Journal of Education Technology
https://ejournal.undiksha.ac.id/index.php/JET
<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="https://portal.issn.org/resource/ISSN/2549-4856" 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="https://portal.issn.org/resource/ISSN/2549-8290" 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="https://www.scopus.com/authid/detail.uri?authorId=57211650188" target="_blank" rel="noopener">I Kadek Suartama</a></strong></td> </tr> <tr valign="top"> <td width="20%">Publisher</td> <td width="80%"><a href="https://ejournal.undiksha.ac.id/index.php/JET/manager/setup/undiksha.ac.id"><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="https://ejournal.undiksha.ac.id/index.php/JET/login" target="_blank" rel="noopener">please click here</a></p>Universitas Pendidikan Ganeshaen-USJournal of Education Technology2549-4856<p>Authors who publish with the <strong>Journal of Education Technology</strong><strong> </strong>agree to the following terms:</p><ol><li>Authors retain copyright and grant the journal the right of first publication with the work simultaneously licensed under a <a href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution License (CC BY-SA 4.0)</a> that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal. </li><li>Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.</li><li>Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work. <span>(See </span><a href="http://opcit.eprints.org/oacitation-biblio.html">The Effect of Open Access</a><span>)</span></li></ol>Early Childhood Board Games with School Objects and Anatomical Theme to Facilitate Learning
https://ejournal.undiksha.ac.id/index.php/JET/article/view/67384
<p>Early childhood's low understanding of basic material such as school objects and anatomy will have an adverse impact on the next level of education. The purpose of this research is to produce and find out the effectiveness of board games learning media that can facilitate the early childhood learning process on the topic of school objects and anatomy. This research type is research and development with the APPED model. The subjects in the study consisted of early childhood students, 3 teachers, and 3 validators. Collecting data are using interviews, observation, and questionnaires. The instruments used were interview guides, questionnaires for material experts and media experts, pretest, post test, and data analysis using descriptive analysis techniques. The results of the research resulted in a board game product with a material feasibility test result of 4.7 and a media feasibility test of 4.1. The effectiveness test with pretest and post test activities showed that there was an increase in children's understanding from a score of 50.6 to 82.6. Board games with the topic of school objects and anatomy are appropriate and effective for use in early childhood learning.</p>Anak Agung Adi Wiryya PutraHerman Dwi Surjono
Copyright (c) 2023 Anak Agung Adi Wiryya Putra, Herman Dwi Surjono
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2024-01-012024-01-017458158910.23887/jet.v7i4.67384Application of a Virtual Laboratory Containing Ethnoscience to Enhance Students' Critical Thinking Skills
https://ejournal.undiksha.ac.id/index.php/JET/article/view/68713
<p>The ability to think critically is a basic ability that students of this century must have. This ability is also emphasized in the Independent Curriculum which is being implemented in Indonesia. However, there is a problem, namely that the school does not have a laboratory to carry out biology practical activities. Based on these problems, the aim of this research is to develop virtual laboratory learning media with ethnoscience content in biology subjects to improve students' critical thinking abilities. This research is a type of development research (R&D) that applies the ADDIE development model. The development process involves collaboration with media experts, material experts and students. The data collection method used was test instruments and questionnaires. The analytical method used is quantitative and qualitative. The results of research by media experts show that the media is suitable for use with an assessment of 92%. The results of the material expert assessment show that the content is suitable for use with an assessment of 88%. The results of the effectiveness test show a sig value of 0.000, where there is a real difference in students' critical thinking abilities before and after treatment. The results of the N gain test show that the effectiveness of learning media in improving critical thinking skills is 47%, which is included in the medium category. It is hoped that the laboratory media developed can contribute to variations in learning media that are in accordance with the Independent Curriculum, namely including elements of critical reasoning and global diversity.</p>Nella Puspita SariMunawir YusufSri Yamtinah
Copyright (c) 2023 Nella Puspita Sari
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2024-01-012024-01-017459059810.23887/jet.v7i4.68713Sound Wave Digital Learning Material Integrated Augmented Reality and CTL Model to Promote Students' 21st Century Skills
https://ejournal.undiksha.ac.id/index.php/JET/article/view/63479
