Journal of Education Technology 2024-04-20T08:32:14+00:00 I Kadek Suartama Open Journal Systems <hr /> <table class="data" width="100%"> <tbody> <tr valign="top"> <td width="20%">Journal title</td> <td width="80%"><strong>Journal of Education Technology</strong></td> </tr> <tr valign="top"> <td width="20%">Initials</td> <td width="80%"><strong>JET</strong></td> </tr> <tr valign="top"> <td width="20%">Abbreviation</td> <td width="80%"><strong>J. Educ. Technol.</strong></td> </tr> <tr valign="top"> <td width="20%">Frequency</td> <td width="80%"><strong>Four issues per year </strong></td> </tr> <tr valign="top"> <td width="20%">DOI</td> <td width="80%"><strong>prefix 10.23887/jet</strong><strong><br /></strong></td> </tr> <tr valign="top"> <td width="20%">Print ISSN</td> <td width="80%"><a href="" target="_blank" rel="noopener"><strong>2549-4856</strong></a></td> </tr> <tr valign="top"> <td width="20%">Online ISSN</td> <td width="80%"><a href="" target="_blank" rel="noopener"><strong>2549-8290</strong></a></td> </tr> <tr valign="top"> <td width="20%">Editor-in-chief</td> <td width="80%"><strong><a href="" target="_blank" rel="noopener">I Kadek Suartama</a></strong></td> </tr> <tr valign="top"> <td width="20%">Publisher</td> <td width="80%"><a href=""><strong> Universitas Pendidikan Ganesha</strong></a></td> </tr> <tr valign="top"> <td width="20%">Organizer</td> <td width="80%"><strong>Faculty of Education - Undiksha</strong></td> </tr> </tbody> </table> <hr /> <p><strong>Journal of Education Technology</strong> is a scientific journal published by Universitas Pendidikan Ganesha. Journal of Education Technology is specifically publishing journal articles in the field of study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources. This journal collaborates with Asosiasi Program Studi Teknologi Pendidikan Indonesia (APS-TPI).</p> <p>Journal of Education Technology is regularly published four times a year (February, May, August, and November). This journal has been accredited by Indonesian Ministry of Research and Technology/National Research and Innovation Agency of the Republic of Indonesia decision Number 200/M/KPT/2020, which is ranked Second Grade (Peringkat 2, Sinta 2) from Volume 4, Issue 3 to Volume 9, Issue 2.<br />For new article submission, <a href="" target="_blank" rel="noopener">please click here</a></p> Digital Technologies: A Congregating pan-African Public Management on the Fourth Industrial Revolution for Employability and Sustainable Growth 2023-08-18T03:32:10+00:00 Miracle Atianashie Chukwuma Chinaza Adaobi Kwadwo Adinkrah-Appiah Daniel Obeng-Ofori <p>The Fourth Industrial Revolution (4IR) is the concept of blurring the real world with the technological world and it is characterized by a range of new technologies that are fusing the physical, digital, and biological worlds. The study analyze the state of pan-African public administration practice within the praxis of the Fourth Industrial Revolution (4IR) to enhance employability and sustainable development. The 4IR is the concept of blurring the real world with the technological world, and a range of new technologies that are fusing the physical, digital, and biological worlds characterizes it. At its core, the 4IR is driven by the convergence of physical and digital technologies. It is the current developing environment in which disruptive technologies and trends such as the Internet of Things (IoT), robotics or intelligent robots, mobile supercomputing, virtual reality (VR), and artificial intelligence (AI) are changing the way people live and work. Furthermore, the study interrogates the contentious and contemporary potentials of the pan-African public administration vis-à-vis the fourth industrial revolution as we draw closer to the future. The study employed a descriptive research design, relying on content analysis. A secondary source of data collection was employed. Some of the significant findings include sustainable development, Employability, and Fourth Industrial Revolution. The study advocates that for African public administration to be relevant to the governance and sustainable development needs of the continent, it must restructure its educational curriculum to take advantage of the benefits that the technological advancement of the fourth industrial revolution provides.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Miracle Atianashie, Daniel Obeng-Ofori, Chukwuma Chinaza Adaobi , Kwadwo Adinkrah-Appiah Android Based E-Module on Food Services Subjects for Culinary Students 2023-11-24T05:24:52+00:00 Nikmat Akmal Yuzia Eka Putri Siti Sutanti <p>The unavailability of interactive learning media, namely e-modules, has resulted in reduced interest in learning Food Services which includes theory and practice in the Culinary Education Study Program, resulting in low learning outcomes. This research aims to develop an Android-based e-module for the Food Services subject. The research uses a 4D development model. Data collection was carried out through interviews and questionnaires. The research subjects were students and lecturers of the Culinary Education Study Program. Data were analyzed using descriptive analysis. The e-module developed consists of a front display (university logo, e-module description, guide, and start button), and a main menu (learning objectives, content, references, and evaluation). The results of the feasibility test for the e-module developed according to material experts, media experts and students were respectively 4.36 (very feasible), 4.43 (very feasible) and 4.40 (very high acceptance). This data shows that Android-based e-modules are very suitable for use as learning media. Android-based e-modules can make it easier for students to access learning materials anywhere and at any time so that students can repeat learning independently and are able to improve students' understanding of learning materials.