https://journal.unj.ac.id/unj/index.php/jtp/issue/feed JTP - Jurnal Teknologi Pendidikan 2024-01-02T20:52:28+07:00 Dr. Moch. Sukardjo, M.Pd. msoekarjo@unj.ac.id Open Journal Systems <p><strong>Jurnal Teknologi Pendidikan</strong> |ISSN:<a href="https://sinta.kemdikbud.go.id/authors/profile/6039173">https://sinta.kemdikbud.go.id/authors/profile/6039173</a> <a href="http://u.lipi.go.id/1180430433">1411-2744</a> (Cetak), <a href="https://portal.issn.org/resource/ISSN/2620-3081" target="_blank" rel="noopener">2620-3081</a> (online)|&nbsp;is a peer-reviewed open-access journal. The journal invites scientists and educators throughout the world to exchange and disseminate theoretical and practice-oriented the whole spectrum of educational technology. Submitted papers MUST BE WRITTEN IN ENGLISH for an initial review stage by editors and further review process by a minimum of two anonymous reviewers.<br><br><strong>Starting in December 2020, Jurnal Teknologi Pendidikan will only publish manuscripts in English.</strong> Manuscripts that have been submitted in Indonesian must be translated into English and send the article again for the review. As of this announcement, all articles submitted in Indonesian will be automatically rejected.<br><br><strong><em>The journal has been ACCREDITED with "2rd" grade by the Ministry of Research, Technology and Higher Education (RistekDikti) of The Republic of Indonesia</em></strong>&nbsp;as an achievement for the peer-reviewed journal which has excellent quality in management and publication.<br><br>Authors who intend to submit a manuscript for publication in this journal obliged to understand correctly the instructions and the ins and outs of the provisions in this journal. For authors who have never published the article in this journal, we recommend reading all of the terms and conditions are listed in the journal.</p> <p>The author who will submit the manuscript after the deadline for submission as long as meet the requirement for publication in this journal will process for the next issue. The paper submission and reviewing procedures in <strong>Jurnal Teknologi Pendidikan</strong> will be processed with the web-based system via the Open Journal System (OJS) by Public Knowledge Project (PKP). We strongly prefer to receive manuscripts via our online submission system. With using our OJS system, authors can upload manuscript files (text, figures, and supplementary information) directly to our office and check on the status of Reviews their manuscripts during the review process.<br><br>Authors are requested to prepare a manuscript in accordance with the Instructions for the preparation of the manuscript and then to follow the Author Guidelines for submission. Before the manuscript is submitted to the editorial team, please make sure that your paper is prepared and refer to <strong>Jurnal Teknologi Pendidikan</strong> for writing format and style (Please download the template for the initial manuscript submission). This will ensure fast processing and publication. Any papers not fulfilling the requirements based on the guidelines to authors with great regret will not be processed.</p> <p>Accepted papers will be freely accessed in this website and the following abstracting &amp; indexing databases:</p> https://journal.unj.ac.id/unj/index.php/jtp/article/view/35071 Metaverse-Based Learning in the Digital Era 2023-12-31T21:10:10+07:00 Heni Jusuf heni.jusuf@civitas.unas.ac.id Lucia Sri Istiyowati luciasri@gmail.com Muh Fauzi muhfauzi@gmail.com Maria Magdalena mariamagdalena@gmail.com R. Eko Indrajit ekoindrajit@gmail.com <p>Digital disruption in the world of education refers to the impact of technology on traditional education systems and models, where the current education system is felt to need to be adjusted to the progress of the times and the needs of students. The business model of education in this digital era requires the innovation and creativity of teachers.&nbsp; After the Covid 19 pandemic, in addition to providing challenges in the world of education, it also provides an opportunity where students and educators are accustomed to <em>online</em> learning applications, <em>teleconference</em> applications, or collaboration applications that were previously not or rarely used by the world of Education.