https://journal.unesa.ac.id/index.php/etj/issue/feed Educational Technology Journal 2023-10-11T15:14:38+07:00 Hirnanda Dimas Pradana hirnandapradana@unesa.ac.id Open Journal Systems <hr /> <p> </p> <table class="data" width="100%"> <tbody> <tr valign="top"> <td width="20%">Journal Title</td> <td width="80%"><a href="https://journal.unesa.ac.id/index.php/etj/index"><strong>Educational Technology Journal</strong></a></td> </tr> <tr valign="top"> <td width="20%">Initials</td> <td width="80%"><strong>ETJ</strong></td> </tr> <tr valign="top"> <td width="20%">Frequency</td> <td width="80%"><strong>Two issues per year </strong></td> </tr> <tr valign="top"> <td width="20%">Online ISSN</td> <td width="80%"><strong><a href="https://issn.brin.go.id/terbit/detail/20210527451172136" target="_blank" rel="noopener">2797-2593</a></strong></td> </tr> <tr valign="top"> <td width="20%">Editor-in-chief</td> <td width="80%"><a href="https://www.scopus.com/authid/detail.uri?authorId=57193432535"><strong>Prof. Dr. Rusijono, M.Pd.</strong></a><strong><br /></strong></td> </tr> <tr valign="top"> <td width="20%">Publisher</td> <td width="80%"><a href="https://unesa.ac.id/"><strong>Universitas Negeri Surabaya</strong></a></td> </tr> </tbody> </table> <p>Educational Technology Journal (ETJ) is a scientific journal that contains and disseminate the results of research, in-depth study, and the ideas orinnovative work in the field of science education. The innovative work of the teachers and lecturers of the development of the education sector which is able to make a positive contribution to the schools and educational institutions the focus of this journal. 1. Educational Technology 2. Curriculum 3. Learning Media 4. Learning Material 5. Learning Environment 6. Learning Methods 7. Learning Theory 8. Learning Design 9. Learning Approach 10. Learning Model 11. Learning Strategies 12. Techniques in Learning</p> https://journal.unesa.ac.id/index.php/etj/article/view/23109 PENINGKATAN KREATIVITAS PESERTA DIDIK MELALUI MODEL PEMBELAJARAN PROJECT BASED LEARNING TEMA 6 KELAS III SEKOLAH DASAR 2023-05-01T09:16:33+07:00 Fahira Anatasya Hazri Handaka hfahiraanatasya@gmail.com Ratih Purnamasari ratih_purnamasari@gmail.com Maya Krisna Sushanty maya_krisna@gmail.com <p><em>This research was compiled with the aim of increasing the creativity of students by applying the Project Based Learning learning model to class IIIA students at SDN Semeru 1 Bogor. Creativity referred to in this study include; have curiosity, self-confidence, persistence, and high imagination and dare to express opinions. This type of research is Collaborative Classroom Action Research (PTKK), a type of research that examines learning problems in the classroom through reflection in an effort to find problems with various planned actions. The research design uses the Kemmis and Mc. Taggart. This research was conducted in the even semester of the 2022/2023 school year, in February. The subjects of this study were class IIIA students at SDN Semeru 1 consisting of 28 students. The object of research is the creativity of students. Data collection techniques using observation and interviews. Data were analyzed descriptively and presented in the form of tables and graphs. The results showed that there was an increase in students' creativity, namely in the first cycle of 69% (high), then in the second cycle it increased to 90% (very high). This means an increase of 21%. Thus the use of the Project Based Learning learning model in Theme 6, especially in the SBdP content of Decorative Works material can increase the creativity of class IIIA students at SDN Semeru I.</em></p> 2023-10-11T00:00:00+07:00 Copyright (c) 2023 Educational Technology Journal https://journal.unesa.ac.id/index.php/etj/article/view/23455 PEMANFAATAN MEDIA SOSIAL INSTAGRAM SEBAGAI MEDIA PEMBELAJARAN MATERI PEMASARAN PRODUK MATA PELAJARAN PRODUK KREATIF DAN KEWIRAUSAHAAN KELAS XII MULTIMEDIA SMKN 1 SURABAYA 2023-05-21T14:02:28+07:00 Karmila Ridha Rahma karmilaridha.19081@mhs.unesa.ac.id Hari Sugiharto Setyaedhi harisetyaedhi@unesa.ac.id <p><em>The purpose of this study was to find out the use of social media Instagram as a learning medium for product marketing materials in the multimedia department of SMKN 1 Surabaya. </em><em>The research method used is a qualitative method, while the research design used is a case study. Methods of