Journal of Educational Technology Studies and Applied Research
The Journal of Educational Technology Studies and Applied Research (JETSAR) is a peer-reviewed academic journal dedicated to advancing research and innovation in the field of educational technology. JETSAR provides a platform for scholars, educators, and practitioners to share insights, empirical studies, and theoretical advancements that contribute to the enhancement of learning through technology. JETSAR is published by Teknologi Pendidikan ID and follows a semiannual publication schedule, releasing issues in August, and December. The journal is led by Dr. Yerry Soepriyanto, ST, MT, serving as the Editor-in-Chief. Authors interested in submitting their manuscripts can access the official Article Template JETSAR.
Journal of Educational Technology on Studies and Applied Research provides open access to published articles free of charge. Open access aims to make it easier for authors and readers to access quality manuscripts and support the development of science in the field of Educational Technology.
Development of Problem-Based Learning-Based Instructional Media to Improve Learning Outcomes on Electronic Components Material for Grade X Vocational High School Students
Section: Research Articles Keywords: media pembelajaran, pembelajaran berbasis masalah, elektronika, pendidikan vokasi, inklusif Based on observations focused on instructional methods and student learning outcomes at SMKN 1 Sidayu, the learning process was perceived as monotonous, resulting in a boring classroom environment. This condition affects learning outcomes because students’ interest in the learning activities is relatively low, leading to passive participation. Based on this problem, instructional innovation is required to make learning more engaging. One such innovation is the development of a basic electronics trainer based on problem-based learning. The objective of this study was to measure differences in student learning outcomes and student responses to problem-based learning-based instructional devices. The study employed the 4D development model, which includes the stages of define, design, develop, and disseminate. The trial was conducted with 37 tenth-grade students at SMK Negeri 1 Sidayu. The instruments used included media, content, and instructional validation questionnaires, a student response questionnaire, and pre-test and post-test items. The results indicated that all developed components were valid, indicating that the developed media were feasible for student trials. Student learning outcomes showed a significant improvement (sig. 0.041). Students’ suitability responses to the PBL-based LKPD media were rated very good. The findings demonstrate that the developed media can improve learning outcomes of tenth-grade vocational high school students in the topic of electronic components. The use of the trainer also provided students with direct hands-on experience with the components being studied.
Copyright (c) 2024 https://creativecommons.org/licenses/by-sa/4.0
The Relationship between Project Based Learning and Student Learning Independence with the Ability to Analyze the Elements of Poetry
Section: Research Articles Keywords: project based learning, kemandirian belajar, kemampuan analisis This study aims to determine the relationship between Project Based Learning and student learning independence with learning outcomes that focus on the ability to analyze poetry elements. This study used a correlational quantitative approach conducted at SMK Negeri 6 Bekasi with a sample of 68 class X students majoring in Banking Services. Data collection in this study used a questionnaire and 20 questions on analyzing the elements of poetry. The hypothesis test used is the Pearson correlation test and the multiple correlation test using IBM SPSS 25 software. Based on the data that has been processed, the following results are obtained: 1) There is a moderate relationship between Project Based Learning and the ability to analyze the elements of poetry with a Sig. value of 0.001 and a Pearson Correlation value of 0.407, 2) There is a moderate relationship between student learning independence and the ability to analyze the elements of poetry with a Sig. value of 0.001 and a Pearson Correlation value of 0.406, 3) There is a moderate relationship between Project Based Learning and students' learning independence simultaneously with the ability to analyze the elements of poetry with a Sig value. F Change value of 0.001 and R value of 0.463. Suggestions for further research are to examine other factors related to student learning outcomes.