&nbsp; Many apps have been created to make online learning easier. Metaverse has been around since 2010, but due to the pandemic, the use of metaverse in learning is again being used with the development of Virtual reality, extended reality, and augmented reality technology. These three technologies can display a virtual environment just like the original environment. The method used to design metaverse-based learning is to use the ADDIE research and development model while learning development follows the stages of the Dick and Carey model. The results of field trials using survey methods and experiments on 20 junior high school students for one semester using the metaverse, resulted in a score of 4.82 with the conclusion of excellent learning material, students felt very happy, motivated to complete tasks, and always followed the learning stages designed in the form of games. Implementing the metaverse in learning can increase student engagement, creativity, technology skills, collaboration, and interaction as well as improve learning experiences that are more fun and engaging.</p> 2023-12-27T00:00:00+07:00 Copyright (c) 2023 Heni Jusuf, Lucia Sri Istiyowati, Muh Fauzi, Maria Magdalena, R. Eko Indrajit https://journal.unj.ac.id/unj/index.php/jtp/article/view/41583 Development of an Interactive Ebook to Improve Cultural Literacy and Citizenship in Class VIII Junior High School Students 2023-12-31T21:03:29+07:00 Titik Haryati titikh30@gmail.com Oktaviani Adhi Suciptaningsih oktaviani.suciptaningsih.pasca@um.ac.id Radeni Sukma Indra Dewi radenisukmaindradewi.pasca@um.ac.id Novianto Adhi Sucipta novianto2211@gmail.com <p>Cultural and civic literacy is one of the important literacies for junior high school students to have. The aim of this research is to develop an interactive ebook that can increase cultural and civic literacy in class VIII students. The research method uses the Richey and Klein model, namely Research, Design, Production and Evaluation. The participants in this research consisted of seven students and one class VIII teacher at CLC SMPT Lumadan Beaufort, Sabah, Malaysia. The data analysis technique uses quantitative descriptive analysis techniques. The research results show that based on the results of the media validator and ebook material validator it is very valid to be used as a learning medium. Based on the results of the pretest and posttest, there was an increase in students' cultural and civic literacy results. This proves that the interactive ebook created is effective and efficient. Effective because it can increase cultural literacy and citizenship in class VIII students significantly and efficiently because it does not require a long time in the improvement process, namely within one month after using the product in classroom learning.</p> 2023-12-27T00:00:00+07:00 Copyright (c) 2023 Titik Haryati, Oktaviani Adhi Suciptaningsih, Radeni Sukma Indra Dewi, Novianto Adhi Sucipta https://journal.unj.ac.id/unj/index.php/jtp/article/view/36947 Development of Audio-Visual Media on the Physical Motor Development of Students in Big Kindergarten 2024-01-02T20:52:28+07:00 Epi Supriyani Siregar episupsiregar@upmi.ac.id Imanuddin imanuddin@upmi.ac.id Ika Purnama Sari ikapurnama@amiktunasbangsa.ac.id <p>This study aims to determine the effect of the development of audio-visual media on the motor-physical development of students in BIG Kindergarten. This study involved early childhood students aged 5-6 years as participants. An audio-visual-based online learning approach was used in this study to introduce students to interesting physical activities and support the development of their motor skills. This research method use appropriate methods. The proposed solution is the use of audio-visual media which contains games as access to learning materials to develop children's gross motor skills. LCD/Projector is used to display learning videos. The results showed that the audio-visual media developed, including jumping over shapes, hot ball cold ball, cloth rolling ball, light ball, stepping on a tiger's tail, kangaroo ball game, and motion exercises and songs, had a positive influence on students' physical-motor development. Assessments from physical education experts, sports experts, and teachers show that this media gets a high score in the very good category. Based on the results of this study, it can be concluded that the development of audio-visual media in learning gross motor skills has a positive impact on the physical-motor development of early-age students. This media also received a positive response from students and educators, indicating a higher level of motivation and involvement in sports learning. This research contributes to the development of an innovative and effective learning approach in improving gross motor skills of early childhood students.