Desak Putu Saridewi, Y. Aungsuroch, I. G. Juanamasta
{"title":"Independence of Deaf Students Through Mesatue Method Using Cartoon Media In Hindu Religious Learning","authors":"Desak Putu Saridewi, Y. Aungsuroch, I. G. Juanamasta","doi":"10.23887/jet.v7i1.55150","DOIUrl":"https://doi.org/10.23887/jet.v7i1.55150","url":null,"abstract":"Deaf children face problems with independence. The attitude of independence has a very positive impact on their daily lives. This study aims to analyze the cartoon media mesatue method in the Hindu religious confidence of students with disabilities. This type of research is development. The research method of developing media uses the 4D model, including the define, design, development, and dissemination stages according to the characteristics of students with hearing impairments. The data collection used is the observation method, with the instrument aspects of student independence, interviews, and in-depth documentation. The analysis in this study uses a qualitative descriptive method that focuses on how to increase the independence of deaf students in learning Hinduism. This research was conducted with an initial evaluation before using cartoon media and a final evaluation after watching Hindu religious education. The research for the deaf category showed that the introduction of Hindu religious values by the mesatue method with cartoon media reached 72% for the elementary level, the junior high school increased by 58%, and high school by 97% with a total of 16 students. Interactive image displays can accommodate deaf students. It was concluded that the mesatue method with cartoon media could increase student independence according to the indicators formulated in the learning objectives.","PeriodicalId":46468,"journal":{"name":"Journal of Special Education Technology","volume":"PP 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84341958","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Students' Perceptions of Practicum Learning Media Used During the Covid-19 Pandemic","authors":"Sutirman, Riana Isti Muslikhah","doi":"10.23887/jet.v7i1.50375","DOIUrl":"https://doi.org/10.23887/jet.v7i1.50375","url":null,"abstract":"Despite efforts to understand how social media platforms encourage student interaction, researchers have noted that there needs to be more research that focuses on using Telegram messenger as a means to encourage student motivation and interaction in academic writing. This study aimed to understand how Telegram groups, created for first-year students at ODeL universities, increase student motivation and interaction in the Academic Writing module. This type of research is qualitative. This study uses a qualitative interpretative approach. Data collection techniques using interviews and observation. The subjects of this study were 4 lecturers and 9 students. The data analysis technique used is descriptive qualitative analysis. The study found that lecturers considered Telegram a useful pedagogical tool to increase student motivation and interaction. Further findings reveal that Telegram motivates students to interact in groups and with modules. It is suggested that stakeholders reconsider their pedagogy and encourage using Telegram to assist students' learning of academic writing.","PeriodicalId":46468,"journal":{"name":"Journal of Special Education Technology","volume":"56 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83223014","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Taroreh, S. Watung, C. Kewo, Febriyani Maureen, Lidya Rattu, Kata Kunci
{"title":"Factors That Influence the Succes of Application of Technology in Learning: Teacher Work Motivation and Organizational Support","authors":"J. Taroreh, S. Watung, C. Kewo, Febriyani Maureen, Lidya Rattu, Kata Kunci","doi":"10.23887/jet.v7i1.53812","DOIUrl":"https://doi.org/10.23887/jet.v7i1.53812","url":null,"abstract":"The problem with teachers in general is that they have not fully mastered the use of technology in learning. To evaluate the effect of teacher work motivation and organizational support on the application of technology is the goal to be achieved in this study. This study used a quantitative method, namely explanatory research. Samples were taken using simple random sampling technique of 115 respondents. Data collection was carried out through questionnaires and interviews. Test method with validity and reliability tests. Validity test to correlate questions with the total score of each variable. The data that has been collected is then analyzed using descriptive statistical analysis methods. The results of the study show that partially the teacher's work motivation has a positive and significant effect on the successful application of technology by 9.2%. Then the support of school organizations partially has a positive and significant effect on the successful application of technology by 36.7%. Simultaneously work motivation and organizational support affect the success of applying technology in learning by 59%. Compared to teacher motivation, school support in the form of infrastructure services, availability of computers, internet networks makes a greater contribution to improving the quality of learning.","PeriodicalId":46468,"journal":{"name":"Journal of Special Education Technology","volume":"1 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83171309","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
F. Kumala, Jurina Ibrahim, Hefsi Anggi Ambarwati, Siti Mafulah, Sri Rahayu
