Journal of Education Technology <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> en-US <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="">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="">The Effect of Open Access</a><span>)</span></li></ol> (I Kadek Suartama) (Ni Nyoman Sulandhari Dewi) Sat, 25 May 2024 00:00:00 +0000 OJS 60 E-learning Innovation for Generation Z in Higher Education <p>Research into the development of online learning for the OBE Photo Media Development course to support the implementation of independent campus learning, which the Indonesian Minister of Education and Culture has proclaimed. The purpose of this research is to develop online teaching materials for RPS-based OBE photo media development courses. This development uses the ADDIE development model. Development stages include Analysis, Design, Development, Implementation, and Evaluation. This development produces Online Teaching Materials for the Photo Media Development course that meet the rules and regulations of OBE lesson plan-based teaching materials. The subject of this research is a student of the Education Technology study program of Universitas Negeri Surabaya. Data analysis using interview and questionnaire methods. From the results of the product, validation was carried out by learning design experts, material experts, and media experts to determine the suitability of OBE lesson plan online teaching materials. The results of this research show that after carrying out a feasibility test, the test results obtained by media experts were 91.67% and material experts were 100%. The results of subject tests on Curriculum and Educational Technology students were taken from individual and small group trials. Three students in personal practices and small group trials by six students obtained respective results of 90% and 95%. The feasibility test results show that the online teaching materials based on the OBE lesson plan in the Photo Media Development course are declared feasible.</p> Lamijan Hadi Susarno, Utari Dewi, Khusnul Khotimah , Alim Sumarno, Andi Kristanto, Atan Pramana, Hirnanda Dimas Pradana Copyright (c) 2024 Lamijan Hadi Susarno, Utari Dewi, Khus Khotimah, Alim Sumarno, Andi Kristanto, Atan Pramana, Hirnanda Dimas Pradana Tue, 16 Jul 2024 00:00:00 +0000 Snakes and Ladders Media to Improve Social Studies Learning Outcomes of Fifth Grade Elementary School Students <p>Less than optimal use of teaching and learning resources in the form of learning media can affect learning activities in schools, especially in social studies subjects. The purpose of this research is to produce snakes and ladders media on social studies subject material how the shape of my Indonesia grade V elementary school. This study uses the type of Research and Development research with Borg and Gall research and development model. There are two collection methods, namely test techniques using pretest and post-test, and non-test techniques carried out by observation, interviews, document data, and questionnaires or questionnaires. The data collection instrument in this research is a questionnaire instrument in the form of a rating scale that has been tested by media experts, material experts, practitioners, and students. There are two data analysis techniques in this study, namely quantitative descriptive analysis and qualitative descriptive analysis. This study through the data analysis process using the SPSS 26 application which includes several tests, namely, normality test, homogeneity test, t-test, and N-Gain test. The results of the study are snakes and ladders media on social studies learning material how the shape of my Indonesia is valid and obtained very good qualifications, as well as pretest and post-test learning outcomes on media trials, show significant differences and an average increase in student learning outcomes.</p> Feri Rizkiana, Elok Fariha Sari Copyright (c) 2024 Feri Rizkiana, Elok Fariha Sari Tue, 16 Jul 2024 00:00:00 +0000 Smart Apps Creator Media to Increase Self-Awareness Career Advanced Study for Twelve-Grade Students of State High School <p>Self-awareness is considered as the ability to recognize oneself. Lack of self-awareness causes a lack of personal information such as strengths and weaknesses, making it difficult to make career decisions. This research aims to develop ESDILA as a Smart Apps Creator (SAC) media to increase career self-awareness for further studies for class XII students at Karangpandan State High School. This type of research is research and development (R&amp;D), using the 3-phase Alessi and Trollip Instructional System Design model procedure. 