<p>The learning process should be able to develop students' 21<sup>st</sup> century skills. In fact, students' 21<sup>st</sup> century skills are still low. Skills in the 21<sup>st</sup> century that need to be developed by students are 4C abilities, including: critical thinking and communication. The purpose of this research is to analyze the results of the needs analysis, the results of the validity test, and the results of the practicality test of digital learning materials to support the improvement of students' 21<sup>st</sup> century skills. The type of research used is R&D with the Hannafin and Peck model. The subjects in this study were students of class XI senior high school. The instruments used are questionnaires, test questions, and performance assessment to analyze student needs; product validation sheets to determine product validity; and product practicality sheets to determine the practicality of product use. The data analysis used in this research is descriptive statistical analysis. The validity test data analysis was conducted using Aiken's V formula. The validity analysis results show that the average validation value of AR-CTL digital learning materials is in the valid category. The practicality analysis value of AR-CTL digital learning material is in the practical category. So, it can be concluded that the augmented reality digital learning material integrated with the CTL model are valid and practical to promote students' 21<sup>st</sup> century skills.</p>Jessica AlfaAsrizal
Copyright (c) 2023 Jessica Alfa, Asrizal
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2024-01-012024-01-017459960910.23887/jet.v7i4.63479Interactive Multimedia with Problem-Based Learning in Mathematics
https://ejournal.undiksha.ac.id/index.php/JET/article/view/64656
<p>Considering that mathematics material has an important role in everyday life, learning media in learning requires learning media to present learning material that is abstract to become concrete. Interactive multimedia can increase student learning outcomes in mathematics. Apart from that, the PBL learning model is able to encourage students to learn actively in solving a problem. Therefore this research aims to develop interactive multimedia with problems based on learning in mathematics for class VII students of junior high school. This type of research is development research with the ADDIE model which includes five systematic stages in it. The data collected are quantitative data and qualitative data using 3 data collection methods, namely interviews, questionnaires, objective tests. The stages of the ADDIE model which consists of five stages, namely the stages of analysis, design, development, implementation and evaluation. The results of this study indicate that problem-based interactive multimedia learning is valid with very good qualifications. Moreover multimedia interactive learning with problem-based learning was effectively used in learning class VII mathematics set material at junior high school.</p>Nur Aliza HariantoI Gde Wawan Sudatha
Copyright (c) 2023 Nur Aliza Harianto
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2024-01-012024-01-017461061810.23887/jet.v7i4.64656Discovery Learning Model Optimizing Digital Thematic Multilingual Dictionary to Improve Literacy Skills
https://ejournal.undiksha.ac.id/index.php/JET/article/view/67155
<p>A preliminary study found that the students faced literacy skill problems. The results of pre-tests proved that the mean score achieved by grade 4 was 42.49 (very low), grade 5 was 63.06 (low), and grade 6 was 49.58 (very low). Regarding these findings, this study further aimed to analyze whether implementing a discovery learning model that optimized a digital thematic multilingual dictionary could improve the elementary students’ literacy skills. This study involved four main steps, plan, act, observe, and reflect. The samples were 84 students determined purposively for deciding three classes among those nine classes representing 4th, 5th, and 6th grades. There were two kinds of tests, pre-test and post-test. The pre-tests were used to measure the literacy level before treatments, while the post-tests were employed to count for the literacy level after treatment. After four sessions of treatments and two post-tests, it was discovered that students' literacy skills could have been notably improved. The mean scores obtained on the second cycle, respectively, were 86.77 (high), 93.66 (very high), and 95.55 (very high). These results imply that the discovery learning model utilizing a digital thematic multilingual dictionary can enhance elementary school students’ literacy skills. Thus, it is strongly recommended that students regularly use dictionaries for their self-directed learning.</p>Ni Made RatminingsihI Gede BudasiMade Hery SantosaNi Nyoman PadmadewiLuh Putu ArtiniI Putu Yoga Purandina
Copyright (c) 2023 Ni Made Ratminingsih; I Gede Budasi, Made Hery Santosa, Ni Nyoman Padmadewi, Luh Putu Artini, I Putu Yoga Purandina
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2024-01-012024-01-017461962810.23887/jet.v7i4.67155Micro Learning Media for Teaching English at Junior High School Students
https://ejournal.undiksha.ac.id/index.php/JET/article/view/69627
