Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran
Journal title Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Synopsis Jurnal Penelitian dan Pengembangan Pembelajaran Initials JTP Abbreviation j. teknol. pendidik. j. penelit. pengemb. pembelajaran Frequency 4 issues per year (January, April, July and october) DOI Prefix 10.33394 by ISSN 2503-0620 (Print) | 2656-1417 (Online) Editor-in-chief Ary Purmadi Publisher Program Studi Teknologi Pendidikan, Fakultas Ilmu Pendidikan dan Psikologi, UNDIKMA Indexed Sinta / Google Scholar / Garuda Jurnal Teknologi Pendidikan (JTP) : Jurnal Penelitian dan Pengembangan Pembelajaran is scientific journal published by Program Studi Teknologi Pendidikan, Fakultas Ilmu Pendidikan dan Psikologi (FIPP) Universitas Pendidikan Mandalika (UNDIKMA). It has been published since 2016 with ISSN: 2656-1417 (Online) and ISSN: 2503-0620 (Print). JTP contains scientific articles from research and critical review in Education, Teaching and Learning which include : Learning Media, Multymedia, E-learning, Curriculum, Educational Technology, Learning Technology, Learning Design, Assessment, Development, Management, & Learning Evaluation. Language used in this journal are Bahasa and English (Preferred). JTP is available for free (open access) to all readers. Please read this guideline carefully! Every manuscript sent to the editorial office of the journal ought to follow the writing guidelines. If the manuscript does not meet with the author guidelines or any manuscript written in a different format, the article will BE REJECTED before further review. Only submitted manuscripts that meet the journal's format will be processed further.
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Using Video Tutorials to Improve Students' Scalp and Hair Care Skills
This study aims to determine the effect of using video tutorial media on improving students' skills in performing scalp and hair care. The study used a quasi-experimental method with a one-group pretest-posttest design. The subjects were 32 students of the Make-up and Beauty Study Program who were taking the Scalp and Hair Care course. Data were collected through knowledge tests and practical skills observation sheets, then analyzed using a paired t-test. The results showed an increase in the average score from 62.66 (pretest) to 89.84 (posttest) with a t-value = 13.43 and p < 0.05. Thus, video tutorial media is proven to be effective in improving students' skills in practicing scalp and hair care.
Copyright (c) 2025 Siska Miga Dewi, Yanita Merita https://creativecommons.org/licenses/by-sa/4.0
Practice-Based Learning for Enhancing Teachers’ Capabilities in AR Media Production and LMS-Based Learning Management: Evidence From Remote Schools in Maluku
Remote island regions in Maluku face persistent challenges such as limited internet connectivity, fragile infrastructure, and varied ICT competencies among teachers, which hinder the sustainability of digital learning. This study aimed to design and implement an integrated learning management sequence using the Moodle LMS combined with Assemblr AR media, and to evaluate its impact on teachers’ capacities in the context of remote schools. The research employed a quasi-experimental one-group pretest–posttest design involving 10 teachers at SDN 1 Waelata. The intervention included practice-based training and mentoring in LMS use (courses, activities, assessments) and no-code AR media production, measured through two pre–post instruments. Results demonstrated consistent and significant improvements: in AR production, mean scores increased from 7.9 to 16.8; in LMS management, from 8.7 to 17.2. Wilcoxon tests were significant for both (AR: Z = −2.848, p = 0.004, r ≈ 0.90; LMS: Z = −2.879, p = 0.004, r ≈ 0.91), with no negative ranks or ties, supported by operational evidence (activated courses, teacher–student accounts, and functioning classes). The findings conclude that an LMS–AR practice model is effective in strengthening teachers’ technical-pedagogical competencies and orchestrating digital classrooms under low-bandwidth conditions. The contribution lies in offering a replicable, auditable, and resilient TPACK–SAMR practice package for island schools. Future research should involve controlled trials with comparison groups, track student learning outcomes, examine sustainability and infrastructure issues, and explore the integration of local content across subjects.