Copyright (c) 2025 Ratri Juwita Cahyasari, Citra Kurniawan, Agus Wedi (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengembangan Animasi Pembelajaran Materi Mitigasi Bencana Alam untuk Siswa Autis
Section: Development and Applied Research Keywords: autisme, bencana alam, kesetaraan, inklusif Penelitian ini bertujuan menghasilkan media pembelajaran animasi mitigasi bencana yang efektif dan layak bagi siswa autisme di SLB Autis. Produk media animasi ini menggabungkan visual dan audio, dengan fokus pada mitigasi bencana gempa bumi, termasuk jenis bencana, ciri-ciri, langkah penyelamatan diri, dan prosedur evakuasi. Metode yang digunakan adalah R&D. Media telah dinyatakan valid oleh ahli media dan materi. Evaluasi formatif dalam tiga tahap (satu lawan satu, kelompok kecil, dan uji lapangan) menunjukkan media layak untuk digunakan dalam proses pembelajaran. Analisis hasil belajar dari 38 siswa menunjukkan peningkatan signifikan dalam pemahaman dan keterampilan. Penelitian ini memberikan kontribusi penting untuk pengembangan media pembelajaran yang inklusif dan adaptif bagi siswa autisme dalam memahami mitigasi bencana.
Copyright (c) 2025 Umar Ismail, Zainul Abidin, Otto Fajarianto (Author) https://creativecommons.org/licenses/by-sa/4.0
The Effect of Virtual Reality Artsteps as a Learning Media for Stone Age Materials on Learning Outcomes of 7th Grade Junior High School Students
Section: Development and Applied Research Keywords: media pembelajaran, virtual reality, artsteps, hasil belajar This study aims to determine the effect of Virtual Reality Artsteps on student learning outcomes. The method used in this study used Quasi Experimental using Non-Equivalent Posttest Only Control Group research design. This research was conducted in Junior High School in class VII social studies subjects of stone age material. The research sample of the experimental class of 58 students using virtual reality artsteps media, while the control class of 58 students who used conventional media in the form of YouTube learning videos. The implementation of this research was carried out during one meeting, with students filling out a posttest after the implementation of the material using both media. The test was conducted using an independent sample t-test. From this study, it was found that the Virtual Reality Artsteps media had a significant effect on student learning outcomes, with a significance value of 0.001 (<0.005). The learning outcomes of classes given virtual reality media are better than classes that are only given conventional media in the form of learning videos. Translated with DeepL.com (free version)
Copyright (c) 2025 Roy Ferdinand, Made Duananda Kartika Degeng, Agus Wedi (Author) https://creativecommons.org/licenses/by-sa/4.0
Game-based Interactive Digital Module: Application to Announcement Materials in English Language Learning
Section: Development and Applied Research Keywords: Digital Module, Game Based Learning, English Learning, Announcement, Educational Technology This study aims to develop a game-based interactive digital module that is effective in helping students understand the material “announcement” in English learning. The game-based approach is expected to increase student engagement, interest in learning, and understanding of concepts. The research method used is Research and Development (R&D) with the stages of needs analysis, module design, expert validation, field trials, and evaluation. The results showed that this module can increase students' active participation in learning and can facilitate them in understanding the material. The findings support the application of technology and game-based learning media as an innovative solution in language education.
Copyright (c) 2025 Arafah Husna, Made Duananda Kartika Degeng, Yulias Prihatmoko (Author) https://creativecommons.org/licenses/by-sa/4.0
Knowledge Enhancement in a Web Learning Environment
Section: Research Articles Keywords: Web Based Knowledge Management System, SECI Model, Learning System Development This research is motivated by the limitations of time, cost, and energy in facilitating post-training learning. This research aims to develop a web-based knowledge management system design as a supplement to post-training independent learning. Application development adopts the SECI (Socialization, Externalization, Combination, and Internalization) model. The system will record data used as an indicator of decision-making, material presentation, and automatic recommendations for each participant. The method used in this study uses the Davidson-Shiver, Rasmussen, and Lowenthal development model which consists of 1) Analysis, 2) Evaluation Plan, 3) Simultaneous Design which includes design, system development, testing, limited implementation and formative evaluation. 4) Full Implementation, and 5) Summative Evaluation and Research. There are 2 data analysis techniques, qualitative data analysis to measure the accuracy of utilization procedures; and quantitative data analysis to measure technical quality in the form of media validity and learning outcomes.