202 class XII students taken by random sampling participated in the research. The data in this research are alpha test, beta test, and product effectiveness. The data analysis used during development was Aiken's V coefficient for alpha test analysis, descriptive percentages for beta test analysis, as well as independent t-test, paired t-test, and Cohen's d for product effectiveness analysis. The research results show: 1) Expert evaluation in the alpha test shows that ESDILA is accepted; 2) The usability test in the beta test shows that ESDILA meets the usability criteria in the good category; 3) Compared to conventional counseling, ESDILA has been proven to be effective in increasing career self-awareness for further study for class XII students at Karangpandan State High School. So it is concluded that ESDILA is accepted, meets good usability criteria, and can increase students' career self-awareness so that students are able to recognize themselves and are ready to make career decisions for further study.</p> Endah Setyaningsih, Asrowi, Sudiyanto Copyright (c) 2024 Endah Setyaningsih, Asrowi, Sudiyanto Tue, 16 Jul 2024 00:00:00 +0000 Acceptance and Use of Digital Technology by Students in India After the Covid-19 Pandemic <p>After COVID 19 it was pertinent to ascertain acceptability and usage of digital technology by learners in India. Not all learners had similar behavioural intention of using digital technology. Taking it into consideration the study aimed to analyze learning styles of learners and trace its functional linkages to continuance usage of digital technology. Learners (n 242) who had skills of using mobile internet technology participated in the study. It was an empirical study based on qualtrics survey design. An attempt was made to substantiate model of structural linkages of constructs by Smart PLS-SEM technique. The study noted a set of findings: learners irrespective of their learning styles showed a willingness to continue usage of digital technology for open learning resources; paced learners had a direct linkage to use behaviour meaning that they were more organized and faster while using of digital tools for optimization of results; and hybrid-motivated learners had a strong behavioural intention for e-learning. Digital infrastructure in schools, if mismatched learning styles might result in a problem of use behaviour. Learners could be encouraged to participate in digital learning programme for maximization of gains. High acceptance and less use of digital technology required to be attended to address the gap between behavioural intention and use behaviour. The findings focused on learning styles that would help bridge a gap between acceptance and use of digital technology for school learning programme.</p> Chandra B P Singh Copyright (c) 2024 Chandra B P Singh Tue, 16 Jul 2024 00:00:00 +0000 Digital Innovation: Teaching Materials with Clean Air for Health Theme for Fifth Grade Elementary School <p>Teaching materials are supporting factors that must exist in learning. One solution that teachers can do to support independent learning activities by students is to provide digital teaching materials that can be used by students anytime and anywhere. This research is development research, which aims to develop digital teaching materials for fifth grade elementary school students. Development research is using the 4D development model (Define, Design, Develop, Disseminate). The data collection method used in this study is a questionnaire or questionnaire method. Product trials were carried out through the assessment of experts and practitioners (3 experts and 2 practitioners) to determine the validity of the teaching materials developed. In addition to testing the validity, trials were also carried out in small groups to find out the practicality of the teaching materials being developed. Data analysis used two analytical techniques (combination method), namely descriptive and inferential data analysis techniques. The results showed that the teaching materials developed were in the category of very high validity and based on the responses from users, both teachers and students regarding practicality, that the teaching materials developed were in the very practical category.</p> Ni Wayan Rati, I Gusti Ayu Tri Agustiana, Ni Made Dyan Anggreni Copyright (c) 2024 Ni Wayan Rati, I Gusti Ayu Tri Agustiana, Ni Made Dyan Anggreni Tue, 16 Jul 2024 00:00:00 +0000 Green Technology Usage Behaviour in Vocational Education: The Mediating Roles of Perceived Long-Term Benefits <p>The importance of green technology to be applied by vocational education (VE) has not yet been realized in optimal behavior. The strong assumption is that they do not find it instantly beneficial, even though the operational competencies and cultural drivers still need to be understood. This research aims to measure the significance of the influence of green technology competence (GTC), socio-cultural norms (SCN), and perceived long-term benefits (PB) on green technology use behavior (UB). In addition, the mediating role of PB is also tested in bridging the indirect influence of GTC and SCN on UB. The expost-facto study was conducted in VEs with Adiwiyata status with a total involvement of 647 participants who joined as teachers and students. Data collection used a closed questionnaire with four Likert scales that had been tested for validity and reliability. Structural Equation Modeling was used to analyze the data through path analysis and bootstrap methods. This study proved the importance of PB as a determinant of UB in VE teachers and students. It also provides essential insights into how GTC and SCN play an essential role in developing PB and determining UB. These results have important implications for VEs in improving their competencies and socio-cultural foundations to promote the sustainable use of green technologies. VE can synergize with various stakeholders and socio-cultural communities to support the strengthening of social capital and technical and financial assistance. In addition, the adaptive power of VE to analyze the need for green technology integration must also be pursued.