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Nikmat Akmal, Yuzia Eka Putri, Siti Sutanti The Impact of Technology Readiness on Undergraduate Students’ Acceptance of Learning Management System 2023-02-01T01:29:44+00:00 Ika Maryani Yunita Mega Puspitasari <p>The problem raised in this research is that there are no studies that measure the influence of technology readiness on student acceptance of the Learning Management System. This research aims to analyze the influence of technology readiness on acceptance of the Learning Management System among students. This research uses a quantitative approach with an ex post facto type. The research method uses associative research to determine the causal relationship between technological readiness and the Learning Management System. The data collection technique uses a technology readiness questionnaire and the Learning Management System which is then analyzed using simple linear regression analysis with t-test hypothesis testing. The questionnaire consists of 27 valid statements representing indicators, optimism, innovation, discomfort, insecurity, usefulness, ease of use, and interest in using. Questionnaires were distributed to students via WhatsApp using accidental sampling technique and obtained 152 respondents. The results show that 66.8% of acceptance of the Learning Management System is influenced by technology readiness. Meanwhile, 33.2% is influenced by other variables. The results of this research indicate that there is a positive influence of technology readiness on acceptance of the Learning Management System. This means that the higher the technological readiness, the higher the acceptance of the Learning Management System. The implication is that technological readiness must be improved to optimize the use of the Learning Management System. High acceptance of the Learning Management System can provide support for the success of the online learning process.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Yunita Mega Puspitasari, Ika Maryani Digital Student Worksheets to Improving Students' Learning Independence 2024-02-15T06:29:20+00:00 Netty Juliana Dina Ampera Farihah Baharuddin Veronika Yulisna Sinukaban <p>The independent campus learning curriculum currently being developed focuses on student-centered learning so that lecturers are not the only source of learning. This research was motivated by the lack of student learning independence and low learning outcomes in craft arts learning. The aim of the research is to produce Digital Student Worksheets that are feasible and effective in increasing student learning independence in Arts and Crafts courses in the Fashion Design Education study program. This development research uses the Thiagarajan 4-D development model. This model consists of 4 stages, including the needs analysis stage, product design stage, validation and evaluation stage. The results of validation by material experts obtained an average result of 4.12 in the feasible category. the validation results from media experts obtained an average score of 4.27 in the adequate category. The results of trials carried out by lecturers and students obtained an average score of 4.55 in the very good category. At this stage, an evaluation of all activities that have been carried out is carried out, especially the input provided by experts and users. The results of the posttest carried out obtained an increase of 28% in improving learning outcomes. Digital LKM is suitable for use in learning and motivates students to increase student independence. Digital LKM can help students learn independently. The implication of this research is that digital LKM can be used by teachers because it can present problems in more detail so that students can construct their knowledge independently.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Netty Juliana , Dina Ampera, Farihah, Baharuddin, Veronika Yulisna Sinukaban The Future of Archives Learning with Technology: Exploring the Potential of Virtual Labs 2024-01-17T06:41:26+00:00 Yeni Purneni Susi Ernawati Asrowi Fatma Sukmawati <p>The use of interactive media in vocational schools is extremely important for improving learning effectiveness. In today's digital era, interactive media can inspire students, improve understanding, and provide them with technology-driven skills that are relevant for the future. Therefore, the aim of this study is to analyze the potential and opportunities for creating an interactive multimedia platform called Virtual Lab (V-Lab) for archival learning in vocational schools. This research used a mixed method approach, with a sample size of 2 teachers and 103 students. The data collected includes both qualitative and quantitative data. Qualitative data was gathered through observation and interviews, using observation sheets and interview guidelines as tools. Quantitative data was collected through non-test techniques, specifically questionnaires, followed by data analysis using questionnaires as tools. The research data analyzed descriptively through interactive analysis, which involves data collection, data reduction, data presentation, and drawing conclusions. The findings of this research showed that teachers mainly used ICT-based media, such as presentation slides, YouTube, and the internet during the learning process. Additionally, a large majority of students expressed their agreement towards the development of Virtual Lab-based interactive multimedia, as it enhanced their practical learning experiences. This initiative and desire must be realized in order to promote innovative and dynamic learning implementation. The outcomes of this research could serve as a basis for the development of learning innovations, particularly in terms of interactive learning media that incorporate digital elements, which could be accessed through smartphones and support learning activities in vocational schools.