JTP - Jurnal Teknologi Pendidikan
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Implementation of Project-Based Learning Model with Digital Flipbook Media in Story Texts Learning
One of the factors that cause low ability in reading and writing Javanese legend text is learning models and media are less varied. The project-based learning model with digital flipbook media assistance felt appropriate as an alternative for overcoming problems reading and writing legendary stories text at SMP Negeri 3 Semarang. This study aimed to describe the different results and students' performance between experimental classes that use the project-based learning model with control class without the model and media for student class VIII SMP Negeri 3 Semarang in elements reading and writing story. This study used experimental research with a true experimental design in the form posttest-only control design. Data collection techniques used tests techniques, observations, and interviews. Data analysis was performed using quantitative description techniques with SPSS Statistic 26 and qualitative description techniques. The results showed that learning outcomes and performance of students experimental class were better than a control class. Differences in learning outcomes can be seen from the average of reading and writing in control class amounting to 75,39 and the average in experimental class amounting to 81,92. Apart from that, using this model can improve students performance namely, students are more active, enthusiastic, disciplined with time, and have good responsibility. In conclusion, these models and media can be implemented by Javanese language teachers to optimize student learning outcomes and performance
The Influence of Early Childhood Education Teachers' Adaptability on the Implementation of the Independent Curriculum
This study aims to analyze the influence of early childhood teachers' adaptability on the implementation of the Merdeka Curriculum in North Konawe Regency, with a focus on the obstacles and opportunities faced by teachers in implementing curriculum changes. The curriculum is designed to improve the quality of education in Indonesia, especially in early childhood education. Teacher adaptability is the key to success in implementing this curriculum. This study uses a mix methods method with a sequential explanatory approach, combining quantitative and qualitative. The sample was taken using cluster random sampling with the Slovin formula, involving 143 early childhood teachers through a Google Form questionnaire. Qualitative data were obtained from in-depth interviews with six teachers from three sub-districts. Quantitative analysis was carried out using simple linear regression, while qualitative analysis used interactive techniques. The results showed that early childhood teachers' adaptability had a significant effect on the success of the Merdeka Curriculum implementation with a significance value of 0.000 <0.05. Several schools have started implementing the curriculum with strategies such as attending training, although not yet fully optimal. The main obstacles faced are limited training and resources, while opportunities arise from government support and the use of technology to improve teacher skills. This study contributes to more effective teacher adaptation strategies for the sustainability of curriculum implementation
Multimedia as Digital Literacy in Culinary Arts Vocational Learning
Learning media plays an important role in attracting students attention to understand the material. The results of observations of D3 Tata Boga 2017 students showed that only 18 out of 39 students reached the minimum completion criteria (78%) on napkin folding material, with learning resources limited to modules and jobsheets. One of the learning media through computers is using adobe flash player. The use of adobe flash player has not been utilized by the Culinary Study Program for student learning resources on napkin folding material. Based on this fact, learning to make napkin folds requires a stimulus from the lecturer, namely through the development of learning media. This study aims to develop and test the feasibility of interactive multimedia as digital literacy on napkin folding material. This study used R&D with a 4D development model (Define, Design, Develop, and Disseminate). The data analysis technique used the Content Validity Ratio (CVR) method. The interactive multimedia-based program uses Adobe Animate 2019 and Adobe Premiere Pro CC 2019. The interactive multimedia developed consists of several features including an introductory menu, theory, video tutorials, and knowledge test questions as the final score. The results show user validation of 0.41 and are included in the appropriate CVR criteria. Based on the results of the validation of the material expert, the feasibility was obtained at 94.6% and 85.7% for the high feasibility aspect criteria. The results of the media expert validation obtained a feasibility value of 86.4% and 81.8% for the high feasibility aspect criteria. The field group trial consisting of 30 culinary program students obtained results of 84.38% and were included in the feasibility criteria. It is concluded that interactive multimedia as digital literacy is declared “suitable” as a learning resource in the Food and Beverage Service course
Automated Assessment of Students' Attitudes and Academic Resilience Through Learning Management System Data Integration