</p> 2023-12-27T00:00:00+07:00 Copyright (c) 2023 Epi Supriyani Siregar, Imanuddin, Ika Purnama Sari https://journal.unj.ac.id/unj/index.php/jtp/article/view/37370 Development of a Game-Based Science Learning Model Oriented to Papuan Local Culture for Grade IV Elementary School Students 2023-12-31T21:09:58+07:00 Sirjon sirjonmamasa@gmail.com Moch Sukardjo msoekardjo@unj.ac.id Etin Solihatin etin_solihatin@unj.ac.id <p>The purpose of this study was to develop a game-based science learning model oriented towards local Papuan culture for fourth grade elementary school students that was appropriate and effective. This study uses a qualitative approach with the R &amp; D (Research and Development) research method which collaborates 3 development models namely the first step of the Borg &amp; Gall model, the Dick &amp; Carey model, and the Lee &amp; Owen model. Data analysis was carried out through formative evaluation and effectiveness testing with the t test. The results of the formative evaluation show that the average feasibility test for material experts, instructional design experts, and media experts is 3.93 with good conclusions, one-to-one evaluation with students obtains an average of 3.05 with good conclusions, the small group evaluation obtains average 3.43 with very good conclusions, and the field trial evaluation obtained an average value of 3.61 with very good conclusions, so it was concluded that the Papuan local culture-oriented game-based science learning model for fourth grade elementary school students was very good. Testing the effectiveness of developing a Papuan local culture-oriented game-based science learning model for grade IV elementary school students was tested through the t-test. The results show the value of Sig. (2-tailed) of 0.000 &lt;0.05, then there is a significant difference between science learning outcomes on the pretest and posttest data, so it can be concluded that the Papuan local culture-oriented game-based science learning model is effective for improving learning outcomes for fourth grade elementary school students.</p> 2023-12-27T00:00:00+07:00 Copyright (c) 2023 Sirjon, Moch Sukardjo, Etin Solihatin https://journal.unj.ac.id/unj/index.php/jtp/article/view/38388 Game-Based Learning and Children’s Digital Literacy to Support Pervasive Learning: A Systematic Reviews 2023-12-31T21:09:34+07:00 Muhibuddin Fadhli muhibuddin.fadhli.fip@um.ac.id Dedi Kuswandi dedi.kuswandi.fip@um.ac.id Prihma Sinta Utami prihmasinta@gmail.com Septi Budi Sartika septisartika@gmail.com Mohamad Hardyman bin Barawi bmhardyman@unimas.my <p>In this study, we investigate the impact of game-based learning on children's digital literacy in processing and acquiring information, focusing on the generation of digital natives who excel in responding to multimedia information. Utilizing data mining and the PRISMA Protocol, we conducted a systematic review based on the keywords 'Game-based learning on children’s digital literacy.' Data from the years 2017 to 2019, extracted from Sagepub and Emerald databases, reveal strong empirical support for the enhancement of children's digital literacy, particularly through game-based learning interventions, as evidenced by a significant effect size of 0.66. This translates to children becoming better at deciphering visual cues, understanding audio narratives, and critically evaluating the information presented in a variety of multimedia formats. Furthermore, game-based learning fosters critical thinking and problem-solving skills, keeping children engaged and motivated to learn in this dynamic digital landscape.</p> 2023-12-27T00:00:00+07:00 Copyright (c) 2023 Muhibuddin Fadhli, Dedi Kuswandi, Prihma Sinta Utami, Septi Budi Sartika, Mohamad Hardyman bin Barawi https://journal.unj.ac.id/unj/index.php/jtp/article/view/38749 Ability to Solve Complex Social Problems of Prospective Teachers according to Gender and Computational Thinking 2023-12-31T21:08:55+07:00 Eka Budhi Santosa ekabudhisantosa@staff.uns.ac.id Fatma Sukmawati fatmasukmawati@staff.uns.ac.id <p>Entering the 21st century, computational thinking has become a basic skill that all students must have. This research aims to determine gender differences in learning outcomes to solve social problems, differences in students' levels of computational thinking by gender, and the influence of students' levels of computational thinking on learning outcomes in solving social problems. This research uses a descriptive verification method with a quantitative analysis approach. The number of research subjects was 256 students, who came from the Faculty of Teacher Training and Education, Sebelas Maret University. The quantitative data analysis used is based on the results of computational thinking ability tests using the Wilcoxon Test. Further analysis of this research uses K-Means for clustering, while analysis of the relationship between variables uses Spearman's rho. This research shows that there is an influence of gender on learning outcomes for solving social problems, there is no significant relationship between students' level of computational thinking and gender, and there is a significant influence of students' level of computational thinking on learning outcomes for solving social problems. The results of this research show that the two factors above play a large role in influencing student learning outcomes. This capability works in synergy with the computational level of thinking. With the right efforts, growing computational thinking skills can improve students' ability to solve various learning problems.