{"title":"Asynchronous vs Synchronous: Effects of Online Learning on Students' Oral Presentation Skills","authors":"Vivi Indriyani, Hasri Fendi, Kata Kunci","doi":"10.23887/jet.v8i1.67113","DOIUrl":"https://doi.org/10.23887/jet.v8i1.67113","url":null,"abstract":"Online learning has become popular globally in every field of education as a result of advances in information and communication technology despite the COVID-19 pandemic. Online learning can be done synchronously and asynchronously. Based on this explanation, the purpose of this study was to analyze and compare synchronous and asynchronous online learning on students' oral presentation skills. This research method is an experiment with a quasi-experimental design. Two classes were selected as the sample for this study using a purposive sampling technique. With the provisions of one class as experimental class 1 by treating students with asynchronous online learning, while the experimental class 2 learning is carried out synchronously online. The research instrument used was a performance test, in which students made oral presentations. Analysis of research data using SPSS with the stages of normality test, homogeneity test, and t test. The results of the study showed that there was a difference in the average student learning outcomes, namely oral presentation skills and synchronous and asynchronous online learning processes. Based on the average difference, it shows that students are better at making oral presentations when learning is carried out asynchronously. Based on the results of this research, it can be concluded that online learning can be used as an alternative for the learning process, especially asynchronously, especially in relation to oral presentations.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"5 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140741300","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":"English Reading E-Module Based on Gamification and Contextual Teaching and Learning to Promote Reading Comprehension Skills","authors":"Isnaini Apri Utami, Sunardi, N. Drajati","doi":"10.23887/jet.v8i1.74569","DOIUrl":"https://doi.org/10.23887/jet.v8i1.74569","url":null,"abstract":"Reading is one of the most taught skills in English lessons, but it is also the most complex skill to improve. The reading activities carried out by students only use textbooks and student worksheets, so they are less exciting and impact students' poor reading skills. This research aims to develop an electronic English reading module based on gamification and contextual learning that is appropriate to the needs of second language learners. This type of research is development research. This research is the second stage of Design-Based Research (DBR), which is the design and construction stage. The research subjects consisted of 2 learning materials experts, two ELT experts, and 2 English teachers. The test subjects were 35 tenth-grade students. This research uses quantitative descriptive analysis techniques and inferential statistics. Based on the results of data analysis, namely the assessment from learning material experts, 93% and 94% were obtained. The assessment from e-module content experts was 97% and 87%. The assessments given by the teacher were 81% and 90%. Usability testing from the student's perspective obtained 80%. From these results, an electronic English reading module based on gamification and contextual learning is suitable for use in the classroom. The implication of this research is that the gamification-based English reading electronic module that was developed can be used in learning.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"26 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140746034","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}
Putu Juli, Putu Juli Astiti, N. Parwati, I. M. Tegeh, Komang Sudarma, Kata Kunci, Multimedia, Kecerdasan Majemuk, Taman Kanak-kanak
{"title":"Multiple Intelligences-based Interactive Multimedia to Improve Students’ Multiple Intelligences in Kindergarten","authors":"Putu Juli, Putu Juli Astiti, N. Parwati, I. M. Tegeh, Komang Sudarma, Kata Kunci, Multimedia, Kecerdasan Majemuk, Taman Kanak-kanak","doi":"10.23887/jet.v8i1.73411","DOIUrl":"https://doi.org/10.23887/jet.v8i1.73411","url":null,"abstract":"The main problem in this research is that students' multiple intelligences have not been developed according to their respective talents and interests. This research aims to develop multiple intelligence-oriented multimedia, to increase the multiple intelligences of students in kindergarten. The research method used is development using the ADDIE model. The instruments used were questionnaires and observation sheets. Questionnaires are used to measure the validity and practicality of multimedia by experts and users. Observation sheets are used to measure the effectiveness of multimedia in increasing the multiple intelligences of students in kindergarten. The questionnaire was analyzed quantitatively and descriptively, and the observation sheet was analyzed using quantitative and qualitative descriptive analysis methods. The research results showed that the validity of the design aspect was 93.53%, the learning media aspect was 90.00%, and the learning content aspect was 95.00%. The practicality of interactive multimedia through individual testing obtained a percentage level of 96.67%, and small groups obtained a percentage level of 96.67%. The effectiveness test shows that interactive multimedia is able to develop students' intelligence specifically in five aspects, namely logical-mathematical, musical, kinaesthetic, visual-spatial, and verbal linguistics.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"66 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140741775","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":"E-Modules for Computer Network Practicum Based on Problem-Based Learning and Peer Tutoring: A Practical Solution to Develop 21st-Century Skills","authors":"Lativa Mursyida, Ika Parma Dewi, Agariadne Dwinggo Samala, Fadhli Ranuharja","doi":"10.23887/jet.v8i1.63568","DOIUrl":"https://doi.org/10.23887/jet.v8i1.63568","url":null,"abstract":"Learning in the era of the Fourth Industrial Revolution requires innovation in learning, one of which is through learning media. E module is a learning media that is more efficient and flexible than conventional media. E-modules that are integrated with appropriate learning models can help achieve optimal learning outcomes. This research aims to develop an electronic module (e-module) for Computer Network Practicum based on Problem-Based Learning (PBL) and Peer Tutoring (PT) and test its effectiveness in enhancing 