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Yeni Purneni, Asrowi, Fatma Sukmawati Bilingual E-Magazine: The Development of Digital Teaching Resource on Students’ Literacy of Environmental Pollution 2024-01-23T01:50:04+00:00 Lungguh Halira Vonti Indriyani M. Ginanjar Ganeswara Mursidah Rahmah Abdul Rosyid <p>Based on research in ASIA, Indonesia is still in the lowest position in the term of literacy. Moreover, the students’ interest of using and exploring conventional teaching materials is also still low. One of the materials given in every level of education now is PLH or Environment Education. The government concerns about environment education should be supported by the availability of appropriate and interactive teaching media. Therefore, this study aims to develop and produce digital teaching media for the subject under the topic of environment pollution as well as improving students’ literacy and understanding of the subject material in PLH subject. The research employed research and development design started with analysis process, designing process, development process, implementation and evaluation process. The result of the research is E-Magazine as one of the Learning resources that contain learning materials that are displayed attractively with more interesting features such as images, videos, and interesting display. The result of the product’s implementation shows that the students’ digital literacy of environmental pollution is increased by the score of 82,11%. Based on results analysis of the students’ understanding of the environmental pollution for the subject, the N-gain score was 0,83 and it was higher than 0,70 as the standard for high level effectiveness.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Lungguh Halira Vonti, Indriyani, M. Ginanjar Ganeswara, Mursidah Rahmah, Abdul Rosyid English Reading E-Module Based on Gamification and Contextual Teaching and Learning to Promote Reading Comprehension Skills 2024-01-22T07:27:49+00:00 Isnaini Apri Utami Sunardi Nur Arifah Drajati <p>Reading is one of the most taught skills in English lessons, but it is also the most complex skill to improve. The reading activities carried out by students only use textbooks and student worksheets, so they are less exciting and impact students' poor reading skills. This research aims to develop an electronic English reading module based on gamification and contextual learning that is appropriate to the needs of second language learners. This type of research is development research. This research is the second stage of Design-Based Research (DBR), which is the design and construction stage. The research subjects consisted of 2 learning materials experts, two ELT experts, and 2 English teachers. The test subjects were 35 tenth-grade students. This research uses quantitative descriptive analysis techniques and inferential statistics. Based on the results of data analysis, namely the assessment from learning material experts, 93% and 94% were obtained. The assessment from e-module content experts was 97% and 87%. The assessments given by the teacher were 81% and 90%. Usability testing from the student's perspective obtained 80%. From these results, an electronic English reading module based on gamification and contextual learning is suitable for use in the classroom. The implication of this research is that the gamification-based English reading electronic module that was developed can be used in learning.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Isnaini Apri Utami, Sunardi, Arifah Nur Drajati E-Modules for Computer Network Practicum Based on Problem-Based Learning and Peer Tutoring: A Practical Solution to Develop 21st-Century Skills 2023-12-13T07:15:59+00:00 Lativa Mursyida Ika Parma Dewi Agariadne Dwinggo Samala Fadhli Ranuharja <p>Learning in the era of the Fourth Industrial Revolution requires innovation in learning, one of which is through learning media. E module is a learning media that is more efficient and flexible than conventional media. E-modules that are integrated with appropriate learning models can help achieve optimal learning outcomes. This research aims to develop an electronic module (e-module) for Computer Network Practicum based on Problem-Based Learning (PBL) and Peer Tutoring (PT) and test its effectiveness in enhancing 21<sup>st</sup>-century skills among students. The research method applied is Research and Development (R&amp;D), with module validity and practicality evaluated by experts and students. Effectiveness testing is conducted by comparing post-test results between the experimental group using PBL and PT e-modules and the control group using conventional worksheets. The research findings indicate that the developed e-module has strong validity, is easy to implement, and is effective in improving 21<sup>st</sup>-century skills among students. The post-test results of the experimental group are also significantly higher than those of the control group. The implications of this research are significant contributions to the development of technology-based teaching materials to enhance the quality of computer network practicum learning. The implementation of PBL and PT strategies in the e-module can be an effective alternative in designing teaching materials oriented towards the development of 21<sup>st</sup>-century skills, serving as a guide for educators and curriculum developers to enhance innovative learning approaches across various subjects.