</p> Mario Tulenan Parinsi, Yosua Fitsgerald Ratumbuisang, Keith Francis Ratumbuisang, Farid Mutohhari Copyright (c) 2024 Mario Parinsi, Yosua Fitsgerald Ratumbuisang, Keith Francis Ratumbuisang, Farid Mutohhari Tue, 16 Jul 2024 00:00:00 +0000 Teaching Materials Containing Papuan Cultural Wisdom to Develop Children's Story Writing Skills in Class V Elementary Schools <p>Developing teaching materials containing Papuan cultural wisdom is an important step in improving writing skills and overcoming the challenge of low literacy levels of students in Papua. This research aims to develop teaching materials containing Papuan cultural wisdom to improve students' writing skills. This R&amp;D research focuses on developing teaching materials using the 4D model, namely Define, Design, Development and Dissemination. The subjects in this research were fifth grade elementary school students with a sample of 70 students in the control class and experimental class. Data collection was carried out by observation, interviews, questionnaires and documentation. Data analysis was carried out using interactive analysis techniques, validation and product testing. Apart from that, the data was also analyzed using qualitative descriptive analysis and quantitative analysis. The results of the study showed an increase in the average pretest score in the control class to 67.3, while the experimental class reached 69.5. After the treatment was carried out and ended with the post-test, there was an increase in the average score in the control class to 75.73, and the experimental class 90.28. The higher average increase in post-test scores in the experimental class indicates the potential for increasing students' understanding by using Papuan cultural wisdom teaching materials. Innovation in teaching materials with Papuan cultural wisdom theoretically has implications for complementing and strengthening previous theories regarding teaching materials and story writing skills. Practically, the results of this research can contribute to Papuan cultural wisdom and effectively improve elementary school students' short story writing skills.</p> Fransiskus Kasse, Sudiyanto, Septi Yulisetiani Copyright (c) 2024 Fransiskus Kasse, Sudiyanto, Septi Yulisetiani Tue, 16 Jul 2024 00:00:00 +0000 Exploring Python Programming: A Project Based Learning-Centric Learning Experience <p>Information technology has experienced significant developments in science and technology, including programming languages. One of the most popular programming languages today is Python. However, many students still have difficulty learning the Python programming language. These difficulties are caused by the lack of learning media that focus on the Python language, module explanations that are difficult to understand, and a lack of understanding of the library in the Python language. This research aims to create a Python programming language learning module focusing on the project-based Learning (PjBL) approach. The methodology used in this research is Research and Development (R&amp;D). The data needed in this study were collected through questionnaires and learning outcomes exams with a subject of 28 students. The data in the effectiveness aspect is using the T-Test Test. This research results in a valid, practical, and effective PjBL-based Python programming language learning module. This module is considered valid by experts in media aspects with a value of 0.85 and material aspects with a value of 0.89. The practicality of this module is proven through positive responses from lecturers of 88.75%, student responses in the limited test of 88.5%, and the usage trial of 86.96%. Meanwhile, the effectiveness of this module can be seen from the classical completion rate of 82% and the gain score of 57%, and the t-test shows that this module significantly increases student learning outcomes in the Python programming language.