Copyright (c) 2024 Henry Praherdhiono, Ayami Nakaya, Taufik Ikhsan Slamet, Nunung Nindigraha (Author) https://creativecommons.org/licenses/by-sa/4.0
The CIPP Model In Training Program Evaluation: How Effective Is It?
Section: Research Articles Keywords: quality education, training program evaluation trends, organizational efficiency Evaluating training programs is crucial for ensuring their effectiveness and long-term impact. Traditional evaluation models, such as the Kirkpatrick and ROI models, have been widely used but face limitations in assessing the entire training process, particularly in tracking implementation challenges and long-term impact. A key gap in research is the inconsistent implementation and validation of the CIPP (Context, Input, Process, Product) model across different training settings. This study systematically reviews the effectiveness of the CIPP model in training program evaluation from 2015 to 2025, analyzing ten open-access journal articles. The findings reveal that while the CIPP model provides a structured and comprehensive framework for training evaluation, challenges persist, including inconsistent application, resource constraints, and the need for better feedback mechanisms. The results highlight the necessity of refining training assessments through standardized implementation, improved evaluator training, and digital integration. These insights are critical for policymakers, educators, and corporate trainers in optimizing training effectiveness and fostering continuous improvement.
Copyright (c) 2025 Mihnatuz Zahroh, Lamijan Hadi Susarno, Bachtiar Sjaiful Bachri (Author) https://creativecommons.org/licenses/by-sa/4.0
Development of Website-Based Interactive Multimedia with 3D Viewer Objects on the Material of Pre-Colonial Community Life in Indonesia for Class X High School History Subjects
Section: Development and Applied Research Keywords: development, multimedia, interactive, website, history The development of technology today has a significant development, including in the field of education. The results of the survey through the interview method conducted at SMAN 1 Tumpang explained that the lack of availability of learning media makes the delivery of material less varied, so that students have difficulty in visualizing the material of the prehistoric period, especially examples of relics at that time. The purpose of this research is to produce website-based interactive multimedia with 3D viewer objects that are feasible to use for learning the history of prehistoric community life material in Indonesia class X SMA. This research uses the R&D method and uses the Lee & Owens development model. In this study, 4 stages of development were used, namely analysis, design, development, and implementation. The results obtained from material validation are (100%), media experts (100%), individual trials (91.18%), small group trials (94.12%) and field trials (94.46%) so that it can be concluded that website-based interactive multimedia products with 3D viewer objects on pre-skewed material for class X SMA are declared valid/worthy of use in learning history. Student responses show a positive response in media acceptance, especially on the 3D object viewer feature which provides a fun learning experience, increases student involvement, is able to visualize the material of the pre-script period of class X SMA.
Copyright (c) 2025 Nadiva Priyuana Dewi (Author) https://creativecommons.org/licenses/by-sa/4.0
Development Of Assessment Applications For Learning Tembang Kreasi In Javanese Language Subjects
Section: Development and Applied Research Keywords: Android Application, Assessment Media, Creative Songs (Tesmbang Kreasi This study aims to develop an Android-based assessment application for learning Creative Songs (Tembang Kreasi) in the Javanese Language subject for seventh-grade students at junior high school. The application is designed as an interactive evaluation tool utilizing visual elements, audio, and instant feedback to enhance the effectiveness and appeal of the learning process. The research employed the 4-D development model (Define, Design, Develop, Disseminate), encompassing validation by media and material experts as well as limited trials. Validation results indicate the application's feasibility level at 95-100% from experts and 88% positive responses from students. Application trials showed an improvement in learning outcomes, with 65.2% of students meeting the Minimum Competency Criteria. In conclusion, this application effectively serves as an assessment tool supporting students' understanding of Creative Songs, providing an innovative and engaging learning experience relevant to the digital era. The application's development also has implications for preserving local culture through the integration of educational technology.
