INDONESIAN JOURNAL OF EDUCATIONAL TECHNOLOGY
http://journal.unm.ac.id/index.php/IJET
<p>Indonesian Journal of Educational Technology (IJ-ET) is a journal in the field of educational technology which contains literature review, action research, case study research and empirical findings in the theoretical and practical discipline of educational technology. This journal covers topics about the foundation and philosophy of educational technology, instructional design, curriculum development, content knowledge, content pedagogy, learning environment, professional knowledge and skills, research and technology integration in learning. IJ-ET aims to help researchers in disseminating conceptual ideas, developments, and research result that had a significant impact on science development, study program, and profession in educational Technology</p>Department of Educational Technology, Postgraduate Program, State University of Makassaren-USINDONESIAN JOURNAL OF EDUCATIONAL TECHNOLOGY2962-9225THE EFFECT OF E-BOOK USAGE ON INDONESIAN LANGUAGE LEARNING OUTCOMES IN GRADE VII JUNIOR HIGH SCHOOL STUDENTS
http://journal.unm.ac.id/index.php/IJET/article/view/3051
<p>This study aims to determine the effect of e-book use on student learning outcomes in Indonesian language subjects for class VII at SMP Negeri 13 Makassar. The use of E-books in the learning process is considered capable of improving student learning outcomes by attracting students' attention to read the material in the E-book. The approach used in this study is a quantitative approach. This study uses an experimental research type, where this type of research is used to compare the learning outcomes obtained before the implementation of E-book-based learning media and after the implementation of E-book-based learning media on Indonesian language learning outcomes in class VII at SMP Negeri 13 Makassar. This study uses an experimental research type, so in collecting data can be done by means of questionnaires, tests, and observations or observations. The population of this study was all class VII students at SMP Negeri 13 Makassar. The samples taken were class VII F students totaling 28 students and class VII J students totaling 29 students. This research was conducted at SMP Negeri 13 Makassar from July 11 to July 26, 2023. This school is located at Jalan Tamalate VI No.2, Kassi-Kassi, Rappocini District, Makassar City, South Sulawesi. In this school, class VII is divided into 11 classes where class VII F consists of 28 students and class VII J consists of 29 students</p>M. Irwansyah RNurhikmah HAndromeda Valentino Sinaga
Copyright (c) 2024 INDONESIAN JOURNAL OF EDUCATIONAL TECHNOLOGY
2024-11-302024-11-303218THE EFFECT OF USING INTERACTIVE MULTIMEDIA ON STUDENT LEARNING OUTCOMES IN THE SCIENCE SUBJECT FOR GRADE VII
http://journal.unm.ac.id/index.php/IJET/article/view/3052
<p>This quantitative study examines the impact of Ispring Suite media on student learning outcomes. Data collection was carried out using test sheets and questionnaires. Reliability tests were performed to calculate the average score for each question item related to Ispring Suite media and its effect on the learning outcomes of Grade VII students at SMPN 13 Makassar. After completing the reliability tests, the data underwent a normality test, which revealed that the data was not normally distributed, likely due to the small sample size. As a result, a non-parametric test, specifically the Wilcoxon test, was used to analyze the data. The Wilcoxon test results showed a significant Asymp value of 0.005, which is less than the 0.05 significance level. According to the decision criteria for the Wilcoxon test, when the Asymp Sig. value is below 0.05, H0 is rejected, and Ha is accepted. Therefore, based on these findings, it can be concluded that the use of Ispring Suite media has a significant effect on student learning outcomes in Grade VII science subjects at SMPN 13 Makassar.</p>Andi fahrullah ulyaNurhikmah HFarida Febriati
Copyright (c) 2024 INDONESIAN JOURNAL OF EDUCATIONAL TECHNOLOGY
2024-11-302024-11-3032916DEVELOPMENT OF E-BOOKS AS TEACHING MATERIALS IN THE COMPUTER AND NETWORK ENGINEERING DEPARTMENT
http://journal.unm.ac.id/index.php/IJET/article/view/5133