</p> 2023-12-27T00:00:00+07:00 Copyright (c) 2023 Eka Budhi Santosa, Fatma Sukmawati https://journal.unj.ac.id/unj/index.php/jtp/article/view/38869 College Students Expectation Toward Tutor in Distance Education 2024-01-02T20:48:08+07:00 Susy Puspitasari susy@ecampus.ut.ac.id Titi Chandrawati titich@ecampus.ut.ac.id Dewi Andriyani dewiandry@ecampus.ut.ac.id <p>Teacher performance will affect students' endurance, motivation, and spirit during learning. Someone's competence to become a teacher/Tutor is no longer enough by only mastering teaching materials, especially for tutors whose role is more as a facilitator. The purpose of this research is to find out the expectations of college students toward tutors in distance education. This research is qualitative by using a survey method. The aspect measured used an instrument of the Likert scale and then analyzed by using descriptive statistics. Key findings highlight that students recognize the importance of tutors' skills and appreciate the benefits of guided tutorials. There is a notable expectation among students for tutors and the Universitas Terbuka (UT) units to collaborate effectively to enhance tutorial services, which are integral to the learning structure in distance education. The results indicate a positive correlation between the tutors' abilities and the provision of efficient and effective learning support. Students' understanding of tutors' skills, their perception of the benefits of guided tutorials, and their internal consistency in evaluating tutor performance during tutorials are collectively rated as 'good'. This reflects the tutors' successful efforts in assisting students to become independent learners who are self-motivated and actively engaged in the learning process. The study underscores the need for focused tutor training programs aimed at developing competencies that align with students' expectations and the demands of distance education.</p> 2023-12-27T00:00:00+07:00 Copyright (c) 2023 Susy Puspitasari, Titi Chandrawati, Dewi Andriyani https://journal.unj.ac.id/unj/index.php/jtp/article/view/38928 Designing a Media Literacy Training Curriculum Framework for Junior High School Teachers 2023-12-31T21:04:16+07:00 Ahmad Fajar Fadlillah affadh@upi.edu Mohammad Ali emaa.laith@upi.edu Asep Herry Hernawan asepherry@upi.edu Cepi Riyana cepi@upi.edu <p>Being capable of media literacy is an important competence in the contemporary era characterized by widespread digitalization. Teachers play a vital role in integrating learning and imparting it in schools. However, due to the absence of media literacy training, their level of media literacy remains low. It necessitates a solution involving the creation of a training program by designing its curriculum beforehand. This study attempts to design a curriculum framework for media literacy training for teachers. The participants were junior high school teachers in West Java, with a total sample size of 381 teachers who used purposive sampling techniques. A design research method has been used to produce a prototype for research purposes. Research procedure refers to the three decisions that determine the design outcome, covering procedure design, problem analysis and solution design Data collected with questionnaires given to teachers and it has been analyzed using descriptive statistics with SPSS software 26. Results of this study provide a curriculum framework for media literacy training for junior high school teachers in West Java, including objectives, content, methods, and assessment. Its current training curriculum framework serves as a valuable reference point for enhancing the media literacy competence of teachers.