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Lativa Mursyida The Delone and McLean Information System Success Model: Investigating User Satisfaction in Learning Management System 2023-12-24T22:58:57+00:00 Tutut Widyaningrum Qomariyatus Sholihah Bambang Santoso Haryono <p>E-learning system is designed with the consideration of the learners' needs in order to provide quality learning opportunities and positive learning experiences. This study aim to analyze user satisfaction and achieving overall system success. A survey on student satisfaction regarding the facilities and infrastructure in the learning activities indicates that approximately 18.3% are dissatisfied with the existing facilities.The objective of this study is to analyze the use and satisfaction of users of the Learning Management System (SIPEJAR) as an e-learning platform. The Research method was conducted with an explanatory quantitative approach and adopts the D&amp;M IS Success Model as a theoretical framework. A total of 84 students were selected as respondents using the proportionate stratified random sampling method with Taro Yamane's formula at a significance level of 10% from the population of 542 undergraduate psychology students. The data was collected through questionnaires and analysis with SEM-PLS. The research results show that service quality has a positive and significant effect on usage, p-value of 0.029 but not for the system quality and information quality. System quality, information quality, and service quality have a significant effect on user satisfaction, p-values respectively, of 0.004, 0.038, and 0.003. Apart from that, system usage also has a significant influence on user satisfaction, p-value of 0.000. By identifying the usage and factors that influence user satisfaction, e-learning providers can focus their attention on improving specific aspects of the user experience and enhancing the overall learning process.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Tutut Widyaningrum, Qomariyatus Sholihah, Bambang Santoso Haryono The Impact of the Fuzzy Delphi Technique on Technology Methods Based on Design Thinking 2023-11-02T04:11:01+00:00 Anshar Daud Sartika Lina Mulani Sitio Asri Ady Bakri Loso Judijanto Ridwan <p>As technology becomes important in people's lives, there is a call to integrate technology into education. Therefore, this research aims to look at the elements needed to integrate technology as a learning platform based on design thinking. This research is quantitative research using the Fuzzy Delphi technique. The approach used to collect research data is to use a questionnaire instrument. The number of experts involved was 18 people, 8 people from the field of education, 5 people from educational technology, and 5 people from design thinking. The research results show that the eight elements are accepted by experts with a consensus percentage above 75% with a threshold value (d) ≤ 0.2. The conclusions of these eight elements are using technology or the internet, choosing technological tools or resources, assessing the credibility and relevance of sources, using technology to analyze information, using technology to support teamwork, using technology to help students share information, utilizing technology to monitor assignments, utilizing technology to interact directly with experts is necessary for integrating technology as a learning platform based on design thinking. This research implies that teachers and students have started to apply these eight elements in the classroom learning process.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Nurainiah Nurainiah, Qurrata Akyuni, Nanda Saputra The Impact of the Blended Learning Model on Student Learning Independence during the Learning Process 2023-11-02T04:15:20+00:00 Achmad Syarifudin Henny Sanulita Erna Noer Hajati Jitu Halomoan Lumbantoruan <p>The low level of direct interaction between teachers and students due to the restrictions and distance that must be observed forces students to learn independently. However, not all students have online skills. Therefore, teachers must develop competence by presenting the right model and by government policy, both online and offline. This learning model is blended learning. Teachers have no other choice but to carry out good blended learning management so that learning activities can continue. This research aims to analyze the effectiveness of blended learning management and online skills on students' learning independence. The method in this research is quantitative with an export facto type of research, namely comparative causal research. The data collection technique is by distributing instruments in the form of questionnaires to each teacher respondent by first creating a Google from link. The population in the study were all teachers in one district with a research sample of 90 people from 4 schools spread across one district. Data analysis techniques are correlation and regression. The research results show that blended learning management and online skills have an impact on student learning independence. The impact of the blended learning model and students' online skills is 52.10%. The conclusion is that to increase student learning independence, teachers must carry out the learning process using the blended learning model optimally. The research implies that teachers have implemented the blended learning model by training students who have difficulty online.