<p>The students’ lacked of interest in learning English at Junior High School tended to cause of having short memory on the material being explained. Micro-learning is a tiny activity by teachers and learners in the classroom, to help the students’ short memory. This means that teachers need to provide a bit-sized learning material to help students to maintain their memories. Based on the phenomena developing video materials using the micro-learning concept is badly needed. The aim of this study is to develop micro learning media for teaching English at junior high school students. The micro-learning video developed in this research are combined with three teaching model namely; problem-based learning, project-based learning and discovery-based learning. The effectiveness of the developed video materials for the learners at junior high school was evaluated using criteria of a good English material suggested by the formula. Moreover, the checklist consisted 5 scales of scoring they are; 5 represents excellent, 4 represents good, 3 represents average, 2 represents below average, and 1 represents poor. The result showed that the quality of the developed micro-learning-based video materials implemented at junior high school was good. Thus, the micro-learning based video materials were good to help the students at junior high school to sustain their memories in learning English.</p>Putu Kerti Nitiasih Made Hery Santosa Putu SuarcayaGede Ratnaya
Copyright (c) 2023 Putu Kerti Nitiasih , Made Hery Santosa , Putu Suarcaya, Gede Ratnaya
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2024-01-012024-01-017462963510.23887/jet.v7i4.69627The Effect of Fruit Audio Aroma Media on Basic Science Process Skills in Elementary School
https://ejournal.undiksha.ac.id/index.php/JET/article/view/61666
<p>Basic science process skills are important for elementary school students. Basic science process skills can optimize students' critical thinking skills and scientific thinking skills. In addition, they can also train students to solve the problems they experience in everyday life. However, many students have not mastered these skills. Therefore, learning media is needed to optimize these basic science process skills. Therefore, it is necessary to create learning media to optimize these basic science process skills. One of the learning media that can be used to optimize the basic science process skills in elementary school students is Fruit Audio Aroma learning media. This study aimed to analyze whether there was an effect of the use of Fruit Audio Aroma learning media on the basic science process skills in elementary school students. This research was a quantitative experimental one-shot case study conducted by providing treatment to students. Data were collected through performance tests. Data analysis techniques were carried out through the non-parametric test through the Wilcoxon test. The results of the Wilcoxon test show that the use of Fruit Audio Aroma learning media affected elementary school students' basic science process skills. The results of this study are expected to contribute to educators' optimization of students’ basic science process skills.</p>Isnaini Nur RohmatunIdam Ragil Widianto AtmojoSepti Yulisetiani
Copyright (c) 2023 Isnaini Nur Rohmatun, Idam Ragil Widianto Atmojo, Septi Yulisetiani
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2024-01-012024-01-017463664410.23887/jet.v7i4.61666Youtube Media in the Listening Ability of English Education Students
https://ejournal.undiksha.ac.id/index.php/JET/article/view/50843
<p>This research was motivated by the learning to listen to English UHKBNP students during the Covid-19 pandemic which had not been carried out properly because students' understanding of listening skills was still lacking. The teaching and learning process during the pandemic was increasingly difficult for students to experience, resulting in disruption of the teaching and learning process. This also reduces the activeness of students in participating in listening lessons. The learning media used are also less effective, moreover the learning techniques used are still less varied. The purpose of this study was to analyze how effective the use of YouTube media was on the listening skills of UHKBNPP English students during the Covid-19 pandemic. The research method used was quasi-experimental without a control class. The steps to be carried out in this research are; 1) Do a pre test; 2) Doing treatment using Youtube media; 3) Do a post test, then conclude. Based on the t test results, there was a significant difference between the control group and the experimental group in listening ability. The experimental class that used YouTube media showed significant improvement compared to the control group. The conclusion from this study is that there is effectiveness of YouTube media in improving students' listening skills during the current Covid-19 pandemic.</p>Leonita Maria Efipanias ManihurukIrene Andryani Nababan
Copyright (c) 2023 Leonita Maria Efipanias Manihuruk, Irene Andryani Nababan
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2024-01-012024-01-017464565210.23887/jet.v7i4.50843The Digital Literacy Instruments for University Students
https://ejournal.undiksha.ac.id/index.php/JET/article/view/67099