</p> 2023-12-27T00:00:00+07:00 Copyright (c) 2023 Ahmad Fajar Fadlillah, Mohammad Ali, Mohammad Ali, Asep Herry Hernawan, Cepi Riyana https://journal.unj.ac.id/unj/index.php/jtp/article/view/40116 Ascertaining Curriculum Relevance through Web-based Tracer Study 2023-12-31T21:03:21+07:00 Liza Septa Wilyanti liza.septa@unja.ac.id Yoga Mestika Putra yogamestika@unja.ac.id Sovia Wulandari soviawulandari@unja.ac.id Yorina An'guna Bansa yorinabansa@gmail.com Merti Megawaty mertimegawaty1@gmail.com <p>This article aims to describe the relevance of alumni's field of work with the curriculum of the Indonesian Literature Study Program, Faculty of Teacher Training and Education (FKIP), Universitas Jambi. The research object was Indonesian Literature alumni who responded with a total of 86 respondents. The data collection technique was carried out by sharing the questionnaire link via the study program website https://sastraindonesia.unja.ac.id/ to 86 Alumni. The data in this research were analyzed using a descriptive approach. The findings show that graduates have worked with a high level of job suitability (41.9%). It indicates that the relevance of the curriculum to world needs is quite appropriate. The findings also show that most of the respondents worked as private employees. It can be concluded that the Indonesian Literature Study Program needs to equip graduates with recognition of competencies in certain fields for students. A certificate or competency certificate will be an added value for graduates to compete in the workplace.</p> 2023-12-29T00:00:00+07:00 Copyright (c) 2023 Liza Septa Wilyanti, Yoga Mestika Putra, Sovia Wulandari, Yorina An'guna Bansa, Merti Megawaty https://journal.unj.ac.id/unj/index.php/jtp/article/view/38870 E-Portfolio for Distance Learning in Elementary School 2023-12-31T21:05:35+07:00 Suprayekti suprayekti@unj.ac.id <p>Technology is being a part of education development. Every sector use a digital tool to assist their work. The purpose of this study was to determine the effectiveness of distance learning e-portfolios. This research uses mixed methods by combining qualitative and quantitative research methods to be used together in research activity to obtain more comprehensive, valid, reliable, and objective data. The data collected used by collecting and analyzing qualitative data built on quantitative preliminary results to analyze web-based e-portfolios on distance learning in elementary schools.&nbsp; &nbsp;The result of this study state that using e-portfolio assessment wisely to balance classroom assessment and facilitate content knowledge learning is an alternative for teachers.&nbsp; Using a web-based portfolio can minimize the space as a place to store tasks with more diverse formats. Storage can also be neater, making it easy to find and easier to assess by educators.</p> 2023-12-27T00:00:00+07:00 Copyright (c) 2023 Suprayekti https://journal.unj.ac.id/unj/index.php/jtp/article/view/38946 Development of Characterized Digital Comics for Junior High School Students in Social Studies Learning 2023-12-31T21:03:36+07:00 Usmaedi usmaedichalid@upi.edu Bunyamin Maftuh bunyaminmaftuh@upi.edu Hamdan hamdanunsera@gmail.com Siti Nurbayani K s.nurbayani@upi.edu Puji Siswanto puji.stkip@gmail.com <p>This study is aimed at developing the material for social science study at Junior High School by using characterized digital comics. The study uses a research and development model popularized by Borg and Gall. The types of data used in this research are qualitative and quantitative data. Qualitative data was obtained based on criticism and suggestions for improvement from validators. Quantitative data was obtained based on the results of filling out a questionnaire in the form of objective product assessment scores. The instruments used for data collection were open and closed questionnaires. Based on the results of data analysis from media experts, a feasibility value was obtained from media experts 149 a maximum value of 152 so that a percentage of 98% was obtained, from material experts a feasibility value was obtained of 112 from a maximum value of 114 so that a percentage of 98% was obtained, and the results of scale group trials limited (10 students) obtained a score of 890 out of a total of 1000 so that a percentage of 89% was obtained. This shows that the digital comic with characters being developed is classified as "very valid" and can be implemented. In brief, the results of developing digital comics with characters are appropriate and can be recommended to be used in social science studies at junior high schools.