{"title":"Pengaruh penggunaan aplikasi Plantnet dan gaya belajar terhadap hasil belajar","authors":"A. Pujianto, I. N. S. Degeng, S. Sugito","doi":"10.21831/jitp.v7i1.31365","DOIUrl":"https://doi.org/10.21831/jitp.v7i1.31365","url":null,"abstract":"Tujuan dari penelitian ini adalah: 1.) Untuk mengetahui pengaruh penggunaan aplikasi PlantNet terhadap hasil belajar; 2.) Untuk mengetahui pengaruh gaya belajar terhadap hasil belajar; dan 3.) Untuk mengetahui interaksi antara peng-gunaan aplikasi PlantNet dan gaya belajar terhadap hasil belajar IPA siswa kelas VII. Metode penelitian ini menggunakan penelitian eksperimen. Penelitian dilak-sanakan pada tanggal 20 Januari 2020 sampai dengan 14 Maret 2020. Populasi dalam penelitian ini sebanyak 32 kelas dengan jumlah sebanyak 1.088 siswa kelas VII ditiga sekolah yaitu SMP Negeri 2 Gedangan, SMP Negeri 3 Sidoarjo, dan SMP Negeri 4 Sidoarjo. Teknik pengambilan sampel penelitian menggunakan simple random sampling, pengambilan sampel secara acak sederhana melalui nomor undian. Dalam pengambilan sampel didapat 3 kelas eksperimen penggunaan aplikasi PlantNet dan 3 kelas kontrol tanpa aplikasi PlantNet menggunakan diskusi kelas. Teknik analisis data menggunakan Anava dua jalur dengan nilai signifikansi sebesar α = 0,05. Hasil penelitian ini menunjukkan bahwa: 1.) Ada-nya pengaruh penggunaan aplikasi PlantNet terhadap hasil belajar IPA siswa kelas 7; 2.) Adanya pengaruh gaya belajar terhadap hasil belajar IPA siswa kelas 7; dan 3.) Adanya interaksi antara penggunaan aplikasi PlantNet dan gaya belajar terhadap hasil belajar IPA siswa kelas VII. AbstractThe objectives of this study are: 1.) To determine the effect of using the PlantNet application on learning outcomes; 2.) To determine the effect of learning styles on learning outcomes; and 3.) To determine the interaction between the use of the PlantNet application and learning styles on the learning outcomes of 7th grade science students. This research method uses experimental research. The study was conducted on January 20 until March 14, 2020. The population in this study was 32 classes with a total of 1,088 7th grade students in three schools, namely SMP Negeri 2 Gedangan, SMP Negeri 3 Sidoarjo, and SMP Negeri 4 Sidoarjo. The research sampling technique uses simple random sampling, simple random sampling through lottery numbers. In sampling obtained 3 experimental classes using the PlantNet application and 3 control classes without the PlantNet application using class discussion. Data analysis technique used two-way Anava with a significance value of α = 0.05. The results of this study indicate that: 1.) The influence of the use of the PlantNet application on the learning outcomes of the 7th grade science students; 2.) The influence of learning styles on the results of science learning for 7th grade students; and 3.) There is an interaction between the use of the PlantNet application and learning styles on the learning outcomes of 7th grade science students. ","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134554996","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengembangan e-learning berbasis chamilo pada pembelajaran simulasi dan komunikasi digital","authors":"Izzah Tiari, Zulkardi Zulkardi, S. M. Siahaan","doi":"10.21831/jitp.v6i2.28490","DOIUrl":"https://doi.org/10.21831/jitp.v6i2.28490","url":null,"abstract":"E-learning berbasis Chamilo telah berhasil dikembangkan pada pembelajaran simulasi dan komunikasi digital di SMK Negeri 5 Palembang. Penelitian bertujuan untuk mengetahui kevalidan, kepraktisan, dan efektifitas e-learning terhadap mata pelajaran fitur kolaboratif daring. Tahapan Penelitian pengembangan ini terdiri dari tahap perencanaan, desain, dan pengembangan. E-learning yang telah dikembangkan kemudian diuji kevalidan oleh ahli, diuji kepraktisan oleh peserta didik, dan diuji efektifitas dengan mengimplementasikan e-learning di SMK Negeri 5 Palembang. Pengembangan e-learning menggunakan model Alessi dan Trollip. Dari penelitian ini didapatkan bahwa 1.) E-learning teruji kevalidan dengan penilaian oleh ahli media terhadap e-learning sebesar 89,47%, penilaian oleh