data collection using observation, interviews, and documentation studies. To test the validity of the data using the credibility test (Internal Validity) and Transferability test (External Validity). The subjects in this study were students of class XII Multimedia. </em><em>Data collection using interviews, observation, and documentation was used to determine the characteristics of students, knowledge of sources related to Instagram social media, and the number of project assignments. The main results of this study indicate that students can utilize Instagram social media as a learning medium in creative and entrepreneurship product subjects to carry out product marketing and promotion, providing the latest references to students can provide stimulation their creativity, in the implications of working on projects using Project Based Learning learning model.</em></p> 2023-10-11T00:00:00+07:00 Copyright (c) 2023 Educational Technology Journal https://journal.unesa.ac.id/index.php/etj/article/view/23454 PEMANFAATAN MODEL PEMBELAJARAN KOOPERATIF TIPE MAKE A MATCH UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS X MULTIMEDIA PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR DI SMK KETINTANG SURABAYA 2023-05-21T13:58:58+07:00 Fadya Ayu Noviyanti fadyaayu.19055@mhs.unesa.ac.id Utari Dewi utaridewi@unesa.ac.id <p>This study aims to evaluate the effectiveness of cooperative learning model type make a match in improving the learning outcomes of students in class X Multimedia at SMK Ketintang Surabaya in basic computer and network subjects. The research was conducted with experimental method and used Nonequivalent Control Group Design. The research subjects consisted of two classes, namely the control class and the experimental class.</p> <p>The experimental class applied the make a match type cooperative learning model, while the control class applied conventional learning. The research data were collected through observation sheets and learning outcome tests. The results showed that the cooperative learning model of make a match type could be implemented well by teachers and students. The normality test results showed that the data were normally distributed and the homogeneity test results showed that the data were homogeneous. In addition, the results of hypothesis testing showed that there was a significant increase in the learning outcomes of students who applied the make a match type cooperative learning model compared to students who applied conventional learning. This research shows that the cooperative learning model of make a match type is effective in improving student learning outcomes in basic computer and network subjects at SMK Ketintang Surabaya. This learning model can be an alternative for teachers and schools in developing more effective and innovative learning strategies.</p> 2023-10-11T00:00:00+07:00 Copyright (c) 2023 Educational Technology Journal https://journal.unesa.ac.id/index.php/etj/article/view/23452 PENGEMBANGAN E-MODUL PADA MATERI KONSEP JARINGAN KOMPUTER MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR DI SMKS KETINTANG SURABAYA 2023-05-21T13:59:51+07:00 Dea Alvanita Pangesti Pangesti deaalvanita.19009@mhs.unesa.ac.id Mustaji Mustaji mustaji@unesa.ac.id <p><em>The purpose of this study is to determine the feasibility and effectiveness of e-module material on the concept of computer networks, computer subjects and basic networks. The development procedure used is the ADDIE model. The subjects in this study were class X Multimedia 2 as an experimental class and class X Multimedia 1 as an experimental class. The data collection method uses interviews, questionnaires and tests. To analyze data with the Normality Test using the F test, the Homogeneity Test uses the chi-squared formula and the T-Test uses the t-test formula. The experimental design used was the Pretest Posttest Control Group Design. Based on the results of data analysis from questionnaires and interviews, it can be concluded that the e-module material of the concept of computer networks is included in the category of feasible and good use in learning. While the results of data analysis of student learning outcomes show that e-modules are effective in improving learning outcomes. This can be proven by the results of the t test, t count obtained results greater than t table, namely 3.79 for t count and 1.66 for t table. Thus