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Jitu Jitu Halomoan Lumbantoruan Perceptions of Industry and Education Practitioners Regarding the Implementation of Digital Learning in Automotive Engineering 2023-08-18T03:29:04+00:00 Muhammad Dzaky Firdaus Sutarto Farid Mutohhari Suyitno Muhammad Nurtanto <p>Digital learning (DL) in vocational education has become a crucial issue that continues to be developed for innovation, including in the automotive engineering department. However, the problem is related to the relevance of the competencies to be achieved in accordance with industry qualifications. In addition, the stages of DL have not been fully understood by various educational practitioners. This study aims to analyze the perceptions of industry and education practitioners regarding the implementation of DL in automotive engineering (DL-AE). Sixteen key informants were involved in data collection through semi-structured interview techniques. Qualitative data were analyzed thematically with the help of the NVivo 12 Plus Software. The findings in this study are classified into three main aspects, namely activities prior to DL-AE implementation (Pre-DL-AE implementation), activities during DL-AE implementation, and evaluation of the DL-AE program. However, the lack of accessibility tools and the lack of intensive monitoring during the DL-AE was an obstacle that had to be solved. During the implementation of DL-AE, roles and responsibilities are needed which include aspects of facilitating, guiding and teaching material according to the portion. Evaluations regarding adjustments or changes to methods and ensuring equitable accessibility are also special considerations in increasing the effectiveness and efficiency of DL-AE in the future. These results have important implications in the development of digital learning that takes into account the aspects found in this research.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Muhammad Dzaky Firdaus, Sutarto, Farid Mutohhari, Suyitno, Muhammad Nurtanto The Urgency of Android-Based Interactive Multimedia Development to Improve High School Students Collaboration Skills 2024-02-07T04:52:24+00:00 Mutiara Kusuma Ananda Pramusita Sariyatun Hassan Suryono <p>Humans as social creatures are defined as humans who cannot live alone so they work together to build a harmonious social life with collaboration skills. Through the application of education, collaboration skills are one of the skills of the 21<sup>st</sup> century. In applying sociology learning, students have difficulty understanding sociology material and developing their collaboration skills. Even though collaboration skills are needed for social life. Based on the problems above, this research aims to develop Android-based interactive multimedia to optimize mobile learning on social interaction material. This research is a type of development research (R&amp;D) using the ADDIE model which involves media experts, content experts, and experts on skills measurement instruments in learning. The data collection technique uses a quantitative descriptive approach with percentage analysis. The results of data analysis show that 2 media experts gave an average score of 3.71 with a percentage of 93% percent. Then 4 learning content experts gave an average score of 3.9 with a percentage of 97.50%, and finally, 4 learning instrument experts gave an average score of 4 with a percentage of 100%. It was concluded that interactive multimedia was declared very suitable for use in teaching sociology for class X SMA/MA. The Android-based interactive multimedia being developed is expected to contribute to the urgent need for learning media innovation that is adapted to the learning needs of the 21<sup>st </sup>Century.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Mutiara Kusuma Ananda Pramusita, Sariyatun, Hassan Suryono The Impact of Multimedia Elements on Tablets and Digital Stories in Learning Process Management 2023-12-24T22:35:20+00:00 Nurjaya Yono Maulana Indira Shofia Maulida Bakri Antonia Junianty Laratmase <p>Technology is an effective teaching method among educators because it is easier and faster to implement. Switching to traditional methods is very appropriate to apply in the current era of digital technology. The inclusion of multimedia elements into Digital storytelling (PD) has provided innovation in the learning process with the support of mobile technology interaction features. However, using interaction features and multimedia elements such as text and images to create storytelling is still difficult for students and teachers. Meanwhile, elements for evaluating storytelling with technology are still lacking. Research is urgent because of differences in expectations, theory, and reality. The research aims to analyze the reliability of multimedia elements on tablets and digital story evaluation and to determine the correlation of multimedia elements on tablets and digital story evaluation. The research method is a quantitative survey approach. The subjects were students, pupils, teachers, and lecturers totaling 41 people. Data collection techniques with instruments were developed from multimedia indicators, digital stories, and tablets. Instruments were assessed based on a Likert scale from 1-7 points. Analysis techniques were using SPSS Version 25.0 with validation tests, mean, standard deviation, and minimum and correlation values. Research findings show that multimedia, digital stories, and tablet use have high reliability and correlation as well as a positive and significant relationship between all variables in the evaluation. Respondents also assessed multimedia elements in digital stories and tablets. The findings confirm that multimedia elements are at level 5 and can be used in an effective learning process.