ahli materi sebesar 84,62%, dan penilaian ahli desain pembelajaran sebesar 81,82%; 2.) E-learning teruji kepraktisannya dengan penilaian dari 3 peserta didik tingkat rendah, sedang, dan atas dengan rata-rata sebesar 86,10%; dan 3.) E-learning teruji efektifitas meningkatkan hasil belajar peserta didik dilihat dari adanya gain sebesar 0,70 yang termasuk kedalam kategori tinggi.AbstractE-Learning of Chamilo based has been developed for materials simulation and communication digital in SMK Negeri 5 Palembang. The research aims to know validity, practicality, and effectiveness e-learning features on the subject matter of online collaboration features. This research development stage consists of the plan, design, and development phase. E-learning features that have been developed and then tested validity by experts, tested practicality by students, and tested for effectiveness by implementation e-learning in SMK Negeri 5 Palembang. The development of e-learning used the Alessi and Trollip model. From this study, it was found that 1.) The assessment e-learning features have been validity tested by media experts at 89.47%, by subject matter experts of 84,62%, and by learning design experts of 81,82%; 2.) The assessment of e-learning features has been practicality tested by three students’ low level, medium, and high an average by 86,10%; and 3.) E-learning features have been effectively tested to improving students learning outcomes seen from a gain of 0.70 included in the high category.","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130047913","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengembangan multimedia interaktif berbasis adventure game pada materi prinsip animasi","authors":"F. Kurniawan, S. M. Siahaan, H. Hartono","doi":"10.21831/jitp.v6i2.28488","DOIUrl":"https://doi.org/10.21831/jitp.v6i2.28488","url":null,"abstract":"Pengembangan Multimedia interaktif menggunakan model pengembangan ADIIE Lee dan Owens dan langkahnya dari Aldoobie, mengetahui kevalidan, kepraktisan, dan efektifitas multimedia interaktif terhadap mata pelajaran prinsip animasi. Tahapan Penelitian pengembangan ini terdiri dari tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Multimedia interaktif yang telah dikembangkan kemudian diuji kevalidan oleh ahli, diuji kepraktisan oleh peserta didik, dan diuji efektifitas dengan mengimplementasikan multimedia interaktif di SMK Negeri 5 Palembang. Penilaian terhadap multimedia interaktif ditujukan kepada ahli materi, ahli desain pembelajaran dan ahli media, juga peserta didik sebagai pengguna multimedia interaktif. Dari penelitian pengembangan ini didapatkan bahwa (1) multimedia interaktif teruji kevalidan dengan penilaian oleh ahli media terhadap multimedia interaktif sebesar 5 dengan kategori sangat valid, penilaian oleh ahli materi sebesar 4,45 kategori valid, dan penilaian ahli desain pembelajaran sebesar 4,52 kategori valid; (2) multimedia di uji one to one oleh 3 siswa dengan kemapuan tinggi sedang dan rendah memberikan tindak lanjut, selanjutnya multimedia interaktif teruji kepraktisannya dengan dengan penilaian Small Group menggunakan 2 kelompok yang terdiri dari 4 orang siswa memahami materi dan 4 orang siswa yang belum begitu memahami materi prinsip animasi dengan hasil efektifitas kelompok 1 nilai N-gain 0,69 kategori sedang dengan praktikalitas 4,61 kategori praktis dan kelompok 2 nilai N-gain 0,51 degan praktikalitas 4,54 kategori praktis; (3) multimedia interaktif teruji efektifitas meningkatkan hasil belajar peserta didik dilihat dari adanya gain sebesar 0,70 yang termasuk kedalam kategori tinggi. Kata Kunci: Adventure game, multimedia interaktif, prinsip animasi DEVELOPMENT OF INTERACTIVE MULTIMEDIA BASED ON ADVENTURE GAME ON ANIMATION PRINCIPLE SUBJECT Abstract Interactive Multimedia Development using the ADDIE Lee and Owens development model and steps from Aldoobie, to know validity, practicality, and effectiveness interactive multimedia on the subject matter of principal animation. This research development stage consists of the analysis, design, development, implementation, and evaluation phase. Interactive Learning that