21st-century skills among students. The research method applied is Research and Development (R&D), with module validity and practicality evaluated by experts and students. Effectiveness testing is conducted by comparing post-test results between the experimental group using PBL and PT e-modules and the control group using conventional worksheets. The research findings indicate that the developed e-module has strong validity, is easy to implement, and is effective in improving 21st-century skills among students. The post-test results of the experimental group are also significantly higher than those of the control group. The implications of this research are significant contributions to the development of technology-based teaching materials to enhance the quality of computer network practicum learning. The implementation of PBL and PT strategies in the e-module can be an effective alternative in designing teaching materials oriented towards the development of 21st-century skills, serving as a guide for educators and curriculum developers to enhance innovative learning approaches across various subjects.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"25 20","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140744642","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}
Miracle Atianashie, C. Adaobi, Kwadwo Adinkrah-Appiah, Daniel Obeng-Ofori
{"title":"Digital Technologies: A Congregating pan-African Public Management on the Fourth Industrial Revolution for Employability and Sustainable Growth","authors":"Miracle Atianashie, C. Adaobi, Kwadwo Adinkrah-Appiah, Daniel Obeng-Ofori","doi":"10.23887/jet.v8i1.59267","DOIUrl":"https://doi.org/10.23887/jet.v8i1.59267","url":null,"abstract":"The Fourth Industrial Revolution (4IR) is the concept of blurring the real world with the technological world and it is characterized by a range of new technologies that are fusing the physical, digital, and biological worlds. The study analyze the state of pan-African public administration practice within the praxis of the Fourth Industrial Revolution (4IR) to enhance employability and sustainable development. The 4IR is the concept of blurring the real world with the technological world, and a range of new technologies that are fusing the physical, digital, and biological worlds characterizes it. At its core, the 4IR is driven by the convergence of physical and digital technologies. It is the current developing environment in which disruptive technologies and trends such as the Internet of Things (IoT), robotics or intelligent robots, mobile supercomputing, virtual reality (VR), and artificial intelligence (AI) are changing the way people live and work. Furthermore, the study interrogates the contentious and contemporary potentials of the pan-African public administration vis-à-vis the fourth industrial revolution as we draw closer to the future. The study employed a descriptive research design, relying on content analysis. A secondary source of data collection was employed. Some of the significant findings include sustainable development, Employability, and Fourth Industrial Revolution. The study advocates that for African public administration to be relevant to the governance and sustainable development needs of the continent, it must restructure its educational curriculum to take advantage of the benefits that the technological advancement of the fourth industrial revolution provides.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"17 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140743428","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}
Agung Dewi Megah Antari, A. Agung, N. L. G. E. Sulindawati
{"title":"E-Sistus: Electronic Information System for Students with Special Needs in Supporting Inclusive School Management","authors":"Agung Dewi Megah Antari, A. Agung, N. L. G. E. Sulindawati","doi":"10.23887/jet.v8i1.73695","DOIUrl":"https://doi.org/10.23887/jet.v8i1.73695","url":null,"abstract":"Providing data for students with special needs is still manual, to make it easier to access the data, a digital information system needs to be developed so that its functions can be implemented more quickly. In line with these needs, this research aims to develop an e-information system for students with special needs to support inclusive school management. This research develops E-Systus development in accordance with the ADDIE development model. This research uses 4 (four) techniques in data collection, namely observation, interviews, questionnaires, and tests. This research uses qualitative descriptive analysis techniques, quantitative descriptive analysis and inferential statistical analysis. The results of this research found that the product feasibility level based on content experts obtained a percentage of 90% in the very good category. The product feasibility level based on instructional design experts obtained a percentage of 91.6% in the very good category. The level of product suitability based on media experts obtained an average value of 97.5% in the very good category. The product feasibility level based on individual trials obtained a percentage result of 94.16% which is in very good qualifications. The product feasibility level based on small group trials obtained a percentage result of 93.33% which is in very good qualifications. The Electronic Information System for Students with Special Needs (E-Sistus) has been proven to be significantly effective in supporting inclusive school management.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"14 11","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140741609","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":"The Impact of the Blended Learning Model on Student Learning Independence during the Learning Process","authors":"Achmad Syarifudin, Henny Sanulita, Erna Noer Hajati, Jitu Halomoan Lumbantoruan","doi":"10.23887/jet.v8i1.69311","DOIUrl":"https://doi.org/10.23887/jet.v8i1.69311","url":null,"abstract":"The low level of direct interaction between teachers and students due to the restrictions and distance that must be observed forces students to learn independently. However, not all students have online skills. Therefore, teachers must develop competence by presenting the right model and by government policy, both online and offline. This learning model is blended learning. Teachers have no other choice but to carry out good blended learning management so that learning activities can continue. This research aims to analyze the effectiveness of blended learning management and online skills on students' learning independence. The method in this research is quantitative with an export facto type of research, namely comparative causal research. The data collection technique is by distributing instruments in the form of questionnaires to each teacher respondent by first creating a Google from link. The population in the study were all teachers in one district with a research sample of 90 people from 4 schools spread across one district. Data analysis techniques are correlation and regression. The research results show that blended learning management and online skills have an impact on student learning independence. The impact of the blended learning model and students' online skills is 52.10%. The conclusion is that to increase student learning independence, teachers must carry out the learning process using the blended learning model optimally. The research implies that teachers have implemented the blended learning model by training students who have difficulty online.