</p> Joni Karnando, Mukhlidi Muskhir, Afdal Luthfi Copyright (c) 2024 Joni Karnando, Mukhlidi Muskhir, Afdal Luthfi Tue, 16 Jul 2024 00:00:00 +0000 Validation Instruments for Local Culture-Based Learning Media <p>A tool for evaluating the media's quality is necessary for it to be an effective learning medium. Thus, the creation of educational media is essential, particularly those that are rooted in the local way of life. The aim of this research is to generate validation instruments for learning media products based on design and media aspects, particularly for culturally based learning media, that exhibit both validity and reliability. The 3D research and development model (define, design, develop) is used in this study. Three specialists who act as instrument validators make up the data sources. A questionnaire in the form of an assessment sheet for media and instructional design tools is used as part of the data gathering method. Tests for reliability and validity are two types of data analysis approaches. A descriptive analysis is then performed on the gathered data. The research yielded 15 statements that will serve as expert design evaluation instruments and 10 statements that will serve as expert instructional media assessment instruments. Expert assessments show that the assessment tools for instructional media and design are applicable for application. Furthermore, both instruments have strong empirical validity. It is anticipated that the findings of this study will advance knowledge, particularly in the area of developing tools for evaluating specialists in media and instructional design.</p> Dek Ngurah Laba Laksana Copyright (c) 2024 Dek Ngurah Laba Laksana Tue, 16 Jul 2024 00:00:00 +0000 The Digital Learning Guidebook as a New Breakthrough in Improving Students' Reading and Writing Skills <p>The close relationship between reading and writing literacy allows students to obtain information, increase knowledge, and express ideas in writing. However, the reality in the field shows that literacy literacy in reading and writing is still lacking, mainly due to the lack of specific learning guides, limited use of literacy materials, and students' low interest in reading. Therefore, there needs to be a literacy guide that is clearer and more appropriate to student needs. This development research uses a 4-D model with the aim of developing a digital-based learning guidebook to improve the reading and writing skills of second grade elementary school students. The subjects involved in this research were three experts, namely content experts, language experts and design experts. The method used in data collection is a questionnaire. Meanwhile, data analysis was carried out using qualitative descriptive analysis techniques and quantitative descriptive analysis. The research results show that the book developed meets the criteria for feasibility, practicality and effectiveness. Innovative digital-based learning guidebooks have been proven to be used as a potential solution to reading and writing literacy challenges. Therefore, this research has implications for increasing reading and writing literacy learning that is fun for students and can prevent boredom during learning.</p> Valentina Dewi Yosoa, I Wayan Widiana, I Nyoman Laba Jayanta Copyright (c) 2024 Valentina Dewi Yosoa, I Wayan Widiana, I Nyoman Laba Jayanta Tue, 16 Jul 2024 00:00:00 +0000 Gamification Intervention on Student Academic Performance in Private Secondary School <p>Gamification interventions incorporate game elements into educational activities to enhance student engagement and motivation. The study aims to analyze in-depth effects of gamification on student academic performance in a particular private secondary school in Nigeria. The research design adopted for this study is a case study design. The populations of the study were all junior secondary school students. Likert-scale rating open-ended questions are used to gather quantitative data. The research collects quantitative data on the perceptions of students, teachers and administrators regarding the gamification intervention's effectiveness, feasibility and sustainability. The data were analyzed using descriptive statistics and inferential statistics, such as correlation analysis and t-tests. The study reveals that students generally support the integration of gamification in their learning environments. They believe it makes learning more enjoyable, helps them understand difficult concepts better, and enhances their learning experience. A significant proportion of students strongly agree or strongly agree that gamification has improved their academic performance, increased their confidence in understanding subjects, and improved their overall learning outcomes.</p> Moses Adeleke Adeoye Copyright (c) 2024 Moses Adeleke Adeoye Tue, 16 Jul 2024 00:00:00 +0000 Improving Student Learning Outcomes Through Accurate Online Modules with the ADDIE Model <p>Accurate online is one of the applications used in accounting learning. This course is mandatory so that students have adaptive skills in the digital era. However, the available reference sources could be more extensive. The impact is that students only memorize example questions from the lecturer and need clarification when faced with other model questions. This research aims to develop an accurate online module as an additional reference for student learning. The development model used is the ADDIE model, which consists of 5 stages: Analysis, Design, Development, Implementation, and Evaluation. The development focus is on sales material because it is the most significant business development sector. The research results show that the Accurate Online Sales Feature module was declared feasible in validation tests from material, language, and graphic design experts. The Accurate Online Sales Feature module is reasonably practical and can improve student learning outcomes in computer accounting learning. The Accurate Online module, equipped with illustrations and case studies, can accommodate students with visual and kinesthetic learning styles.