<p>Nowadays in the digital era, obtaining information is a very easy task, however, critical thinking from many university students in reality are still lacking and they have a high plagiarism level. This problem can be solved if the students have a digital literacy ability. The purpose of this research is creating a digital literacy instrument for students. The method applied in this research was R&D (Research and Development) research method with RDR (Research, Development, and Research) model. Subject of this study were two (2) expert lecturers in their field and collaborated with 30 students as test subjects. The method of data collection was questionnaires and interview, whereas the data analysis technique applied in this research was qualitative analysis with product moment correlation technique. The result of this research showed the content validity from the digital literacy coefficient of the students was 1, 00 which interpreted as a very high validity value. While the result of reliability test calculation showed r11 value was 0.88 which means the instrument is reliable since reliability coefficient value obtained a number greater than 0.60. Therefore, it can be concluded the digital literacy instrument from this research can be used to evaluate the students’ digital literacy ability. The implication of digital literacy instrument usage hopefully can help students to improve the quality of their learning process.</p>Ismaul FitrohDismanKokom KomalasariMamat Ruhimat
Copyright (c) 2023 Ismaul Fitroh
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2024-01-012024-01-017465366110.23887/jet.v7i4.67099Blog-Based Writing Instruction in Fostering EFL Writing Performance: Students’ Belief and Attitudes
https://ejournal.undiksha.ac.id/index.php/JET/article/view/65968
<p>The existence of blogs offers an innovation that encourages a new writing style integrated with technology. However, it seems that there are still not many EFL writing classes in Indonesia using online blogs, and little research has been conducted on how students’ perception of a blog in writing. This study aims to analyze the Indonesian EFL learners' perceptions toward the use of Blog as the medium of learning practices in English Writing class. This study use qualitative research involving a questionnaire and semi-structured interviews were used. For 12 weeks, thirty-four students participated in this study by posting weekly entries from their English writing assignments on blogs. The data from the questionnaire reveals that the majority of students strongly agree and agree with the usefulness, effectiveness, attitudes, and practicality of using a blog in English writing class. It means that blog as learning media is very influential in the development of students' learning process. The interview result also showed that online blogging provided many advantages such as being easy to operate, writing can be accessed by all readers in the world, receiving and giving comments on friends' blogs, no longer needing to the stationary, and encouraging the student's creativity to write systematically.</p>St HartinaNurhasanah SafeiNur Tahan Riani
Copyright (c) 2023 St Hartina, Nurhasanah Safei, Nur Tahan Riani
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2024-01-012024-01-017466266910.23887/jet.v7i4.65968LMS Implementation in High Schools in Eastern Indonesia After the Covid-19 Pandemic
https://ejournal.undiksha.ac.id/index.php/JET/article/view/66171
<p>The Covid-19 pandemic had prevented students and teachers from carrying out teaching and learning activities in physical classroom due to activity restrictions, social distancing, or lockdown. The problem that occurs is the unavailability of an IT-based (online) learning management system in many schools causing the teaching and learning process from outside the school to be delayed. Covid-19 has not only caused a health emergency, but also an educational emergency. This research aimed to develop an LMS and implement it free of charge in several schools in eastern Indonesia and analysed the impact of implementation over 2 years. The research method used is the Prototype Method with the stages of Communication, Modeling, Construction, and Deployment. At the Communication stage, data collection was carried out through interviews with several school parties regarding system requirements. At the Modeling stage, system design is carried out using Class Diagram, Use Case Diagram, Activity Diagram, and Sequence Diagram. At the Construction stage, application development is carried out using the PHP web programming language with a MySQL database. In the Deployment stage, implementation is carried out on the Microsoft Azure Cloud platform. The results of the research shown that the implementation of the LMS provided an increase in score for the exact sciences (Mathematics) and the language sciences (English) fields. As for the field of social sciences (Citizenship) did not show a significant increase.</p>Budi YuliantoRita Layona
Copyright (c) 2023 Budi Yulianto
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2024-01-012024-01-017467067610.23887/jet.v7i4.66171Pre-Service Teachers’ Perception of Digital Literacy
https://ejournal.undiksha.ac.id/index.php/JET/article/view/68867