Copyright (c) 2025 https://creativecommons.org/licenses/by-sa/4.0
Correlation Of Technology Use With Students' Critical Thinking Skills In Learning
Section: Research Articles Keywords: Technology, Crticial Thinking Skill, Learning This study examines the relationship between technology use and students' critical thinking skills in the context of technology-based learning in higher education. The method used is quantitative with a correlational approach, data were collected through questionnaires filled out by students. The results showed a significant positive relationship between the use of technology and critical thinking skills, although at a low level (r = 0.271). Technology has the potential to support the development of students' analysis, evaluation, and reflection skills, however, currently its use tends to be more focused on material delivery. This research emphasizes the importance of lecturers' skills in utilizing technology strategically as well as the need to develop learning design innovations to maximize the potential of technology in education
Copyright (c) 2025 Fitri Indra kusumaningtyas Fitri (Author) https://creativecommons.org/licenses/by-sa/4.0
The Effect of Interactive Platform Assisted Apperception On Student Learning Motivation
Section: Research Articles Keywords: Apperception, Interactive Platform, Learning Motivation Apperception is a preparatory activity in the learning process that enables students to follow the learning well. Providing apperception is an important skill for teachers, because when you first enter the classroom, it becomes a crucial moment to determine the next steps of learning. Therefore, it is important to conduct research to find out whether providing apperception using an interactive platform has a significant effect on student learning motivation. The purpose of this study is to analyze the effect of interactive platform-assisted apperception on student learning motivation. This type of research is quantitative research with a quasi- experimental design. The method used was Independent sample T test, and the data were analyzed using SPSS 20. The results of the analysis showed a sig (2-tailed) value of 0.117, which is greater than 0.05, so H0 is accepted and H1 is rejected.
Apperception, Interactive Platform, Learning Motivation
Copyright (c) 2025 Rafidah Atsir Rara (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengaruh Model 7E Learning Cycle Dan Keterampilan Berpikir Kreatif Terhadap Hasil Belajar Mahasiswa
Section: Research Articles Keywords: Siklus Pembelajaran 7E, keterampilan berpikir kreatif, hasil portofolio Integrasi pembelajaran yang interaktif dan mendalam merupakan hal penting pada pengembangan kemampuan abad-21. Mengintegrasikan siklus pembelajaran 7E, pebelajar diberdayakan untuk terlibat, mengeksplorasi, menjelaskan, menguraikan, mengevaluasi, dan memperluas pemahaman mereka, sehingga mendorong tingkat retensi pengetahuan yang lebih dalam. Selain itu, pengembangan keterampilan berpikir kreatif dalam portofolio ini memperkuat pemikiran kreatif dan kemampuan pemecahan masalah, mempersiapkan pebelajar menghadapi tantangan dunia nyata. Saat kita menggali manfaat dan hasil dari kerangka pembelajaran transformatif ini, menjadi jelas bahwa kursus media pembelajaran audio dan video dapat benar-benar berkembang jika dilengkapi dengan siklus pembelajaran 7E dan keterampilan berpikir kreatif. Penelitian menggunakan desain eksperimen semu. Subjek penelitian melibatkan dua kelas yakni kelas A sebagai kelompok eksperimen sejumlah 40 mahasiswa dengan pembelajaran siklus 7E dan kelas B sebagai kelompok kontrol sejumlah 40 mahasiswa dengan pembelajaran konvensional. Data yang telah terkumpul kemudian di Analisa untuk mendapatkan hasil menyeluruh tentang pengaruh antara siklus pembelajaran 7E dan keterampilan berpikir kreatif terhadap hasil portofolio mahasiswa serta interaksi dari kedua faktor tersebut yang diujikan dengan tes ANOVA dua jalur. Hasil penelitian ditemukan : (1) Terdapat perbedaan hasil belajar antara mahasiswa yang menggunakan 7E Learning Cycle dan konvensional. (2)Terdapat perbedaan hasil portofolio mahasiswa yang memiliki keterampilan berpikir kreatif tinggi dan rendah. (3) Terdapat interaksi antara 7E learning cycle dengan keterampilan berpikir kreatif terhadap hasil portofolio.