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"71 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140742717","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":"Elevating Student Motivation: Constructing a Gamified Massive Open Online Courses using the MARC Framework","authors":"Rujianto Eko Saputro, S. Salam","doi":"10.23887/jet.v8i1.67624","DOIUrl":"https://doi.org/10.23887/jet.v8i1.67624","url":null,"abstract":"Education is undergoing a profound revolution in the current era of digital technology, primarily due to the implementation of Massive Open Online Courses (MOOCs). These courses have facilitated worldwide accessibility to education of exceptional quality, transcending geographical and institutional limitations. This study aims to evaluates the implementation of gamification in Massive Open Online Courses (MOOCs) to enhance students' intrinsic motivation and graduation rates. Facing the challenge of low graduation rates in MOOCs, this study designed and implemented a Gamified MOOC (GMOOC) platform using a new gamification framework, MARC. Through an experimental method, this study involved 101 students and collected data through a questionnaire based on the Instructional Materials Motivation Survey (IMMS) and ARCS Model. The data was analyzed using Structural Equation Modelling (SEM), and the results showed that all MARC variables have high reliability and positively impact students' intrinsic motivation, with the Autonomy variable having the most significant impact. This study underlines the importance of a gamification framework in enhancing motivation and graduation rates in MOOCs, as well as the importance of considering the correct design elements and gamification components in the development of MOOCs. This study provides significant implications for developing and implementing effective and engaging MOOCs.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"14 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140743886","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":"Android Based E-Module on Food Services Subjects for Culinary Students","authors":"Nikmat Akmal, Y. Putri, Siti Sutanti","doi":"10.23887/jet.v8i1.70115","DOIUrl":"https://doi.org/10.23887/jet.v8i1.70115","url":null,"abstract":"The unavailability of interactive learning media, namely e-modules, has resulted in reduced interest in learning Food Services which includes theory and practice in the Culinary Education Study Program, resulting in low learning outcomes. This research aims to develop an Android-based e-module for the Food Services subject. The research uses a 4D development model. Data collection was carried out through interviews and questionnaires. The research subjects were students and lecturers of the Culinary Education Study Program. Data were analyzed using descriptive analysis. The e-module developed consists of a front display (university logo, e-module description, guide, and start button), and a main menu (learning objectives, content, references, and evaluation). The results of the feasibility test for the e-module developed according to material experts, media experts and students were respectively 4.36 (very feasible), 4.43 (very feasible) and 4.40 (very high acceptance). This data shows that Android-based e-modules are very suitable for use as learning media. Android-based e-modules can make it easier for students to access learning materials anywhere and at any time so that students can repeat learning independently and are able to improve students' understanding of learning materials.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"13 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140741958","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":"The Impact of Technology Readiness on Undergraduate Students’ Acceptance of Learning Management System","authors":"Ika Maryani, Yunita Mega Puspitasari","doi":"10.23887/jet.v8i1.51989","DOIUrl":"https://doi.org/10.23887/jet.v8i1.51989","url":null,"abstract":"The problem raised in this research is that there are no studies that measure the influence of technology readiness on student acceptance of the Learning Management System. This research aims to analyze the influence of technology readiness on acceptance of the Learning Management System among students. This research uses a quantitative approach with an ex post facto type. The research method uses associative research to determine the causal relationship between technological readiness and the Learning Management System. The data collection technique uses a technology readiness questionnaire and the Learning Management System which is then analyzed using simple linear regression analysis with t-test hypothesis testing. The questionnaire consists of 27 valid statements representing indicators, optimism, innovation, discomfort, insecurity, usefulness, ease of use, and interest in using. Questionnaires were distributed to students via WhatsApp using accidental sampling technique and obtained 152 respondents. The results show that 66.8% of acceptance of the Learning Management System is influenced by technology readiness. Meanwhile, 33.2% is influenced by other variables. The results of this research indicate that there is a positive influence of technology readiness on acceptance of the Learning Management System. This means that the higher the technological readiness, the higher the acceptance of the Learning Management System. The implication is that technological readiness must be improved to optimize the use of the Learning Management System. High acceptance of the Learning Management System can provide support for the success of the online learning process.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"105 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140742405","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}