</p> Linanda Elsa Dilaines, Elly Astuti, Elana Era Yusdita Copyright (c) 2024 Linanda Elsa Dilaines, Elly Astuti, Elana Era Yusdita Tue, 16 Jul 2024 00:00:00 +0000 Standardization in Digital Teaching and Learning in Higher Education: Indonesia Evidence <p>This research is motivated by the existence of new learning trends in the form of digital learning such as blended learning, online learning, MOOC, e-learning and various new learning trends that emerged in the era of the industrial revolution, but more effective digital learning standards have not yet been established. So this research aims to produce digital learning standards that are appropriate to the Indonesian context with diverse demographic and geographical conditions so that it is hoped that they can become guidelines for implementing digital learning in Indonesia, especially at the higher education level. This article specifically carries out the needs analysis process. This type of research is R &amp; D using the 4D development method (define, design, development and dissemination) with research subjects of 50 students taken from 3 universities. The instruments used were questionnaires, observation and interview guidelines and were processed using a mixed method (a mix of qualitative and quantitative). Based on the results of the needs analysis, it is known that technological developments have been utilized by various levels of education to facilitate learning and overcome learning gaps evenly. There are also many case studies that prove that the presence of technology in learning makes learning much more optimal. However, there are no specific standards set to make the digital learning process more effective. Therefore, innovation is needed to produce digital learning standards.</p> Andi Kristanto, Siti Aisyah, Farida Febrianti, Utari Dewi, Pujiriyanto, Abna Hidayati, UL Budi, Lamijan Hadi Susarno Copyright (c) 2024 Andi Kristanto, Siti Aisyah, Farida Febrianti, Utari Dewi, Pujiriyanto, Abna Hidayati, UL Budi, Lamijan Hadi Susarno Tue, 16 Jul 2024 00:00:00 +0000 3D Animation Video Learning Media Contains Character Education to Improve Social Skills <p>The problem currently occurring is that there are still many children who need better social skills. Based on this, this research aims to develop 3D animated video learning media containing character education. This research is a type of development research. The model used in developing media is the ADDIE model. The subjects of this research were 2 learning media experts and 2 learning content experts. The test subjects in this research were 3 teachers. The product effectiveness test involved 50 Kindergarten B children. Observation, interviews, and questionnaires are used to collect research data. The instrument used to collect data was a questionnaire sheet. The techniques used in analyzing data are qualitative descriptive analysis, quantitative, and inferential statistics. The research results show that the average assessment result given by learning media experts is 3.75, so it is valid with suitable information. The average assessment result of learning content experts is 3.75, so it is valid. The practicality test results were 95.3% (very practical). The results of the t-test are that there are differences in observation results before and after playing the video. It was concluded that 3D animated video media containing character education can improve social skills for young children. The implication of this research is that the 3D animated video media containing character education used can be used in children's learning activities at school.</p> Ni Nyoman Sri Rahayu, I Gede Astawan, Didith Pramunditya Ambara Copyright (c) 2024 Ni Nyoman Sri Rahayu, I Gede Astawan, Didith Pramunditya Ambara Mon, 27 May 2024 00:00:00 +0000 The Task-Technology Fit, Technology Induced Engagement, and Technology Induced Motivation on Higher Education Students Learning Performance during COVID-19 <p>Indonesia was one of the countries affected by the COVID-19 pandemic. This condition encourages the implementation of various policies, including online learning for students to prevent the spread of the virus. Unfortunately, students have difficulties with this learning system. Therefore, this research aims to analyze the condition factors that support learning performance for university students in Indonesia, namely Task-Technology Fit (TTF), Technology-Induced Engagement (TIE), and Technology-Induced Motivation (TIM). Demographic factors, such as location and gender, were also considered in the analysis. Learning success is assessed from the student's Grade Point Average (GPA) during one semester of online lectures. Data collection was carried out using an online questionnaire strategy, which succeeded in reaching 40 valid respondents. The fuzzyset Qualitative Comparative