</p> 2023-12-27T00:00:00+07:00 Copyright (c) 2023 Usmaedi, Bunyamin Maftuh, Hamdan Hamdan, Siti Nurbayani K, Puji Siswanto https://journal.unj.ac.id/unj/index.php/jtp/article/view/37059 History Learning Innovation with Steam Approach 2023-12-31T21:03:25+07:00 Nur Aeni Marta nuraeni@unj.ac.id Otto Fajarianto otto.fajarianto.fip@um.ac.id C. Santi Muji Utami mujiutami@mail.unnes.ac.id <p>So far, history lessons are only textual in nature. For this reason, teachers must start preparing students to face the rapidly changing technological developments. Meanwhile, the need for human resources in the future is to be able to think analytically, collaboratively, and interdisciplinary. For this reason, this research will raise the application of STEAM through Project Based Learning as an innovation in learning history. Researchers use qualitative methods. First, reflection aims to bring students into the context of the problem and provide inspiration to students. At the research stage, more learning processes occur. In this stage, the teacher also guides the discussion more and determines whether students have developed conceptual and relevant understanding. The discovery stage connects research and information known in project preparation. Students begin to study independently and determine what is still unknown. At this stage, the students collaborate to find solutions. At the application stage, students test products made from previously determined conditions. The results obtained are used to improve the previous step. The final step is communication. The communication process is carried out to convey ideas. At this stage, the teacher and colleagues conduct a final assessment. In addition, teachers are also expected to be able to provide appreciation and constructive feedback. The results showed that STEAM in Project Based Learning for history learning proved to be effective in encouraging students' creativity, collaboration, and communication skills. However, this method requires careful planning. Some students are also not familiar with project learning.</p> 2023-12-29T00:00:00+07:00 Copyright (c) 2023 Nur Aeni Marta, Otto Fajarianto, C. Santi Muji Utami https://journal.unj.ac.id/unj/index.php/jtp/article/view/41529 Use of Virtual Tour Media Based on Lebak Local Products in Social Studies Learning in Elementary School 2023-12-31T21:03:14+07:00 Ajeng Ginanjar ajengginanjar5678@gmail.com Aim Abdul Karim aimbadul@gmail.com Kokom Komalasari kokomkomalasari@gmail.com Erlina Wiyanarti erlinawinayanarti@gmail.com <p>The virtual tour media based on Lebak local products is designed as an alternative learning media in social studies subjects. Given the situation and conditions at school show that teachers still teach naturally and have not creatively used learning media. The purpose of writing this article is to describe the use of virtual tour media based on Lebak local products in social studies learning so that learning is more meaningful and achieves goals. This research uses quantitative methods with survey techniques and observations of 100 respondents. The data collection technique used a questionnaire distributed to teachers. The results of this study indicate that the use of virtual tour media based on Lebak local products can encourage meaningful learning and achieve learning objectives such as describing Lebak local products including batik cloth, Baduy dyed and woven cloth, crafts, palm sugar and emping as part of the natural wealth and potential of the area where students live, thus encouraging active participation, creativity of students in social studies learning.</p> 2023-12-29T00:00:00+07:00 Copyright (c) 2023 Ajeng Ginanjar, Aim Abdul Karim, Kokom Komalasari, Erlina Wiyanarti https://journal.unj.ac.id/unj/index.php/jtp/article/view/40490 Math City Map: Application of Mathematics Outdoor Learning Using Mobile Application 2023-12-31T21:03:06+07:00 Tri Candra Wulandari fikri.chan@unisma.ac.id M. Indra Riamizad Raicucu Indrariamizad@gmail.com Zainal Abidin zainalabidin@gmail.com Otto Fajarianto otto.fajarianto.fip@um.ac.id <p>The purpose of this research is to describe the design of outdoor learning using Math City Map (MCM) application. Through several features provided in Math City Map teachers can provide a virtual classroom that serves to support, hone and explore student abilities. This outdoor learning design is the result of the development of learning design in mathematics subjects in elementary and secondary schools. This research uses a qualitative approach, with a descriptive research type. The subjects of this research were teachers and students in Singosari. Data collection techniques using documentation, interviews and observation. The results of the learning design using MCM through four stages, there are 1) determining the learning theme, and outdoor destination or location, 2) briefing all related parties, namely students, teachers and assistants, 3) dividing students into groups, 4) implementing outdoor learning. Implementation of outdoor learning.</p> 2023-12-31T00:00:00+07:00 Copyright (c) 2023 Tri Candra Wulandari, M. Indra Riamizad Raicucu, Zainal Abidin, Otto Fajarianto