{"title":"Mock Up Based on Android Through Multimedia Development Live Cycle : Science Meaningfull Learning","authors":"F. Kumala, Jurina Ibrahim, Hefsi Anggi Ambarwati, Siti Mafulah, Sri Rahayu","doi":"10.23887/jet.v7i1.51890","DOIUrl":"https://doi.org/10.23887/jet.v7i1.51890","url":null,"abstract":"Covid 19 has led to loss learning and decreased student motivation in learning so that learning is needed that can increase motivation and meaningfulness in learning. The purpose of this study was to develop an Android-based mock up using the Multimedia Development Live Cycle (MDLC) steps to develop meaningful science learning in elementary schools. This research is a development research using the MDLC stages followed by trials on material, language, media and user experts. The subjects of this study were experts, teachers and 5th grade students. Technical analysis used descriptive quantitative techniques. Data collection methods consist of questionnaires, interviews and tests. Instruments in the form of expert validation sheets, tests, interviews and teacher and student response questionnaires. The results of the study show that the media that has been developed has a material expert feasibility of 68% (appropriate), media expert 91% (very feasible), and language expert 94% (decent). The teacher's practicality assessment obtained a percentage of 87% (very practical) and students obtained a proportion of 77% with very practical criteria. Android-based mock up is feasible to use. This is also based on the results of an increase in the average pretest score of 63.3 and posttest of 77.7. Posttest scores also show scores above the Minimum Completeness Criteria (KKM). Android-based Mock Up can improve student learning outcomes and make science learning more meaningful for students.","PeriodicalId":46468,"journal":{"name":"Journal of Special Education Technology","volume":"7 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89508758","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Maria Marta Wulan, Sukma Dewi, Yari Dwikurnaningsih, Marinus Waruwu, Kata Kunci
{"title":"Academic Supervision Model Based on Edmodo Application","authors":"Maria Marta Wulan, Sukma Dewi, Yari Dwikurnaningsih, Marinus Waruwu, Kata Kunci","doi":"10.23887/jet.v7i1.52794","DOIUrl":"https://doi.org/10.23887/jet.v7i1.52794","url":null,"abstract":"The Covid 19 pandemic has had an impact on the implementation of academic supervision. This study aims to develop an online-based academic supervision model. The type of research conducted is research and development (Research and Development). The research subjects were 4 (four) school principals and 17 (seventeen) elementary school teachers. Data collection techniques used were interviews, documentation studies, and questionnaires. Qualitative data were analyzed using the Miles and Huberman model. Quantitative data obtained through a questionnaire. Quantitative data were analyzed by validation tests and limited trials using quantitative descriptive techniques with mean and percentage. The results showed that the MARIA academic supervision model (M - Mapping, A - Arranging the solution, R - Running the observation, I - Identifying the data, A – Acting the follow up) based on the Edmodo application has an impact on improving the performance of school principals and techers in elemantary schools, with the result of limited product trials on school principals at the 88% level and techers at the 86% level with a very valid and feasible category to use. The implications of this research were facilitating the implementation of information technology-based supervision, improving the performance of school principals, increasing teacher competence in carrying out learning, and reducing teacher stress when supervised.","PeriodicalId":46468,"journal":{"name":"Journal of Special Education Technology","volume":"14 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86146255","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Staidear Board Game Model Application in Facilitating Vocational School Students Learning","authors":"Anak Agung Adi Wiryya Putra, Herman Dwi Surjono","doi":"10.23887/jet.v7i1.54025","DOIUrl":"https://doi.org/10.23887/jet.v7i1.54025","url":null,"abstract":"Students need help with learning the basic material of graphic design. It has an impact on low student learning outcomes. This study aims to develop a game-based learning media that can be used to facilitate vocational students' learning in multimedia learning activities. This type of research is research and development using the ADDIE model. The sample in this study was 30 students. Data collection techniques using interviews and questionnaires. Data collection instrument using a questionnaire. Data analysis technique using descriptive analysis. The study's results, namely the material feasibility test, obtained a score of 3.88, while the media feasibility test obtained a score of 3.87. Implementation results 76.6 per cent of respondents are interested in learning multimedia using the Staidear board game, 93.3 per cent of respondents think the Staidear board game is easy to use. It was concluded that board game learning media is appropriate for use in the learning process of graphic design. The application of board game media is effective in learning graphic design. The unique appearance of board games can attract students' interest in learning. Implementing this board game implies an increase in the average student test scores.","PeriodicalId":46468,"journal":{"name":"Journal of Special Education Technology","volume":"18 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81732554","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Moodle E-learning to Improve Motivation and Learning Activities at Green Campus","authors":"Koderi, Guntur Cahaya Kesuma","doi":"10.23887/jet.v7i1.54125","DOIUrl":"https://doi.org/10.23887/jet.v7i1.54125","url":null,"abstract":"Many students struggle to use e-learning for attendance, interactive lectures, assignment submission, and access to resources and tests. E-learning is said to benefit students in terms of activities and accomplishments. This survey aims to analyze and evaluate the Moodle E-learning role in enhancing motivation and learning activities at Green Campus. A mixed-method method with an explanatory sequential design is used in this investigation. This study included 221 participants. Questionnaires, interviews, and documentation are used to collect data. The statistical regression method was then used to assess the research data. The study's findings indicate that the variable e-learning platform Moodle has a substantial influence on student learning activities at Green Campus. This variable has a major impact on changes in student accomplishment motivation. According to this research, lecturers must make good and fascinating use of the Moodle e-learning platform to boost all activities and student achievement motivation in learning, not just listening activities. Furthermore, universities should be able to ask users to actively participate in developing the design and content of future e-learning developments.","PeriodicalId":46468,"journal":{"name":"Journal of Special Education Technology","volume":"147 1-5","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72493108","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Theresa Afriani, Cantum Pel, I. M. Tegeh, I. K. Sudarma