Analysis (fsQCA) method was used to analyse the configuration model for student online learning success. This research succeeded in formulating six combinations of factor conditions that were sufficient to achieve online learning success. Successful online learning includes whether it was related to gender or not, as well as the location of the student's home, and a combination of other factors. Three combinations of conditions that must exist in every successful configuration of student online learning in Indonesia are, urban study location, students having a high TIE, and also a high TIM. The results of this study contribute to lecturers and higher education management regarding the conditions that need to be prepared to support the success of students' online learning.</p> Retno Wulan Damayanti, Arissa Dwi Pangestu, Ayu Setiawati, Hani Aninda Intan Permatasari, Muhammad Raihan Syaifudin, Nisa Aqilla Ellenahaya Entifar Copyright (c) 2024 Retno Wulan Damayanti, Arissa Dwi Pangestu, Ayu Setiawati, Hani Aninda Intan Permatasari, Muhammad Raihan Syaifudin, Nisa Aqilla Ellenahaya Entifar Tue, 16 Jul 2024 00:00:00 +0000 Technology-Integrated Formative Assessment and the Predictive Role of Motivational Constructs on Conceptual and Procedural Knowledge in Chemistry <p>Many countries, including Ethiopia, efforts to employ formative assessment are complicated by a variety of challenges that lead to poor practices. Technology has the ability to play a crucial role in learning-supporting formative assessment methods. However, the bulk of previous formative assessment research did not rely on technology. Therefore, this study aims to analyze the differences in motivation between the two experimental and one comparison groups, as well as the impact of five motivational predictors in learning chemistry. To achieve the purpose, a quasi-experimental pretest-posttest design was adopted. The motivation questionnaire, the chemical equilibrium conceptual and the procedural tests were utilized to collect data. One-way ANOVA and multiple linear regression analysis were used to evaluate the data. In terms of improving students' motivation to understand chemical equilibrium, technology-integrated formative assessment processes outscored conventional approaches and formative assessment strategies on their own, according to the findings. According to a significant regression equation, the five motivating components of research have a significant impact on the conceptual and procedural knowledge test scores. Individual predictors were investigated further, and it was shown that intrinsic motivation and grade motivation were both positive, significant predictors of conceptual test scores, whereas grade motivation was a positive, significant predictor of procedural knowledge test scores. Technology-integrated formative assessment procedures were shown to be more effective at increasing students' motivation to study chemical equilibrium than the other two groups.</p> Tadesse Hagos, Dereje Andargie Copyright (c) 2024 Tadesse Hagos, Dereje Andargie Mon, 27 May 2024 00:00:00 +0000 Audio Visual Literacy Media Based on Fable Story to Increase Student Reading Interest for Second Grade of Elementary Student <p>This paper was carried out based on the lack of variety in literacy media that the teachers provide, especially in literacy activities before the learning section started. This causes students tend to have lack of enthusiasm or interest in reading when the school literacy movement begins. This paper aims to develop audio-visual literacy media based on fable stories for the student in grade II class of elementary school. This paper uses the ADDIE (Analyse, Design, Development, Implementation, and Evaluation) development model. The subjects in this research were 2 content experts, 2 learning media experts, 2 learning video design experts, 2 practitioners, 3 individual trial students, and 9 small group trial students. Meanwhile, the object of this paper is audio-visual literacy media. The methods used are interviews, observation, questionnaires, and tests. Based on the results of the validity, practicality, and effectiveness tests carried out, overall, it has a very good category. Meanwhile, the results of the effectiveness test calculations carried out obtained a t count of 1.819 while the table was 1.745, so it can be concluded that Indonesian language learning outcomes before using audio-visual literacy media based on fable stories. The implication of this research is that audio-visual literacy media based on fable stories in class II elementary school with qualifications is very helpful in supporting the learning process in the classroom. Thus, the research results show that audio-visual literacy media based on fable stories are feasible and effective for use in the literacy activity process. </p> Ni Nyoman Karina Mas Darmayanti, Ni Ketut Suarni, I Made Citra Wibawa Copyright (c) 2023 Ni Nyoman Karina Mas Darmayanti Karina Tue, 16 Jul 2024 00:00:00 +0000 Moodle-Based Virtual Class to Improve Students' Metacognition and Independence in Online Learning <p>Metacognition and learning independence