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Nurjaya, Yono Maulana, Indira Shofia Maulida, Bakri, Antonia Junianty Laratmase Live Worksheets Media to Improve Exploration of Dance Movements of Grade II Elementary School Students 2024-02-04T05:08:17+00:00 Riska Nidaul Husnawati Atip Nurharini <p>One important aspect of dance education is the exploration of dance movement, which not only builds motor skills but also provides a platform for developing students' identity and emotional expression. This research aims to develop E-LKPD based on Live worksheets to increase students' exploration of dance movements. The subjects of this research were material experts, media experts, class II teachers, and 25 class II students. This type of research is Research and Development (RnD) using the ADDIE model. The data collection methods for this research are observation, interviews, questionnaires, documentation, and tests. The data analysis technique is qualitative and quantitative descriptive analysis. Quantitative data can be in the form of an increase in the average learning outcomes of dance movement exploration which can be calculated using the N-Gain Test. The research results were that the validation test by teaching materials experts was 95% with very feasible criteria, and the validation test by media experts received a score of 97% with very feasible criteria. The N-gain test results show a value of 0.7, meaning it has high criteria. Live worksheets-based E-LKPD teaching materials are feasible and effective for increasing movement exploration for second-grade elementary school students. E-LKPD teaching materials are flexible and efficient to use.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Riska Nidaul Husnawati Elevating Student Motivation: Constructing a Gamified Massive Open Online Courses using the MARC Framework 2024-01-08T02:47:38+00:00 Rujianto Eko Saputro Sazilah Salam <p>Education is undergoing a profound revolution in the current era of digital technology, primarily due to the implementation of Massive Open Online Courses (MOOCs). These courses have facilitated worldwide accessibility to education of exceptional quality, transcending geographical and institutional limitations. This study aims to evaluates the implementation of gamification in Massive Open Online Courses (MOOCs) to enhance students' intrinsic motivation and graduation rates. Facing the challenge of low graduation rates in MOOCs, this study designed and implemented a Gamified MOOC (GMOOC) platform using a new gamification framework, MARC. Through an experimental method, this study involved 101 students and collected data through a questionnaire based on the Instructional Materials Motivation Survey (IMMS) and ARCS Model. The data was analyzed using Structural Equation Modelling (SEM), and the results showed that all MARC variables have high reliability and positively impact students' intrinsic motivation, with the Autonomy variable having the most significant impact. This study underlines the importance of a gamification framework in enhancing motivation and graduation rates in MOOCs, as well as the importance of considering the correct design elements and gamification components in the development of MOOCs. This study provides significant implications for developing and implementing effective and engaging MOOCs.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Rujianto Eko Saputro, Sazilah Salam Asynchronous vs Synchronous: Effects of Online Learning on Students' Oral Presentation Skills 2023-11-04T04:16:43+00:00 Vivi Indriyani Jasmienti Hasri Fendi <p>Online learning has become popular globally in every field of education as a result of advances in information and communication technology despite the COVID-19 pandemic. Online learning can be done synchronously and asynchronously. Based on this explanation, the purpose of this study was to analyze and compare synchronous and asynchronous online learning on students' oral presentation skills. This research method is an experiment with a quasi-experimental design. Two classes were selected as the sample for this study using a purposive sampling technique. With the provisions of one class as experimental class 1 by treating students with asynchronous online learning, while the experimental class 2 learning is carried out synchronously online. The research instrument used was a performance test, in which students made oral presentations. Analysis of research data using SPSS with the stages of normality test, homogeneity test, and t test. The results of the study showed that there was a difference in the average student learning outcomes, namely oral presentation skills and synchronous and asynchronous online learning processes. Based on the average difference, it shows that students are better at making oral presentations when learning is carried out asynchronously. Based on the results of this research, it can be concluded that online learning can be used as an alternative for the learning process, especially asynchronously, especially in relation to oral presentations.