<p>Digital Literacy for teachers, including future teachers is one prominent and influential aspect of living in the 21<sup>st</sup> century. They need to be digitally literate to be engaged in this digital world and to prepare their students to be digitally literate too. This research aims to assess the level of the pre-service teachers’ digital literacy in one public university in Bali, Indonesia. This study was using a survey study. The participants were involving 158 pre-service teachers. Pre-service teachers are students of teaching training or educational study programs, who are prepared with pedagogical content and skills to prepare them to become teachers. The instrument used in collecting the data was a 5-point-Likert-questionnaire, data triangulation a semi-structured interview with seven pre-service teachers was conducted. The questionnaires were analyzed quantitatively. The study revealed that most of the pre-service teachers reported high levels of literacy in all areas. The results of this study would be beneficial as reflections on the pre-service teachers’ digital literacy as a consideration in the institution’s regular review of the curriculum or training for the pre-service teachers.</p>Putu Ayu Prabawati SudanaMade Hery SantosaNi Made RatminingsihNi Nyoman PadmadewiLuh Putu Sri AdnyaniLuh Putu Artini
Copyright (c) 2023 Putu Ayu Prabawati Sudana
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2024-01-012024-01-017467768610.23887/jet.v7i4.68867Improving Student Interests and Learning Outcomes Using Project Based E-Learning Models
https://ejournal.undiksha.ac.id/index.php/JET/article/view/64974
<p>The problem underlying this research is the ineffectiveness of the learning process after the Covid-19 pandemic which resulted in low interest in learning and student learning outcomes. So it is necessary to restore the learning process through appropriate learning models and by the development of the times of students and be able to overcome the learning loss during the Covid-19 pandemic. The purpose of this study was to analyze differences in interest and learning outcomes in Informatics between students who studied with the Project E-Learning learning model compared to students who studied using the direct e-learning learning model. So that this research is expected to be able to provide an overview of learning models that are more effective in informatics subjects and can increase students' interest and learning outcomes, especially in the era of the Industrial Revolution 4.0. The population of this quasi-experimental study with the posttest-only non-equivalent control group design plan was Class IX students of junior high school with two classes selected as samples using a group random sampling technique. Data were analyzed descriptively and using Multivariate Analysis of Variance/MANOVA with a significance level of 5%. The results showed that there were differences in interest and learning outcomes between students who studied with the project-based e-learning model and students who studied with the direct e-learning model, with better results for students who studied with the project-based e-learning model.</p>Putu Agus AriawanI Kadek Suartama
Copyright (c) 2023 Putu Agus Ariawan
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2024-01-012024-01-017468769710.23887/jet.v7i4.64974Collaborative Project Based Blended Learning on Resilience and Student Learning Outcomes
https://ejournal.undiksha.ac.id/index.php/JET/article/view/60417
<p>The COVID-19 pandemic is indirectly causing rapid and dramatic changes in the learning process, one of which is the need to hold lectures online with subsequent implications for student wellbeing. The main problem of conducting this research is the ineffectiveness of the learning process during the Covid-19 pandemic so that to restore their resilience and learning outcomes was an important things to be focused on. The aims of this study were 1) to analyze the significant differences in resilience and the English learning outcomes simultaneously between students who studied collaborative project based blended learning with direct blended learning, 2) to analyze differences in resilience between students who studied collaborative project based blended learning with direct blended learning, 3) analyzing differences in the learning outcomes between students who learn with collaborative project based blended learning and direct blended learning. This research is a quasi-experimental study with posttest only control group design. The population of this study was eleven class from grade IX of Junior high school. Resilience data was collected by questionnaire, learning outcomes data was collected by multiple choice tests. Data were analyzed descriptively and analyzed by using multivariate analysis of variance at a significance level of 5%. The results showed, there were differences in resilience and English learning outcomes with better results for students who studied with the collaborative project based blended learning model. Based on this, collaborative project based blended learning model can be effectively used to improve resilience and learning outcomes of student in junior high school.</p>Indrayani Ari SulastriI Made Tegeh Ketut Agustini
Copyright (c) 2023 Indrayani Ari Sulastri, I Made Tegeh, Ketut Agustini
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2023-11-102023-11-107469870610.23887/jet.v7i4.60417Interactive Media Articulate Storyline to Improving Students’ Learning Outcomes on Traditional Engklek Games Material
https://ejournal.undiksha.ac.id/index.php/JET/article/view/69268