are important aspects in education that affect students' ability to manage and control their learning process. This study aims to analyze the use of Moodle-based virtual learning platform in improving students' metacognition and learning independence. This research designs and develops vitual learning that can be accessed by all junior high school students openly and free of charge which is packaged with an interactive display using Moodle learning is more interesting, interactive and fun so that students' digital literacy and learning independence increase. The stages refer to the ADDIE development model. The research stages were conducted by following the ADDIE development model (Analysis, Design, Develop, Implement, and Evaluate). The data collection approach involved various techniques such as questionnaires, FGDs, observation, documentation, interviews, and tests. Based on the results of the practicality test of using moodle, it can be concluded that the user's response after using moodle and filling out the assessment questionnaire with the results of user answers is in the comfortable category. So, user responses strongly agree to use moodle in learning. The results of the feasibility and practicality test of moodle that has been developed can be a reference to be continued to a broader stage and in terms of development can be a reference to be developed again both in terms of content/material and appearance. So, the user response is strongly agree to the application of online learning as an interactive media in learning.</p> Muh. Putra Pratama, Rigel Sampelolo, Perdy Karuru Copyright (c) 2024 Muh. Putra Pratama, Rigel Sampelolo, Perdy Karuru Tue, 16 Jul 2024 00:00:00 +0000 Students' Environmental Knowledge Learning in the Era of Industrial Society 4.0 Reviewed from Digital Literacy Capability <p>The challenge of learning environmental knowledge in the era of industrial society 4.0 amidst the implementation of hybrid learning is low digital literacy capability. The implementation of hybrid learning requires students to have digital literacy capability, where students must be able to understand the real context presented in digital form. This research aims to analyze the effect of digital literacy on environmental knowledge. The research uses a quantitative approach, survey method, with regression analysis techniques. A sample of 50 students taking environmental knowledge courses were selected randomly. The data collection technique uses test instruments to measure environmental knowledge, while non-test instruments are used to measure digital literacy capability. The research results show that digital literacy has a positive influence on environmental knowledge. The higher a student's digital literacy, the higher their environmental knowledge. The findings state that digital literacy capability contribute 40% to environmental knowledge. Environmental knowledge learning can be improved by strengthening students' digital literacy so they can follow the flow of implementing hybrid learning. The results of this research have implications for strengthening students' digital literacy capability, and digitizing environmental knowledge learning.</p> Rahmatulloh, Napis Copyright (c) 2024 Napis, Rahmatulloh Tue, 16 Jul 2024 00:00:00 +0000 Online Learning Management Difficulties: Higher Education Students Perspective <p>Implementing an online-based learning management system, educators must prepare materials and other learning tools such as lesson implementation plans. But the fact is that 57% of students have difficulty when online learning is carried out. The research aims to analyze the process of implementing online learning carried out in universities using online media. This research is urgently carried out because there are differences between theory and reality in the field. The research method used was a mixed method with surveys and interviews with students. The subjects in this research were 150 university students from all study programs who were chosen randomly. Data collection techniques using surveys by distributing instruments to students. The instrument was prepared and developed and has been validated. The instrument was given a score on a Likert scale starting from point 1 to point 5. Data was also obtained by interviewing 10 students who were randomly selected from 150 survey respondents. The data analysis technique uses SPSS Version 26. Data is analyzed by calculating the average of each indicator and making it in the form of a bar chart. Interviews were analyzed by collecting data, reducing data, and drawing conclusions. As a result, it was found that students had difficulties in the online learning process. Difficulties arise because of the obstacles experienced by lecturers when implementing learning. The impact of these obstacles affects the learning process and reduces students' understanding and knowledge.</p> Isry Laila Syathroh, Achmad Syarifudin, Loso Judijanto, Minahul Mubin, Henny Sanulita Copyright (c) 2024 Isry Laila Syathroh, Achmad Syarifudin, Loso Judijanto, Minahul Mubin, Henny Sanulita Tue, 16 Jul 2024 00:00:00 +0000