has been developed and then tested validity by experts, tested practicality by students and tested for effectiveness by implementation interactive multimedia in SMK Negeri 5 Palembang. As for the assessment data of interactive multimedia which is addressed to subject matter experts, learning design experts and media experts, as well as the students as the interactive multimedia users. From this research development, it was found that 1.) The interactive multimedia tested with media experts on interactive multimedia of 5 with a very valid category, the assessment by material experts is 4.45 valid categories, and learning design expert judgment at 4.52 valid categories; 2.) Multimedia was tested one by ","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"452 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-01-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123506479","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengembangan multimedia interaktif topik prinsip Archimedes untuk mengoptimalkan student centered learning","authors":"Tsania Nur Diyana, Edi Supriana, S. Kusairi","doi":"10.21831/jitp.v6i2.27672","DOIUrl":"https://doi.org/10.21831/jitp.v6i2.27672","url":null,"abstract":"Tujuan dari penelitian pengembangan ini adalah untuk menghasilkan produk multimedia interaktif pada mata pelajaran Fisika topik prinsip Archimedes untuk siswa kelas XI. Penggunaan multimedia sangat membantu siswa dalam memaksimalkan belajar mandiri (student centered learning) serta membantu siswa untuk memahami konsep dengan lebih baik. Metode penelitian pengembangan yang digunakan adalah Research and Development (R&D) dengan model ADDIE. Kelayakan multimedia interaktif topik prinsip Archimedes berbasis power point diperoleh dari hasil uji empiris pada 3 mahasiswa dengan hasil rata-rata 5.08 kategori sangat baik. Berdasarkan hasil penelitian kelayakan media yang telah dilaksanakan maka diperoleh kesimpulan bahwa multimedia interaktif topik prinsip Archimedes layak digunakan sebagai alternatif pembelajaran di luar waktu sekolah oleh siswa. Selain itu, dapat menjadi bahan belajar mandiri (student centered learning) yang mampu meningkatkan pemahaman konsep siswaKata kunci: Multimedia interaktif, prinsip archimedes, student centered learning Developing interactive multimedia in Archimedes principles to optimize student centered learning AbstractThe purpose of this development research is to produce interactive multimedia products on Physics subjects on the topic of Archimedes principles for grade XI students. The use of multimedia is very helpful for students in improving independent learning (student-centered learning) and helps students to understand concepts better. The research development method used is Research and Development (R&D) with the ADDIE model. The feasibility of interactive multimedia on the topic of Archimedes principles based on power point was obtained from the results of empirical tests on 3 students with an average result of 5.08 very good categories. Based on the results of a feasibility study on media that has been done it could be concluded about interactive multimedia, the principle of Archimedes used as an alternative worthy of learning outside of school time by students. Also, it can be self-learning materials that can improve student understandingKeywords: Interactive multimedia, Archimedes principles, student centered learning ","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114055874","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Primary school pre-service teachers’ technology self-efficacy in creating e-learning content using CourseLab 2.4","authors":"Theresia Yunia Setyawan","doi":"10.21831/JITP.V6I2.27104","DOIUrl":"https://doi.org/10.21831/JITP.V6I2.27104","url":null,"abstract":"This was descriptive research aiming at providing a general description of primary school pre-service teachers’ technology self-efficacy in creating e-learning content using CourseLab 2.4. The main instrument of this research was a self-report questionnaire consisting of both scaled and free-response items. The questionnaire was distributed to 46 sophomores of