<p>The application of traditional games in learning is still rarely implemented in elementary schools. Therefore we need learning media that is able to introduce traditional technology based on technology that is interesting for students. This study aims to analyze the effectiveness of interactive learning media Articulate Storyline in improving learning outcomes in fourth grade students Movement material on Traditional Engklek Games. The type of research used is research and development that refers to the ADDIE model. Determination of internal media validity is done by carrying out validation to experts and practitioners of media and material. Effectiveness is then determined by conducting small scale and large scale tests through pretest and posttest. The t-test results showed that the sig. value (2-tailed) is 0,000 meaning < 0.05. The N-Gain test shows a value of 0.69 with a medium category, so it can be concluded that there is an increase in the average value of the pretest and posttest. The conclusion of this study is that the interactive learning media Articulate Storyline is useful and effective used to improve the learning outcomes of fourth grade students on Movement on Traditional Engklek Games.</p>Rindita MileniaAtip Nurharini
Copyright (c) 2023 Rindita Milenia, Atip Nurharini
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2024-01-012024-01-017470771410.23887/jet.v7i4.69268Examining the Roles of Self-Efficacy, Attitude and Self-Regulated Learning through Augmented Reality in Reading for EFL Learners
https://ejournal.undiksha.ac.id/index.php/JET/article/view/64567
<p>In recent years, higher education institutions have faced challenges in the field of education. The impact of digital technology such as augmented reality increases the possibility of self -regulated learning. Therefore this study analyze the relationship between self-efficacy, attitude and self-regulated learning across cognition, motivation, behaviour, and context through augmented reality in reading for English as foreign language (EFL) learners. Data were collected from 213 undergraduate students in English for Specific Class (ESP) in an academic university in Indonesia. This study was used a non-experimental, analytic survey research design with SmartPLS. The study assessed the measurement model of the factor loadings, composite reliability, and convergent validity, and employed bootstrapping for p-values of the path coefficient. The findings of the study reported that self-efficacy has a statistically significant relationship with cognition, motivation, behaviour and context while attitude has a statistically positive relationship with motivation and context but not with cognition and behavior.</p>Ryani YulianYuniarti YuniartiOkta Miftahul Sirat
Copyright (c) 2023 Ryani Yulian, Yuniarti, Okta
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2024-01-012024-01-017471572310.23887/jet.v7i4.64567Design of an Electronic Test for Geometry Material Based on Students' Numeracy Literacy and Metacognitive Knowledge
https://ejournal.undiksha.ac.id/index.php/JET/article/view/63608
<p>Making electronic tests of students' numeracy skills based on metacognitive knowledge is important for students to have. Metacognitive knowledge are essential in mathematics performance. For this reason, it is significant to make metacognitive knowledge the basis of teaching, especially in teaching mathematics. This study aimed to design an electronic test based on students' Numerical Literacy Ability and Metacognitive Knowledge. The study used the ADDIE development model focusing on evaluating geometry material. This study chose subjects with random sampling from a high school that has good quality. The first stage of this study was to determine the nine research subjects by conducting initial interviews with class IX students. Then from the research subjects, researchers obtained information about numeracy literacy skills and metacognitive knowledge using test and interview methods. The results of a descriptive and in-depth analysis of the students' numeracy literacy skills and metacognitive knowledge became the basis for designing the electronic test. The study found that the electronic test design proved valid with an excellent category and practical with a positive response of 82.63%. This electronic-test design assessment shows that the digital-based instrument evaluation can have a broader range of users. The results of this study can be a recommendation for a digital-based evaluation instrument that adapts to the scope of the latest curriculum in Indonesia.</p>Siska FirmasariSetiyaniJajo Firman RaharjoMohammad Dadan SundawanRismayani
Copyright (c) 2023 Siska Firmasari, Setiyani, Jajo Firman Raharjo, Mohammad Dadan Sundawan
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2024-01-012024-01-017472473310.23887/jet.v7i4.63608Needs Analysis: Development of Contextual Approach Learning Tools Based on Local Balinese Wisdom
https://ejournal.undiksha.ac.id/index.php/JET/article/view/69933