Copyright (c) 2024 Eka Pramono Adi, Agus Wedi, Yerry Soepriyanto, Muhammad Daffa Arifiansyah, Kevin Herdinata Cahyadi Firdaus (Author) https://creativecommons.org/licenses/by-sa/4.0
Development Of Training Programs To Enhance Teachers' Digital Skills With Technological Pedagogical Content Knowledge (TPACK)
Section: Development and Applied Research Keywords: TPACK, Program Development, Teacher Training, ADDIE Model, Digital Skills The development of digital skills for teachers is important in the digital era, especially in the effective integration of technology into teaching and learning. This research focuses on the development of a training program based on Technological Pedagogical Content Knowledge (TPACK) to enhance teachers' ability to utilize educational technology. The program was developed using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation, to create relevant and adaptive training experiences. The program focuses on a development process designed to meet the diverse needs of participants and address barriers to digital training implementation in various educational contexts. The training results show that the majority of participants successfully mastered the basic TPACK competencies and demonstrated high levels of satisfaction. The program also adapts its approach based on the characteristics and needs of participants at each educational level, incorporating both online and face-to-face sessions. Despite challenges in infrastructure and accessibility, the program has been proven to significantly enhance teachers' digital skills, as evidenced by good graduation rates and positive participant perceptions of the training benefits. Therefore, this TPACK-based training can serve as an effective model in teacher professional development.
Copyright (c) 2024 Herlina Ike Oktaviani, Deka Dyah Utami (Author) https://creativecommons.org/licenses/by-sa/4.0
The Effect of Using Podcasts to Improve Listening Comprehension in Senior High School Students
Section: Research Articles Keywords: spotify, english education, sma raha This study aims to investigate the effect of podcasts on students' listening comprehension before and after being taught to second grade students of SMA Negeri 2 Raha. The analysis results showed that the average pre-test score was lower than the post-test score. The N-Gain Test results showed that of all students, most students experienced moderate improvement, and only a handful of students experienced high improvement. The results of hypothesis testing showed that the alternative hypothesis was accepted with a significance value below the significance limit. Therefore, podcasts through the medium of Spotify can be useful for improving students' listening comprehension. The use of Spotify as a podcast platform allows it to be used in English language learning, especially in improving listening skills, pronunciation, and vocabulary.
Copyright (c) 2024 Sitti Saum Sayidaturrahmah, Wa Ode Fatmawati, Desy Liliani Husan (Author) https://creativecommons.org/licenses/by-sa/4.0
Application of Padlet-assisted PLOMP Model for Science Learning
Section: Development and Applied Research Keywords: PLOMP, Padlet, 21st Century Learning In the digital era, the utilization of technology in education is becoming increasingly important. One of the digital tools that can be used is Padlet, a digital board or wall designed specifically for educational purposes. As an innovative digital learning platform, Padlet is an effective tool to promote 21st century learning, including creativity which is essential in this globalized era. PLOMP model is an appropriate strategy to develop Padlet-assisted learning design in science subject. The application of the PLOMP Model to the development of a structured and phased learning design will help achieve learning objectives and improve the quality of education.
Copyright (c) 2024 Ervan Dwi Yuliaristiawan, Henry Praherdhiono (Author) https://creativecommons.org/licenses/by-sa/4.0
Students Cognitive Load in Learning Based onPrimary School Merdeka Curriculum
Section: Research Articles Keywords: cognitive load, learning, merdeka curriculum Cognitive Load is a theory that describes the amount of mental resources a person uses to complete a learning task. Mental resources are a person's cognitive abilities including mind, attention, memory and problem solving skills. Cognitive load in learning that occurs in the classroom describes the condition of students in dealing with learning tasks. The independent curriculum is the curriculum currently used at all levels of education including primary education. However, the curriculum faces problems both in terms of teachers and learners. The purpose of this study was to describe the condition of intrinsic, extrinsic and germane cognitive load of students during learning when using an independent curriculum. This research uses a descriptive qualitative approach. The data collection technique used purposive sampling as many as 6 informants consisting of 2 teachers and 4 students. The results of this study are the intrinsic cognitive load of students found in IPAS, PPKN, Mathematics, English and Javanese subjects. In addition, the intrinsic cognitive load is triggered by giving assignments and motivation or interest in learning from the students themselves. Extrinsic cognitive load was triggered by the lecture learning method used by the instructor or teacher due to the use of high vocabulary. Extrinsic cognitive load is also triggered by the condition of the learning environment, namely the noisy or crowded atmosphere inside and outside the classroom. The germane cognitive load is triggered when the teacher or lecturer presents the subject matter.
