,6 with the average results of the pretest of 24.6, while the posttest results amounted to 81,2 with N-gain of 0.75 then it belongs to the category of high, this shows that the learning interactive multimedia that is developed has a value of valid, practical, effectiveness and worth to use

    Application of Electronic Learning by Utilizing Virtual Reality (VR) and Augmented Reality (AR) Methods in Natural Sciences Subjects (IPA) in Elementary School Students Grade 3

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    Corona Virus Disease 2019 (Covid-19) has stopped all aspects of human life, including the world of education. The Ministry of Education of the Republic of Indonesia has stopped face-to-face teaching and learning activities in schools, replacing them with online methods. Work from Home (WFH) is an adaptation of activities as applied online methods to anticipate learning activities during the Covid-19 Pandemic. Learning based on digital transformation technology utilizes network technology entirely online. The application of e-learning technology in the teaching and learning process is a choice for various educational institutions. The use of technology can maximize students 'learning time efficiency and increase students' concentration. Learning with the Virtual Reality (VR) method directs students to discoveries, motivates, encourages, and provides more curiosity for students in learning. Besides VR, Augmented Reality (AR) is a learning method for students to interact with virtual objects and real objects. The author proposes e-learning based learning in Natural Sciences (IPA) subjects in grade 3 in Elementary Schools. The research proposal develops lessons using a virtual approach from real events and provides phenomena of natural occurrences. Science lessons in Elementary Schools increase the curiosity of students scientifically. This method will help students develop the ability to ask questions and find answers to natural phenomena. The research stages carried out in application development are analysis, design, implementation, and application testing. The test results by adding e-learning to traditional learning methods impacted students' understanding of the material with an increased level of understanding by 24%

    Canva Application Development for Distance Learning on Arabic Language Learning in MTs Thawalib Tanjung Limau Tanah Datar

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    This study aims to find out the effectiveness and practicality of Canva applications that can be used online in Video format. The video is developed as a learning medium during distance learning for Arabic language learning. The method used in this study is the R & D (Research and Development) method by following the Borg and Gall models. This research model has ten steps of development, these are: 1) Research and information collection, 2) Planning, 3) Develop a preliminary form of product, 4) Preliminary field testing, 5) Main product revision, 6) Main field testing, 7) Operation product revision, 8) Operational field testing, 9) Final product revision, 10) Dissemination and implementation. This study only comes to the sixth step which at that step focuses only on field trials. The results of the field trials are the results of content verification on audiovisual learning media using the Canva application for distance learning with an average of 4.66 or in an excellent category with a maximum score of 5.00. While the average field test score on students' responses to learning media using the Canva app for distance learning is 3.78 and the maximum score is 5.00

    Gamified-Assessment For Learning Indonesian as A Foreign Language: Heuristic Evaluation Approach

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    While the current assessment mostly repletes with paper-based or switching to online-based to see the assessment efficiency, gamified-assessment is underexplored yet. Even though the widespread of gamification phenomenon has been observed in the particular foreign language, the scarcity of game-based for assessment in learning Indonesian as foreign language forces this study to heuristically evaluate ‘travelling-like’ game. It aims to assess non-native students in higher education for learning Indonesian as a foreign language (BIPA). To this end, the study was supported by six Indonesian teachers who are currently teaching the Indonesian language in various countries or regions. The outcome of the study is thirteen heuristics which contains a set of checklist items related to an educational game framework called HEDEERS. Both the heuristics and the discussions can identify essential aspects of assessment design in both educational and game perspectives that will impact users experiences for learning the Indonesian language in a better approac

    Critical Thinking of Field Independent Students; which Model of Teaching is more Supportive?

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    This study examines whether a certain learning condition as of model of teaching is more supportive to the enhancement of critical thinking of field independent students. To be brief is that whether students with cognitive style of field independent function more superior through particular implemented models of flipped classroom, pure online or direct instruction. The study was a quasi-experiment conducted to 96 English majors divided equally in three different classes and treated with a different model. Data were collected by asking samples to take a critical thinking skills test after the treatment. Data were analyzed by means of two-way analysis of variance. Findings of the study show that the critical thinking skills of field independent students differ significantly after the three models implementation and the flipped classroom model is found to be more supportive

    Pengaruh Modul Pembelajaran dan Kecerdsasan Intrapersonal terhadap Hasil Belajar kimia Siswa di SMPN 90 Jakarta

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    This study aims to find out the impact of instructional media and intrapersonal intelligence on the learning outcome of Chemistry course of students of SMP Negeri 90 Jakarta. This study applies experimental method with Treatment by level 2x2 research design. For data collection purposes, this study uses multiple choice test to collect data of the students’ learning outcome and questionnaire to collect data of the students’ intrapersonal intelligence. The result of this study shows that : (1) learning outcome of Chemistry course of the students who were given internet-based instructional media is higher than those who were given module-based instructional media, (2) there is interactional influence between instructional media and intrapersonal intelligence on the learning outcome of Chemistry course of the students, (3) for students who have high intrapersonal intelligence, learning outcome of Chemistry course of the students who were given internet-based instructional media is higher than those who were given module-based instructional media, and (4) there is no significant difference of learning outcome of Chemistry course of students with low intrapersonal intelligence between those who were given internet-based instructional media and those who were given module-based instructional medi

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