<p>Lectures are textual, and students have yet to actively participate in learning activities actively, making learning less meaningful. This research analyses the need for developing contextual approach learning tools based on local Balinese wisdom. This research is survey research. The methods used to collect data are questionnaires, interviews, observation and document study. The instrument used to collect data was a questionnaire sheet. The technique used to analyze data is qualitative descriptive analysis. The research results are, first, that the approach applied in science skills development courses has yet to be effective. Second, one of the difficulties currently experienced by lecturers is that science learning material needs to be connected to the local context or wisdom. Third, lecturers understand the concept of contextual learning, but learning implementation still needs improvement. One of the things that causes learning activities with contextual concepts to be less than optimal is that they need to be integrated or included in the semester lecture plan. Fourth, a contextual approach will have a positive impact that will improve the learning experience. Fifth, using a contextual approach in learning science skills in elementary school helps students understand and apply it to their lives. It was concluded that developing learning tools with a contextual approach based on local wisdom is very important.</p>I Made Citra WibawaI Gede MargunayasaNi Wayan Eka Widiastini
Copyright (c) 2023 I Made Citra Wibawa, I Gede Margunayasa, Ni Wayan Eka Widiastini
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2024-01-012024-01-017473474110.23887/jet.v7i4.69933Learning Media for Sound Picture Cards Based on E-Flashcard Quizlet Content for Elementary School IPAS Lessons
https://ejournal.undiksha.ac.id/index.php/JET/article/view/69680
<p>Some schools can make maximum use of technology. The lack of adapting learning media to technological developments impacts students who do not benefit from technology to the maximum. This research aims to develop Quizlet-based Flashcard electronic learning media for science and science learning for class V elementary school. Research and development were carried out using the ADDIE development model. Data collection methods through interviews, questionnaires and tests. Data collection instruments are in the form of questionnaires and test questions. The subjects of this research were 1 subject matter expert and 1 learning media expert. The product implementation or trial was carried out in two stages, namely a small-scale trial of 6 students and a large-scale trial of 27 students. The techniques used to analyze data are qualitative descriptive analysis, quantitative and inferential statistics. The results of the research are that the media developed received very decent qualifications from material experts and learning media experts. The t-test results show a significant increase in the pre-test and post-test results. The N-Gain test results show an increase in the high category. It was concluded that Quizlet-based E-Flashcard learning media effectively improved student learning outcomes. The implication of this research is that the E-Flashcard Quizlet-based Sound Picture Card media that has been developed can be used as a solution to help students learn science subjects and also make it easier for teachers in teaching and learning activities.</p>Putri OktavianiBarokah Isdaryanti
Copyright (c) 2023 Putri Oktaviani, Barokah Isdaryanti
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2024-01-012024-01-017474275110.23887/jet.v7i4.69680Implementation of Mobile Learning Design in the Flipped Direct Instruction Model to Increase Student Competency Using a Constructivist Approach
https://ejournal.undiksha.ac.id/index.php/JET/article/view/69768
<p>Mobile learning using technology is the main challenge for Generation Z students today. This challenge will affect students' independence and ability to learn. For this reason, this research aims to test the implementation of mobile learning using the Flipped Direct Instruction (FDI) model and develop Jarkom FDI learning media using a constructivist approach. This type of research is Quasi-Experimental Research. The control class and experimental class were used in this research. The Direct Instruction (DI) model is applied in the control class, and the FDI model is used for the experimental class. This research uses quantitative and primary data types. The methods used to collect data are questionnaires and tests. The instruments used to collect data were questionnaires and question sheets. The techniques used to analyze data are qualitative and quantitative statistical analysis. Data was obtained using test instruments and calculated using the Gain Score method. The results of the research are Jarkom FDI learning media along with mobile learning implementation data. This data obtains a percentage of the Gain Score, namely 75.04%, with a minimum percentage of 61.7% and a maximum percentage of 100.0%. 75.04% answered the research hypothesis that there is a significant influence of implementing mobile learning design in the FDI learning model with a constructivist approach on the results of computer network installation practicum learning. It was concluded that the learning model that uses mobile with a constructivist approach effectively improves students' cognitive and psychomotor abilities. The results of this study are expected to be one of the qualified options for increasing the effectiveness of the implementation of Computer Network Installation learning.</p>Dedy IrfanLativa MursyidaAkrimullah Mubai
Copyright (c) 2023 Dedy Irfan
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2024-01-012024-01-017475276210.23887/jet.v7i4.69768