<p><em>Makale Christian Vocational School faces learning difficulties due to the ineffective use of textbooks, making it difficult for students to understand the material. Therefore, it is necessary to develop e-books as a learning medium to increase students' understanding in the Basic Computer and Network subjects for class X TKJ. This research aims to: (1) analyze the need for developing e-books as teaching materials, (2) design an e-book development design, and (3) describe the level of validation and practicality of the e-book. The method used is Research and Development with the ADDIE model, including analysis of student characteristics, school environment and curriculum. The design stage includes creating a storyboard and compiling content, while the development stage includes media validation and practicality testing. This research was conducted at Makale Christian Vocational School with the subject of class X students and involved validators, students and teachers. The research results show that this e-book is very feasible, with a media validator assessment of 80%, material validator assessment of 90%, teacher assessment of 86%, and student assessment of 94%.</em></p>Desnal Galla KarurukanHasni HasniErvianti Ervianti
Copyright (c) 2024 INDONESIAN JOURNAL OF EDUCATIONAL TECHNOLOGY
2024-11-302024-11-30321731THE EFFECT OF GAME-BASED LEARNING ON IMPROVEMENT STUDENTS' LEARNING OUTCOMES IN CLASS X CULTURAL ARTS SUBJECT
http://journal.unm.ac.id/index.php/IJET/article/view/5144
<p>This study is a quantitative research employing an experimental approach. The aim is to determine the impact of game-based learning on improving student learning outcomes in class X Cultural Arts subjects at SMA Negeri 6 North Toraja. The type of experimental research used is quasi-experimental with a pretest-posttest control group design. Data was collected through observation and a test consisting of 20 valid questions, with the help of SPSS 29 for data analysis. The population of this study includes all class X students at SMA Negeri 6 North Toraja, totaling 91 students. The sample comprises two classes: class X2 as the control group and class X3 as the experimental group. The statistical test results, based on post-test data from both classes, revealed that the post-test scores of the experimental and control groups were normally distributed. The independent samples t-test indicated a statistically significant difference in the average learning outcomes between the experimental and control groups, with a significance value (2-tailed) of 0.01, which is less than 0.05. Therefore, H0 (null hypothesis) is rejected, and H1 (alternative hypothesis) is accepted. In conclusion, game-based learning significantly affects student learning outcomes in the Cultural Arts subject for class X at SMA Negeri 6 North Toraja.</p>Silva Arruan MettangMuh.Putra PratamaErvianti Ervianti
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2024-11-302024-11-30323242DEVELOPMENT OF DIGITAL-BASED TEACHING MATERIALS USING FLIPBOOK APPLICATION
http://journal.unm.ac.id/index.php/IJET/article/view/5145
<p>SMA Negeri 7 Tana Toraja is a high school located in Bonggakaradeng District, Tana Toraja Regency. Printed teaching materials are used in the learning process of students without the use of technology that will increase students' insight so that students are still very monotonous and less interesting, this happens in class XI.2 in Informatics subjects, especially in the Social Impact of Informatics material. Therefore, it is necessary to develop digital-based teaching materials using <em>a flipbook</em> application in class XI.2. This study aims to (1) describe the need for the development of digital-based teaching materials using <em>a flipbook</em> application in class XI.2 of informatics subject at SMA Negeri 7 Tana Toraja, (2) find out the design of the development of digital-based teaching materials using <em>a flipbook </em> application in class XI.2 of informatics subject at SMA Negeri 7 Tana Toraja, (3) find out the level of validity and practicality of the development of digital-based teaching materials using <em>a flipbook application </em> in class XI.2 of informatics at SMA Negeri 7 Tana Toraja. The results of validation by media experts on digital-based teaching materials obtained a percentage of 84.44% in the "Very Feasible" category and the results of validation by material experts obtained a percentage of 83.63% in the "Very Feasible" category. The results of the practicality test were the results of the teacher's response percentage of 90% in the "Very Practical" category. The results of the students' responses were obtained with a percentage of 84.55% in the "Very Practical" category.</p>Grace PakongleanI Ketut LiggihMuh. Putra Pratama
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2024-11-302024-11-30324349