One of the online platforms used to support learning activities is the Learning Management System (LMS). LMS supports the evaluation of cognitive aspects but not affective ones. As learning is mostly asynchronous, it presents challenges for lecturers in assessing students' attitudes. However, LMS generates data that can potentially be used to evaluate student attitudes and academic resilience. With the system log on the LMS, we can process data into information on the level of understanding, learning attitude, and persistence of students. This research is related to the design of an analytic dashboard that is integrated with LMS using Moodle. The dashboard will display an evaluation of student learning activities from the attitudinal aspects of motivation, discipline, responsibility, and academic resilience aspects consisting of persistence, reflecting and asking for help, and negative affect and emotional response. The study involved 160 new students, with data collected from 130 participants. The method used is a Research and Development (R&D) approach, which includes three stages: introduction, development, and testing. Data triangulation was used for validation by comparing online assessments with student self-evaluations. The final stage visualizes the results of system log analysis through the analytic dashboard. Findings showed that motivation scores from self-assessment correlated with LMS data, while discipline and responsibility assessments yielded different results. Academic resilience measures also showed discrepancies between student and mentor assessments. This research highlights the potential to visualize affective learning aspects within LMS platforms, providing lecturers with valuable insights into both cognitive and affective dimensions of student performance
Information and Communication Technology in the Learning Process
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, elementary, junior high, high school and university. 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 describe the utilization of information and communication technology in learning history class X SMA Negeri 1 Banda Aceh. This research uses qualitative research methods with a case study approach. Data collection in this study used observation, interview, questionnaire, and document methods to obtain data on the utilization of information and communication technology in history learning. The results showed that: first, the utilization of information and communication technology in the history learning process of class has been implemented well. Second, there are advantages in the use of information and communication technology during the history learning process in the COVID-19 era, namely: (1) more flexible schedule; (2) easier assessment; (3) students do not need to go to school; (4) parents can accompany students during the learning process, and (5) students can access the internet to answer questions given by the teacher
Revolutionary Flipbook-Based Digital Comic: Changing Student Engagement in Learning
The development of digital technology has had a significant impact on various aspects of life, including education. The use of digital media in learning is a necessity to motivate and increase students' interest in learning. One form of digital media that attracts attention is flipbook-based comics. This research aims to develop digital flipbook-based comics as an innovative learning tool to increase students' interest in learning. This research uses a 4D development approach (Define, Design, Develop, and Disseminate) to design, develop, and implement digital flipbook-based comics as an innovative tool aimed at increasing students' interest in learning. This research also involved testing with a number of students to evaluate the effectiveness and attractiveness of digital flipbook-based comics as a learning tool. The data collected involves aspects of learning interest, understanding of the material, and student satisfaction with the use of digital flipbook-based comics. The research results show that the use of digital flipbook-based comics can significantly increase students' interest in learning. Students responded positively to the interactive and fun learning experience. Therefore, the development of digital flipbook-based comics is an innovative solution in increasing students' interest in learning in this digital era
Digital Learning Media in Interactive Multimedia Based on Inquiry Approach for Sociology Learning in High Schools
The rapid evolution of technology presents significant challenges in its integration into educational environments. Despite these challenges, interactive multimedia digital learning materials stand out as an effective means to meet educational objectives in high schools. By combining these materials with methodologies like inquiry-based learning, educators can offer a richer and more dynamic learning experience. Therefore, the objective of this research is to develop interactive multimedia with an inquiry-based approach that is suitable for use in education. The research method used in this study is research and development, adopting the Alessi & Trollip model. The research sample consist of 7 people which was media experts, subject matter experts, practitioners (subject teachers), and 42 students. Data collection is conducted through non-test methods such as observation and questionnaires. The research data is then analyzed qualitatively and quantitatively. The research results show that in the alpha testing phase, the developed interactive multimedia received a "Very Good" qualification from the experts and practitioners who acted as validators, with an overall average score of 87%. Meanwhile, the beta testing results with the research subjects, the students, gave a rating of 87% which falls under the "Very Good" qualification. Thus, interactive multimedia with an inquiry-based approach is deemed suitable for use as a learning medium in sociology subjects. This research showed that the inquiry-based multimedia for sociology could be a tool to facilitate learning activities in high schools