Copyright (c) 2024 Mohammad Habibie Zarkasyi, Zainul Abidin, Henry Praherdhiono (Author) https://creativecommons.org/licenses/by-sa/4.0
Development of Learning Management System as Learning Media for Graphic Design Trainees at Singosari Vocational Training Center
Section: Development and Applied Research Keywords: Learning Management System, Training, Graphic Design, instructional media This research aims to develop a web-based Learning Management System (LMS) as a learning medium for graphic design trainees at Singosari Vocational Training Center (BLK). The LMS is expected to increase access and flexibility of learning for participants, as well as facilitate instructors in delivering materials and assignments in a structured manner. The LMS development was conducted using the ADDIE model which consists of five stages, namely: analysis, design, development, implementation, and evaluation. The results of the media expert validation stated that all aspects were valid, while the material expert stated that all aspects were valid. The responses of the trainees also showed very good results and the majority of participants experienced improvement in learning. This LMS is effective to be used as learning media in graphic design training, especially to support distance learning.
Copyright (c) 2024 Herfyan Omar Zidan, Eka Pramono Adi, Otto Fajarianto (Author) https://creativecommons.org/licenses/by-sa/4.0
The Success of Cultural Podcasts on YouTube LPP RRI Malang as a Medium for Learning Contemporary Local Wisdom for Generation Z
Section: Research Articles Keywords: culture chat, generation z, local wisdom, radio This study aims to describe Generation Z's perception of the cultural chat podcast programme on YouTube LPP RRI Malang in instilling local wisdom values. Generation Z, as a digital native generation, has unique characteristics that need to be considered in cultural preservation efforts. Through this programme, it is expected to provide an alternative to learning culture that is relevant and interesting for the younger generation. The research method used was descriptive quantitative. Data were collected through a questionnaire specifically designed to determine the success of the cultural chat programme as a learning media based on contemporary local wisdom. To determine the success of the programme in this study using four aspects, namely aspects of programme understanding, aspects of target accuracy, aspects of timeliness, and aspects of achieving goals. The results of the research from the aspect of understanding the programme, respondents understood the programme broadcast, and also captured the essence of the programme as a learning medium for preserving local wisdom culture. Respondents also understood the material presented and found various cultural aspects discussed in the programme. Research results from the aspect of target accuracy, generation Z prefers to learn using modern methods such as the LPP RRI Malang Cultural Chat Programme which is presented and packaged more modern, namely through podcasts. Research results from the aspect of timeliness, the duration of broadcasting carried out by RRI in accordance with a predetermined schedule, as well as the suitability of broadcast time with listeners' free time. The results of the aspect of achieving goals, radio announcers present the material well so that it can be accepted by listeners, besides that there are real changes in listeners after listening to the Cultural Chat Programme.
Copyright (c) 2024 Iis Winda Sari, Zainul Abidin, Herlina Ike Oktaviani (Author) https://creativecommons.org/licenses/by-sa/4.0
Influence of Industrial Internship Experience and Self-Efficacy Towards work Readiness of Industrial Electrical Engineering Students
Section: Research Articles Keywords: Industrial Internship Experience , self-efficacy, work readiness Vocational High School Graduates Contribute the Most Unemployment Rate. To facing this challenge, vocational high school students are required to have a high level of work readiness. Work readiness can be influenced by several factors. Industrial work practice experience and self-efficacy are factors that can affect students' work readiness. The results show that industrial work practice experience and self-efficacy have a significant impact on students' work readiness. Students with good industrial work practice experience will have the ability to manage tasks well, enabling them to complete work efficiently. Good self-efficacy also helps students feel more confident in facing work challenges, thus fostering good work readiness within them. To improve students' work readiness, teachers can enhance the aspects supporting students' industrial work practice experience and the aspects that can boost self-efficacy in students.