Primary School Teacher Education Program of Sanata Dharma University taking Media Pembelajaran Berbasis ICT (MPB ICT) course as one of their compulsory courses. The analysis of the data gathered from the questionnaire responses showed that 58.7% of the primary school pre-service teachers of Sanata Dharma University had ‘average’ technology self-efficacy in creating e-learning content using CourseLab 2.4 while only 41.3% having ‘high’ self-efficacy in using the same software. The average technology self-efficacy was attributed to their unfamiliarity to the authoring software and their limited experience in course content development as well as in coding in general. The student teachers, however, credited the software for providing them with tools and machinery to create their own tests or quizzes for any learning materials they had previously created. Keywords : Pre-service teachers, primary school, self-efficacy, CourseLab 2.4","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131288036","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Setiawan, Djemari Mardapi, Afis Pratama, Syahril Ramadan
{"title":"Efektivitas blended learning dalam inovasi pendidikan era industri 4.0 pada mata kuliah teori tes klasik","authors":"R. Setiawan, Djemari Mardapi, Afis Pratama, Syahril Ramadan","doi":"10.21831/jitp.v6i2.27259","DOIUrl":"https://doi.org/10.21831/jitp.v6i2.27259","url":null,"abstract":"Tujuan penelitian ini terdiri dari: 1) mengeksplorasi pelaksanaan blended learning mata kuliah teori tes klasik; 2) mengembangkan sistem pembelajaran blended learning; dan 3) melihat efektivitas pelaksanaan pembelajaran blended learning di pascasarjana Universitas Negeri Yogyakarta. Metode yang digunakan adalah penelitian partisipatoris tindakan dengan analisis deskriptif kuantitatif. Subjek yang digunakan adalah 18 siswa pascasarjana pada Penelitian dan Evaluasi Pendidikan dengan satu orang pengampu dan satu orang tutor. Hasil penelitian menunjukkan pembelajaran Blended Learning merupakan pembelajaran berbasis Active Learning yang sangat baik untuk di implementasikan pada pendidikan tinggi. Dengan kriteria utama yang harus dilakukan yaitu: 1) kesiapan fasilitas sistem dan perencanaan yang matang; 2) pengembangan konten yang lengkap dan menarik; dan 3) monitoring dan evaluasi secara rutin pada proses pembelajaran. Pembelajaran Blended pada Mata Kuliah TTK yang dilaksanakan pada satu semester memiliki kelebihan yaitu penyiapan materi dan relevansi materi yang disajikan sangat baik. Akan tetapi, masih ada kelemahan yaitu implementasi pembelajaran aktif masih belum maksimal disebabkan masih adanya proses adaptasi dari dosen dan mahasiswa karena sebelumnya belum pernah dilakukan perkuliahan berbasis Blended.Kata kunci: Inovasi, pembelajaran, teori tes klasikEffectiveness of blended learning in industrial era educational innovations 4.0 on classical test theory coursesAbstractThe purpose of this study consists of 1) to explore the implementation of classical learning theory approaches blended learning; 2) the development of a coeducational learning system, and 3) the effectiveness of implementing coeducational education in graduate courses at Yogyakarta State University. The method used is participatory research work with quantitative descriptive analysis. The materials used were 18 graduate students in research and educational assessment with one supervisor and one teacher. The results showed that blended learning is active learning based on learning and is very good to implement in higher education. With the main criteria to be done, namely; 1) readiness of system facilities and careful planning; 2) the development of complete and exciting content. 