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Vivi Indriyani, Jasmienti, Hasri Fendi Innovation in Vocational Learning: Project Based Learning E-Module on the Textile Dyeing Course 2024-02-04T05:06:18+00:00 Mala Maulidina Pratiwi Waskito Weni Nelmira Ambiyar <p>The current problem is the lack of innovative learning resources that can be used for independent learning. This has an impact on low student learning outcomes. The aim of this research is to develop an E-module based on Project Based Learning. This type of research is development research.The model used to develop products is 4-D (definition, design, development and distribution). The research subjects were 2 material expert validators, 3 media expert validators, and 2 language expert validators. The product trial subjects were 16 students who were taken into two classes as a control class and an experimental class. The methods used to collect data are observation, interviews, questionnaires and tests. The instruments used to collect data were questionnaire sheets and test questions. This research data analysis technique uses descriptive qualitative, quantitative and inferential statistical analysis. The research results areThe average material validation assessment was 0.86 with the Valid category. The average result of the E-module validation assessment in terms of media is 0.85 with the Valid category. The language validation assessment was 0.86 in the valid category. Practicality by lecturers was 91.67% in the very practical category and students were 82.5% in the very practical category. This e-Module was declared effective in improving student learning outcomes based on classical completeness of 94.73%, and a score of 0.71 in the high category. It was concluded that E-modules are suitable for use in learning and can improve student learning outcomes.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Mala Maulidina Pratiwi Mala, Waskito, Weni Nelmira, Ambiyar E-Sistus: Electronic Information System for Students with Special Needs in Supporting Inclusive School Management 2024-01-17T06:52:17+00:00 Agung Dewi Megah Antari Anak Agung Gede Agung Ni Luh Gede Erni Sulindawati <p>Providing data for students with special needs is still manual, to make it easier to access the data, a digital information system needs to be developed so that its functions can be implemented more quickly. In line with these needs, this research aims to develop an e-information system for students with special needs to support inclusive school management. This research develops E-Systus development in accordance with the ADDIE development model. This research uses 4 (four) techniques in data collection, namely observation, interviews, questionnaires, and tests. This research uses qualitative descriptive analysis techniques, quantitative descriptive analysis and inferential statistical analysis. The results of this research found that the product feasibility level based on content experts obtained a percentage of 90% in the very good category. The product feasibility level based on instructional design experts obtained a percentage of 91.6% in the very good category. The level of product suitability based on media experts obtained an average value of 97.5% in the very good category. The product feasibility level based on individual trials obtained a percentage result of 94.16% which is in very good qualifications. The product feasibility level based on small group trials obtained a percentage result of 93.33% which is in very good qualifications. The Electronic Information System for Students with Special Needs (E-Sistus) has been proven to be significantly effective in supporting inclusive school management.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Agung Dewi Megah Antari, A. A. Gede Agung, NL G. Erni Sulindawati Multiple Intelligences-based Interactive Multimedia to Improve Students’ Multiple Intelligences in Kindergarten 2024-01-02T00:59:31+00:00 Putu Juli Astiti Ni Nyoman Parwati I Made Tegeh I Komang Sudarma <p>The main problem in this research is that students' multiple intelligences have not been developed according to their respective talents and interests. This research aims to develop multiple intelligence-oriented multimedia, to increase the multiple intelligences of students in kindergarten. The research method used is development using the ADDIE model. The instruments used were questionnaires and observation sheets. Questionnaires are used to measure the validity and practicality of multimedia by experts and users. Observation sheets are used to measure the effectiveness of multimedia in increasing the multiple intelligences of students in kindergarten. The questionnaire was analyzed quantitatively and descriptively, and the observation sheet was analyzed using quantitative and qualitative descriptive analysis methods. The research results showed that the validity of the design aspect was 93.53%, the learning media aspect was 90.00%, and the learning content aspect was 95.00%. The practicality of interactive multimedia through individual testing obtained a percentage level of 96.67%, and small groups obtained a percentage level of 96.67%. The effectiveness test shows that interactive multimedia is able to develop students' intelligence specifically in five aspects, namely logical-mathematical, musical, kinaesthetic, visual-spatial, and verbal linguistics.</p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Putu Juli Astiti, Ni Nyoman Parwati, I Made Tegeh, I Komang Sudarma