the e-module material on the concept of computer networks in Computer and Basic Networks subjects effectively improves the learning outcomes of class X Multimedia students</em></p> 2023-10-11T00:00:00+07:00 Copyright (c) 2023 Educational Technology Journal https://journal.unesa.ac.id/index.php/etj/article/view/23456 PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS GAMES UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA MATERI PROSEDUR KERJA ANIMASI 2D MATA PELAJARAN ANIMASI 2D KELAS XI ANIMASI SMK NEGERI 2 SURABAYA 2023-05-21T14:01:48+07:00 Nur Isnaini Oktavia nurisnaini.19018@mhs.unesa.ac.id Lamijan Hadi Susarno lamijansusarno@unesa.ac.id <p><em>The purpose of developing game-based interactive multimedia media is to determine the feasibility of game-based interactive multimedia media to be presented in the subject matter of 2D animation work procedures and to determine the effectiveness of game-based interactive multimedia media in the learning process of 2D animation work procedure material for Class XI Animation at SMKN 2 Surabaya . The development model used is the ADDIE model with the subject of the XI Animation class XI Animation students at SMKN 2 Surabaya. Media feasibility data was obtained from the results of validation instruments from learning design experts, materials and media, as well as individual, small group and field product trials. Media effectiveness data obtained from the results of the pretest and posttest values that have been through the analysis of t test data. From the analysis of the t test data, the results obtained are t count 17.57 and t table 1.995 indicating t count is greater than t table. So, it can be concluded from the results obtained, showing game-based interactive multimedia media 2D animation work procedure material is feasible to be applied in learning activities 2D animation work procedure material and is effective in improving learning outcomes in class XI 2D animation work procedure material at SMKN 2 Surabaya</em></p> 2023-10-11T00:00:00+07:00 Copyright (c) 2023 Educational Technology Journal https://journal.unesa.ac.id/index.php/etj/article/view/26414 PERBANDINGAN MODEL PEMBELAJARAN STAD, TGT, DAN KOMBINASI STAD-TGT DALAM MENINGKATKAN HASIL BELAJAR SISWA TKR KELAS XI PADA MATA PELAJARAN PKKR 2023-10-11T13:58:33+07:00 Bunga Rahmania 2284190031@untirta.ac.id Ikhsanudin ikhsanudin@untirta.ac.id Sulaeman Deni Ramdani s.deni.ramdani@untirta.ac.id <p><em>Th</em><em>is study is aiming </em><em>to compare learning </em><em>achievement</em> <em>of the students </em><em>with the STAD, TGT, and STAD-TGT combination models. This research </em><em>is </em><em>quasi-experimental</em> <em>research. The samples used were 3 classes</em><em> from</em> <em>SMKN 1 Ciruas and SMK PGRI 1 Serang. Data collection using tes</em><em>t</em><em> and observation </em><em>sheets </em><em>of student activity. Data analysis techniques used descriptive analysis, normality test and homogeneity test, as well as hypothesis testing. The results of the study were obtained through descriptive analysis with an average learning </em><em>achievement</em> <em>using the STAD model </em><em>is</em><em> 58.33</em><em>,</em><em> TGT model </em><em>is </em><em>54.47</em><em>,</em> <em>and </em><em>STAD-TGT combination model </em><em>is</em><em> 65.29</em><em>. Descriptively, the </em><em>learning </em><em>achievement</em> <em>category</em><em> in </em><em>STAD-TGT combination model </em><em>is higher than two other models</em><em>. Based on the descriptive analysis it was concluded that the learning outcomes of the STAD-TGT combination model obtained the highest average score. However, this difference was not significant, as evidenced by the Tukey HSD test which resulted in the STAD-TGT combination model with the STAD model </em><em>(s</em><em>ig. 0.447</em><em>)</em><em>, while the difference occurs significantly between the STAD-TGT combination model and the TGT model </em><em>(s</em><em>ig. 0.027</em><em>)</em><em>. The conclusion in this study is that the STAD-TGT combination model is sequentially better in improving student learning outcomes in class XI TKR</em><em>.</em></p> <p><strong>Keywords:</strong> <em>experiment</em><em>;</em> <em>learning </em><em>acheivement</em><em>;</em><em> STAD, TGT, STAD-TGT combination.</em></p> 2023-10-11T00:00:00+07:00 Copyright (c) 2023 Educational Technology Journal