3) Monitoring and evaluation the learning process regularly. Combined learning in TTK courses conducted in one semester have advantages, namely the preparation of materials and the importance of the materials provided very well. However, there is still a weakness that the implementation of active learning is still not ideal because there is still an adaptation process of lecturers and students because previously, blended-based lectures never took place.Keywords: Educational learning, classical test theory, innovative","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122158044","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengembangan mobile learning berbasis android sebagai media pembelajaran organisasi arsitektur komputer","authors":"Aminda Dewi Sutiasih, R. Saputri","doi":"10.21831/JITP.V6I2.27772","DOIUrl":"https://doi.org/10.21831/JITP.V6I2.27772","url":null,"abstract":"Optimalisasi penggunaan smartphone dalam proses pembelajaran masih rendah. Maka sangat diperlukan merancang suatu proses pembelajaran dengan mengoptimalkan penggunaan smartphone. Penelitian ini bertujuan merancang proses pembelajaran menggunakan smartphone dengan sistem mobile learning berbasis android terhadap mata kuliah Organisasi Arsitektur Komputer di perguruan tinggi. Model yang digunakan adalah Instructional Development Institute (IDI) dalam metode Research and Development (R&D). Hasil penelitian ini menunjukkan bahwa mobile learning untuk matakuliah organisasi arsitektur komputer ini valid untuk dimanfaatkan sebagai media pendukung pembelajaran, sesuai dengan hasil uji validitas yang dilakukan dengan pakar media serta pakar materi didapatkan hasil dari Perhitungan validasi materi yaitu validator 1 (0,91), validator 2 (0,95) dan validasi desain yaitu validator 1 (0,9), validator 2 (0,89) , yang termasuk kategori valid. Hasil uji kepraktisan terhadap media pembelajaran mobile learning berbasis android berdasar respon dosen adalah pada nilai rata-rata 92%, dan berdasar respon mahasiswa adalah pada nilai rata-rata 87,61% yang termasuk kategori sangat praktis. Untuk uji efektifitas yang diujikan ke mahasiswa didapatkan hasil untuk kelas kontrol sebesar 74,56% dan eksperimen sebesar 82,25%. Sehingga penggunaan mobile learning berbasis Android ini valid, praktis dan efektif untuk dapat digunakan pada mata kuliah organisasi arsitektur komputer di Universitas Putera Indonesia YPTK Padang.Kata kunci: Mobile learning, organisasi arsitektur komputer, research and development Android-based mobile learning development as a learning media for computer architecture organization AbstractOptimizing the use of smartphones in the learning process is still low. So it is very necessary to design a learning process by optimizing the use of smartphones. This study aims to design the learning process using a smartphone with an Android-based mobile learning system for Computer Architecture Organization courses in universities. The model used is the Instructional Development Institute (IDI) in the Research and Development (R&D) method. The results of this study indicate that mobile learning for computer architecture organization courses is valid to be used as a learning support media, in accordance with the results of the validity test conducted with media experts and material experts obtained from the Calculation of material validation namely validator 1 (0.91), validator 2 (0.95) and design validation, namely validator 1 (0.9), validator 2 (0.89), which is included in the valid category. The results of practicality tests on Android-based mobile learning media based on lecturer responses are at an average value of 92%, and based on student responses is at an average value of 87.61% which is included in the very practical category. For the effectiveness test that is tested on students, the results for the control class were 74.56% and experiments were 82.25%. So","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114479230","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Penggunaan e-learning dengan Technology Acceptance Model (TAM)","authors":"R. Rahmawati, I Made Narsa","doi":"10.21831/jitp.v6i2.26232","DOIUrl":"https://doi.org/10.21831/jitp.v6i2.26232","url":null,"abstract":"Kemajuan dalam teknologi informasi memberi kesempatan pada institusi pendidikan untuk mengadopsi teknologi untuk meningkatkan efisiensi pembelajaran. e-Learning merupakan salah satu pengembangan tersebut dan tidak dapat disampaikan tanpa menggunakan teknologi. Tujuan penelitian ini yaitu untuk mendapatkan bukti empiris terkait actual usage dari penggunaan e-learning dengan