{"title":"Learning Videos Based on Contextual Approaches to the Content of Pancasila and Citizenship Education","authors":"Theresa Afriani, Cantum Pel, I. M. Tegeh, I. K. Sudarma","doi":"10.23887/jet.v7i1.56770","DOIUrl":"https://doi.org/10.23887/jet.v7i1.56770","url":null,"abstract":"The lack of media use in the learning process impacts the low learning outcomes of students' Civics. This research aims to create contextual-based learning videos to improve student Internship learning outcomes. This research belongs to the type of development research that was developed by applying the ADDIE development model. The subjects in this study were educational technology experts, subject content experts, instructional design experts, learning media experts, and 12 grade VI elementary school students. Data collection in the study was carried out using the questionnaire/questionnaire and test method, with research instruments in questionnaires/questionnaire sheets and students' Civics ability tests. The data obtained in the study were then analyzed using quantitative descriptive analysis techniques and t-test inferential statistics. The research analysis results showed that in the educational technology expert test. The developed media obtained a score of 95% with very good qualifications. The subject content expert test obtained a score of 90% with very good qualifications. The learning design expert test obtained a score of 90% with very good qualifications. The learning media expert test obtained a score of 92.5% with very good qualifications. Furthermore, the t-count analysis results show significant differences in student learning outcomes before and after using learning videos. Based on the results of this analysis, learning video media based on a contextual approach is valid and appropriate for use in learning because it can improve students' Civics learning outcomes.","PeriodicalId":46468,"journal":{"name":"Journal of Special Education Technology","volume":"31 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87145719","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Adam C. Carreon, Caitlin J. Criss, Maggie A. Mosher
{"title":"Classroom Virtual Reality for Students With Disabilities: A Preliminary Guide to Available Virtual Content","authors":"Adam C. Carreon, Caitlin J. Criss, Maggie A. Mosher","doi":"10.1177/01626434231170593","DOIUrl":"https://doi.org/10.1177/01626434231170593","url":null,"abstract":"Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for diverse learners in today’s classroom, particularly students with identified disabilities. VR, as an interactive and visual tool, provides teachers with the ability to support and enhance traditional classroom materials for students, particularly those with disabilities. However, teacher time is often compromised and finding new technology can be daunting. This article intends to assist educators in utilizing VR in the classroom, with minimal effort and money. Using a detailed vignette, we guide the reader through a detailed example of how VR apps can be located and implemented for students with disabilities who struggle with motivation and engagement through experiential learning. Finally, we offer additional apps and their delivery devices as a starting point for teachers to begin creating more immersive and interactive content through VR technology.","PeriodicalId":46468,"journal":{"name":"Journal of Special Education Technology","volume":" ","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44218484","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Effects of Video Prompting with Augmented Reality on Functional Living Skills of Students with Intellectual and Developmental Disabilities","authors":"Chu-Lung Wu, Yi-Hsuan Tsai","doi":"10.1177/01626434231170594","DOIUrl":"https://doi.org/10.1177/01626434231170594","url":null,"abstract":"Training functional living skills is crucial for students with intellectual and developmental disabilities (IDDs) because they are directly related to their independence. The aim of this study was to explore the effect of an augmented reality (AR)–based video prompting (VP) teaching model on the learning of functional living skills among elementary school students with intellectual and developmental disabilities. A multiple-probe, across-subjects, single-case research design was adopted to recruit three participants, namely, fifth- and sixth-grade students with IDDs in a special education program in an elementary school in Taichung City. The independent variable was the AR-based VP teaching model, and the dependent variable was the participants’ performance of functional living skills (cooking rice in a rice cooker). The results indicate that the intervention had immediate, maintenance, and generalization effects on all three participants. In addition, the participants noted that the teaching model relaxed and motivated them. The teachers also indicated that the teaching model motivated the students, resulted in positive learning outcomes, and strengthened the students’ ability to learn independently. Through this AR-based VP teaching model, students with developmental disabilities can improve their functional living skills.","PeriodicalId":46468,"journal":{"name":"Journal of Special Education Technology","volume":"1 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-04-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"65046023","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}