Copyright (c) 2024 Muhammad Maulana, Tri Wrahatnolo (Author) https://creativecommons.org/licenses/by-sa/4.0
Analysis Of The Potential Of Vtuber Characters As A Medium In Training Programs
Section: Research Articles Keywords: vtuber, instructional media, training program This research aims to explore the feasibility of using Virtual YouTubers (VTubers) as a medium in training programs. The primary objective of this study is to test whether VTubers are suitable and can be effectively applied in the implementation of training programs. This study also aims to determine whether VTubers can enhance the engagement and understanding of training participants. The data collection method used in this study is an interview with students. The results of this study show that VTubers have unique, captivating, and innovative characteristics that can enrich the learning experience for participants in a training program. Therefore, the use of VTuber characteristics in training programs can be a creative and effective way to present materials to participants, particularly by considering the integration with human instructors and the selection of suitable characters.
Copyright (c) 2024 Naufalul F.A, I Nyoman Sudana Degeng, Otto Fajrianto (Author) https://creativecommons.org/licenses/by-sa/4.0
Development Of Mobile-Based Augmented Reality For Enjoyful Learning For ADHD Students
Section: Development and Applied Research Keywords: inclusive education, equal access, innovation, learning opportunities The purpose of this research is to develop mobile-based augmented reality to provide a fun learning experience for students with Attention Deficit Hyperactivity Disorder (ADHD). This research uses the development model of Sadiman, et al 2010. In completing the development of mobile-based augmented reality applications for fun learning in ADHD students using 9 stages, namely needs analysis, goal formulation, formulation of material items, formulation of success measurement tools, media storyboard script writing, media production, validation, revision, media ready for use. The development results received a positive response from the validity test by the material with an average of 93.75%, while the media expert gave an assessment of 92.5%. Thus, it can be concluded that the development of mobile-based augmented reality applications for fun learning in ADHD students has been proven valid and can be used for learning for ADHD students.
Copyright (c) 2024 Fitrah Rohimah Agma Putri, Henry Praherdhiono, Zainul Abidin (Author) https://creativecommons.org/licenses/by-sa/4.0
Systematic Literature Review: The Role of the Inclusive School Environment in Enhancing the Development of Gifted Children
Section: Research Articles Keywords: gifted child, school environment, equal access, inclusive education, development Humans are created with significant differences from one another. These differences can be in the form of body shape, personality, interests and talents, to physical and spiritual health. Every child who has talent naturally has its own characteristics and tends to be different from others. A gifted child is a human being who is blessed by God for having abilities that are superior to normal children in general. Gifted and talented children refer to individuals who demonstrate exceptional above-average potential or aptitude in areas such as intellectual intelligence, creativity, art, leadership, or academic achievement. Gifted and talented are also fairly unique individuals, one of the uniqueness is in their social-emotional behaviour. The social-emotional behaviour ofgifted and talented children includes various aspects related to their social life and emotional state. Emotional intelligence is defined as self-awareness, impulse control, perseverance in the face of adversity, empathy, and social competence. Factors that can affect a person can be said to be a gifted child, namely genetic, biological and environmental factors. The purpose of this research is to find out how the role of the school environment which is an external factor to optimise gifted children so that they can adjust their abilities at school with other children. The method used in this research is literature study. The results of this study indicate that external factors, namely the school environment, are very helpful for the development of gifted children. Because inclusive schools can adjust well between gifted children and other normal children. This can help the social and emotional development of gifted children so that they can adapt to other children.