Developing Guided Reading Guidebook through Leveled Books to Improve Reading Skills of Grade 1 Students
Guidebooks for guided reading methods through tiered books have not been found in learning reading skills. Still, based on several previous studies, the impact of using guided reading methods and tiered book media is very effective in reading skills. Therefore, this study aims to develop a guidebook product for guided reading methods through tiered books to improve the reading skills of grade 1 elementary school students. This study used a Research and Development (R&D) approach using the 4D development model, focusing on the 3 stages of 4D development namely define, design, and develop. The research subjects comprised 1 grade 1 teacher and 32 grade-1 students at SD Negeri Sarirejo 1, Demak. The data collection technique used a questionnaire which was then analyzed and described to provide an overview of the feasibility and effectiveness of the guidebook. The product feasibility test was analyzed using percentages and the product effectiveness test was analyzed using the Wilcoxon Signed Rank Test, t-test, and N-Gain test. The results of the study explained that the guidebook for guided reading methods through leveled books was said to be feasible with a value of 92.4% from media experts, 92% from material experts, and 89.7% from practitioners. The results also provide an effectiveness value through a t-test with the value of the Ha t-test analysis accepted and the N-Gain obtained is 0.63. Thus, it can be explained simply that the guidebook for guided reading methods using tiered books is feasible and effective to be used by teachers to support Indonesian language learning, especially in reading skills
Transformation of Early Reading Ability Through Smart Wheel Media Based on the TGT Learning Model
This study introduces the Kintar/Smarwheel learning media, a one meter diameter Smart Wheel media that was developed using the Team Game Tournament (TGT) learning model to improve the initial reading skills of grade 1 elementary school students. The problem of urgency is highlighted by the low reading ability of the average grade 1 child, encouraging the development of effective learning media. This research aims to develop, validate and evaluate the effectiveness of Kintar in improving student learning outcomes in early reading. This study uses a development approach, integrating the product design phase, feasibility validation by media and materials experts, and effectiveness testing through small and large scale trials involving grade 1 students from SDN Purwoyoso 03, Semarang City. Feasibility assessments by experts confirmed a high degree of suitability for educational use, with significant improvements in student learning outcomes observed during the pilot. The small scale trial showed an average increase from pretest to posttest scores from 46.67 to 70.00, with a significant difference of 23.33. The large-scale trial showed a mean increase from 61.47 to 81.47, with a striking difference of 20.00. The N-Gain test results show a moderate impact, with values of 0.3959 and 0.5298 for small and large scale tests, respectively. This study concludes that Kintar, integrated with the TGT learning model, is a powerful educational tool for improving early reading skills. Positive feedback from students and teachers underscores its effectiveness in generating engagement and improving learning outcomes in the classroom.
The Effectiveness of Problem-Based Learning Model Assisted by Augmented Reality Media on The Motivation and Learning Outcomes
Learning Pancasila Education using the conventional model has an impact on low motivation and student learning outcomes in elementary schools. This research aims to determine the effectiveness of the problem-based learning model assisted by augmented reality media reviewed from motivation and learning outcomes of Pancasila education. This research uses a quasi-experimental research method (Quasi-Experimental Design), while the research design used is NonequValent Control Group Design. Data collection was carried out using questionnaire instruments to determine student motivation and multiple choices tests to determine students' Pancasila Education learning outcomes. The research sample was grade 5/B, totaling 21 students as the experimental grade and grade 5/A, totaling 20 students as the control grade. Research data analysis uses difference tests and data effectiveness tests. Results of the difference test with the independent sample t test with a tcount value of 2.882 for learning motivation and 2.483 for learning outcomes. The results of the effectiveness test used a one sample t test with a tcount value of 4.501 for learning motivation and 4.493 learning outcomes. The research conclusion is that the Problem Based Learning (PBL) model assisted by augmented reality (AR) media is effective in terms of motivation and learning outcomes for Pancasila Education