pemediasi intention to use. Data dalam penelitian ini sebanyak 135 kuesioner yang disebarkan kepada mahasiswa Universitas Airlangga yang sempat memanfaatkan AULA. AULA merupakan portal e-Learning di Universitas Airlangga, yang merupakan singkatan dari Airlangga Univeristy e-Learning Application. Alat uji yang digunakan adalah Warp PLS. Perceived usefulness yang dirasakan pada penggunaan e-learning tidak memberikan pengaruh pada actual usage. Perceived ease of use memiliki hubungan signifikan pada intention to use. Hasil pengujian pengaruh tidak langsung menunjukkan perceived usefulness mempengaruhi niat perilaku untuk menggunakan teknologi. Persepsi kemudahan menggunakan teknologi dimotivasi tingkat kepercayaan individu terhadap kemampuan menggunakan teknologi, yang mana akan mendorong persepsi kebermanfaatan dan berimplikasi pada niat untuk menggunakan teknologi untuk menggunakan e-learning.Kata kunci: Actual Usage, perceived ease of use, e-Learning, intention to use Actual usage use of e-learning with Technology Acceptance Model (TAM) AbstractProgress in information technology provides opportunities for education to encourage technology to improve learning efficiency. E-Learning is one such development and cannot be delivered without using technology. The purpose of the study is to get empirical evidence related to actual usage of using e-learning with intention to use as a mediation. Data used in the study were 135 questionnaires that distributed to students of Airlangga University who are active or have used / participated in AULA (Airlangga University e-Learning Application). AULA is an e-Learning portal at Airlangga University. Data analysis techniques using Warp PLS. The results show the perceived usefulness of e-learning, does not affect the actual use. Perceived ease of use has a significant positive relationship with intention to use. The results evaluation direct effect of perceived usefulness influences intention to use technology. Perceived ease of use of technology is motivated by the level of individual trust in ability to use technology, which will encourage perceptions of usefulness and have implications for the intention to use technology to use e-learning.Keywords: Actual Usage, perceived ease of use, e-learning, intention to use","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121929616","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Riki Fajri Rahmat, Lativa Mursyida, F. Rizal, K. Krismadinata, Yuliawati Yunus
{"title":"Pengembangan media pembelajaran berbasis mobile learning pada mata pelajaran simulasi digital","authors":"Riki Fajri Rahmat, Lativa Mursyida, F. Rizal, K. Krismadinata, Yuliawati Yunus","doi":"10.21831/JITP.V6I2.27414","DOIUrl":"https://doi.org/10.21831/JITP.V6I2.27414","url":null,"abstract":"Penggunaan smartphone di kalangan pelajar sebagian besar digunakan untuk mengakses jejaring sosial dan belum menggunakan smartphone dalam poroses pembelajaran. Tujuan Penelitian ini untuk merancang media pembelajaran mobile learning pada mata pelajaran simulasi digital berbasis android. Model yang digunakan adalah Instructional Development Institute (IDI) dalam metode pengembangan Research and Development (R&D). Hasil penelitian ini menunjukkan bahwa mobile learning berbasis android untuk mata pelajaran simulasi digital ini layak untuk dimanfaatkan sebagai media pendukung pembelajaran mandiri, sesuai dengan pengujian yang dilakukan terhadap aspek materi dan desain yang diujikan ke siswa didapatkan hasil untuk kelas kontrol sebesar 74,125% dan eksperimen sebesar 83,25%. Sehingga dapat diambil kesimpulan penggunaan media mobile learning berbasis android ini valid, praktis dan efektif digunakan pada mata pelajaran simulasi digital. Mobile learning simulasi digital ini dapat meningkatkan minat belajar siswa dan juga meningkatkan hasil belajar siswa. Diharapkan untuk guru dan kepala sekolah SMKN 2 Padang agar dapat mempergunakan mobile learning dalam pembelajaran.Kata kunci: mobile learning, research and development, simulasi digital Development of learning media based on mobile learning in digital simulation subjectsAbstractThe use of smartphones