Copyright (c) 2024 Alysa Magdalena, Anisa Dian Artikasari, Ayqina Mafazania, Suparmi (Author) https://creativecommons.org/licenses/by-sa/4.0
Teenagers' Utilisation of RRI Digital Application in Digital Literacy
Section: Research Articles Keywords: rri digital, literacy, digital literacy RRI (Radio Republik Indonesia) is the only radio that bears the name of the state whose broadcasts are intended for the benefit of the nation and state. RRI is an independent, neutral and non-commercial public broadcaster that functions to provide information, education, healthy entertainment, social control, and maintain a positive image of the nation internationally. Digital literacy includes an individual's ability to access, use, and utilise digital technology. The purpose of this study is to describe the impact of the use of digital RRI applications on adolescents in Indonesia in digital literacy.This research is a type of quantitative research. This quantitative research uses a quantitative descriptive approach. A total of 111 respondents who use the RRI Digital application. This technique uses purposive sampling technique with a total of 111 users of the RRI Digital Application. Furthermore, the data that has been obtained will be processed using statistical descriptive analysis techniques. Data processing used using the SPSS 24 for Windows programme. The results showed that the use of the RRI Digital application was in the very good or very high category with a mean score (Mean) of 50.90 percentage 84.83% and digital literacy was in the good and high category with a mean score (Mean) of 52.77 percentage 87.95%Based on the data from the research results above, it can be seen that the RRI Digital application can be used to facilitate digital literacy, and improve users' ability to access and understand information effectively and efficiently.
Copyright (c) 2024 Anggit Pamungkas, Eka Pramono Adi, Arafah Husna (Author) https://creativecommons.org/licenses/by-sa/4.0
Systematic Literature Review: Research on Social Media as a Microlearning Medium during the Pandemic
Section: Research Articles Keywords: social media, learning media, microlearning, covid Research on social media as a microlearning learning medium during the pandemic in 2019-2022 has the following objectives: (1) describe the development map based on the number of publications, (2) sort the 10 articles with the most citations; (3) review the development map of scientific publications based on keywords. The method used in this research is descriptive quantitative with a bibliometric approach using VOSviewer. The Publish or Perish application is used to collect data sources on the topic of social media as a microlearning learning media in 2019-2022. Google scholar is used as a database to search for data sources. The results of the articles obtained showed that there were 27 article publications during the period 2019 to 2022. The article with the title 'Role of Library Professionals in a Pandemic Situation Like COVID-19' became the first set of articles with the highest citations, and the covid keyword became the term that appeared most in the 2019-2022 publications based on related keywords.
Copyright (c) 2024 Seira Putri Azizah (Author) https://creativecommons.org/licenses/by-sa/4.0
Behavioural Engagement in Visual Programming Online Course Gamification
Section: Research Articles Keywords: gamification, visual programming, behavioral engagement Visual programming is one of the courses offered in the bachelor's degree in educational technology. Based on a survey in the field, almost 85% of educational technology students do not have a background in learning programming. To provide motivation in learning visual programming, gamification is required in implementation. Usually the gamification principle is held offline. This study aims to determine the behavioral engagement of students during lectures by implementing online gamification. The method used was a survey of 98 students who were taking classes at the 8th meeting. The results showed that empirically the level of student behavioral engagement in visual programming courses was good in the high and medium categories, although some were categorized as low. Hypothetically, students are taking lectures at high and moderate levels. The overall results are discussed in the discussion section of the article.
Copyright (c) 2024 Annisa Miranda Permatasari, Saida Ulfa, Dedi Kuswandi (Author) https://creativecommons.org/licenses/by-sa/4.0
Training Curriculum Management Analysis Educourse.id
Section: Research Articles Keywords: Curriculum Management, Learner Competency, Learners, Training This research aims to analyze the curriculum management of educourse.id training. The results show that the average score of learners as a workforce is above the Minimum Completion Criteria (KKM). This indicates that the curriculum used is effective in improving learners' competencies. The training is conducted through a combination of online and offline methods with systematic supervision and periodic evaluation. In addition, Training Need Analysis (TNA) is applied to adjust the curriculum to the learners' needs. This research suggests the importance of Higher Order Thinking Skills (HOTS) questions in comprehension tests as well as curriculum adjustments based on needs analysis and current developments. In addition, improving the quality of test questions, creating a conducive learning environment, improving communication and collaboration, and continuous monitoring and quality assurance. The implications of this research can help companies in improving the quality of training programs and national and international competitiveness.
Copyright (c) 2024 Dimas Arya Putra, Dedi Kuswandi, Citra Kurniawan (Author) https://creativecommons.org/licenses/by-sa/4.0