among students is mostly used to access social networks and have not used smartphones in learning processes. The purpose of this study is to support mobile learning media on android-based digital learning. The model used is the Instructional Development Institute (IDI) in the Research and Development (R&D) development method. The results of this study indicate that android-based mobile learning for digital simulation subjects is feasible to be used as a supporting medium for independent learning, in accordance with tests conducted on material and design aspects that are tested for students who obtain results for the control class by 74.125% and trials for 83, 25%. It can be concluded that the use of mobile learning media based on Android is valid, practical and effective in digital simulation lessons. This digital simulation of mobile learning can increase student learning interest and also improve student learning outcomes. It is expected that teachers and principals of SMKN 2 Padang can use mobile learning in learning.Keywords: mobile learning, research and development, digital simulation","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126464465","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengembangan multimedia pembelajaran interaktif berbasis video materi sikap cinta tanah air dan peduli lingkungan","authors":"Irfan Adi Nugroho, Herman Dwi Surjono","doi":"10.21831/JITP.V6I1.15911","DOIUrl":"https://doi.org/10.21831/JITP.V6I1.15911","url":null,"abstract":"Penelitian ini memiliki tujuan: (1) menghasilkan multimedia pembelajaran interaktif berbasis video yang layak meningkatkan sikap cinta tanah air dan peduli lingkungan Gugus Gajah Mada, Dawe, Kudus, (2) mengetahui kefektifan multimedia pembelajaran interaktif berbasis video dalam meningkatkan sikap cinta tanah air dan peduli lingkungan di SD kelas V gugus gajah Dawe Kudus dikembangkan. Multimedia yang telah disusun di uji oleh ahli, menggunakan angket dan dihitung menggunakan skala lima, untuk hasil dari sikap cinta tanah air juga menggunakan angket sebagai sara untuk menggali data. Hasil analisis data menunjukkan multimedia yang disusun layak digunakan sebagai media pembelajaran, terbukti dari empat aspek penilaian memperoleh nilai yang berkategori minimal baik. Tampilan 3,93, program 4, 08 pembelajaran 3,71 dan ini 4,20. Uji efektifitas menunjukkan data bahwa media yang telah dikembangkan efektif untuk meninkatkan siap cinta tanah air dan peduli lingkungan, terbukti dari perbandingan cinta tanah air yang tidak menggunakan media memperoleh rata-rata 335,96 dan yang menggunakan media 1107,93 bagi siswa yang menggunakan media. Sikap peduli lingkungan yang tidak menggunakan media memperoleh rata-rata 298,52 dan yang menggunakan media 944,20.Kata kunci: Multimedia interaktif, cinta tanah air, peduli lingkunganDeveloping video-based interactive teaching multimedia in terms of the nationalism and environmental awarenessAbstractThe purposes of the research are: (1) creating reliable-interactive based video learning multimedia to improve nationalism and environmental awareness of Gajah Mada, Dawe, Kudus Division, (2) finding out its effectiveness to improve nationalism and the awareness. The arrange multimedia is tested by the experts using questionnaire and counted through the use of five scale. In other hand, for nationalism, the use of questionnaire is used to collect data. The data analysis shows the arranged multimedia is reliable to use as learning media, proven from four assessed aspects gets fair minimum category. The scores are appearance 3.93, program 4.08, learning 3.71, the core is 4.20. Its test of effectiveness shows the developed media is effective to improve the nationalism and the awareness, proven from its comparison compared to those averages of not using the media 335.96, while the one utilizing it 1107.93. The awareness of those not utilizing it gains average 298.52 while the utilizing one 944,20. Keywords: Interactive multimedia, nationalism, environmental-awereness","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134615225","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}