Copyright (c) 2025 Paul Arjanto, Fransheine Rumtutuly, Izak Jakobis Makulua https://creativecommons.org/licenses/by-sa/4.0
Development of H5P-Based Animated Learning Videos to Stimulate Computational Thinking Skills of Junior High School Students
The 21st century is marked by technological advancements that are transforming education into more flexible and project-based, with computing thought as a key skill. However, many students still have difficulty understanding computational concepts, such as algorithms, due to less attractive teaching methods. Therefore, learning media innovations, such as H5P-based animated learning videos, are urgently needed. This research uses the Research and Development (R&D) method with a pre-experimental one-group pre-test post-test design in two schools, namely State Junior High School 1 Metro and Muhammadiyah Junior High School 1 Metro. The results of the video development showed a media validity score of 3.91 and material 3.88, both in the very valid category. The effectiveness test showed an average N-Gain of 0.62 (62%), which is classified as moderate in improving computational thinking skills. This animated learning video is suitable for use in the learning process.
Copyright (c) 2025 Aysetu Sindana Mahia Kaputri https://creativecommons.org/licenses/by-sa/4.0
Digital Learning Modules: Perspectives On Usability, Content Quality, And Effectiveness
The rapid advancement of science and technology has driven innovation in education, particularly in the development of digital learning modules. This study aimed to evaluate a digital learning module based on three key aspects: usability, content quality, and effectiveness. A descriptive quantitative approach supported by qualitative analysis was employed, involving 59 undergraduate students in the Family Welfare Education program at Universitas Negeri Padang who had used the module for at least three learning topics. Data were collected using a Likert-scale questionnaire and complemented by student interviews. Quantitative data were analyzed using descriptive statistics, while qualitative responses were examined through thematic analysis. The finfings revealed that the overall evaluation of the module was categorized as “very good” and average score of 4.78 across all aspects. Specifically, usability scored 4.70, content quality 4.82, and affectiveness 4.80. interactive feature such as Quizizz and Kahoot received the highest ratings, while multimedia integration (Youtube videos, images, and audio) effectively enchanced comprehansion. Despite ist overall sucsess, certain features, such as bookmarks, were underutilized. In conclution, the digital learning module was found to be user-friendly, of high quality, and effective in suporting both independent and collaborative learning, making it promising instructional medium for higher education.
Copyright (c) 2025 Rima Utami, Ernawati, Weni Nelmira, Hikmah Hafidza https://creativecommons.org/licenses/by-sa/4.0
Edugame Development: Genius Learn Platformer to Increase Students' Learning Motivation and Learning Outcomes
This study aims to develop and test the effectiveness of the “Platformer Genius Learn” edugame to improve students’ motivation and learning outcomes in the Fundamentals of Educational Technology course using the ADDIE development model. This limited trial subject consisted of one class with a total of 26 subjects who were first-semester students of the Educational Technology Study Program at Padang State University. The tools used in this study included validation sheets for subject matter experts and media experts, student learning motivation questionnaires, and pre-test and post-test assessments to measure the results.The results of the study show: 1) edugame: Platformer Genius Learn Suitable for use based on media expert validation showing an average score of 4.13 in the "Valid" category and the validation of a subject matter expert with an average score of 4.25 in the "Highly valid" category; 2) practicality of Edugame: Platformer Genius Learn at one to one trial obtained an average of 3.13 in the category of "quite practical", small group trial obtained an average of 4.03 in the "practical" category, and field trial obtained an average of 4.51 in the category of "very practical"; and 3) edugame effectiveness: Platformer Genius Learn proven through test analysis Paired Sample t-test show a significant improvement in student learning outcomes after using edugame media, and the results of the N-Gain Score calculation showed a value of 0.75, which is included in the high category. In addition, the results of the learning motivation questionnaire also show an average of 4.53, categorised as "very appropriate". Thus, Edugame Media: Platformer Genius Learn has been declared effective as an innovative, interactive learning medium that enhances learning motivation and outcomes among students in the Educational Technology Study Program at the State University of Padang.
Copyright (c) 2025 Ahmad Yusuf, Deni Hardianto https://creativecommons.org/licenses/by-sa/4.0
Literature Study of Teaching Media Development of Education Based Learning Games to Improve Learning Skills of Primary School Students
Penelitian ini bertujuan untuk mengkaji pengembangan media pembelajaran berbasis Game Based Learning (GBL) yang dapat meningkatkan keterampilan belajar siswa sekolah dasar. Melalui metode kajian pustaka dan kajian pustaka sistematis (SLR), berdasarkan hasil kajian pustaka dan penelitian yang telah dilakukan, dapat disimpulkan bahwa pengembangan media pembelajaran berbasis Game Based Learning (GBL) memiliki potensi yang sangat signifikan dalam meningkatkan motivasi, keterlibatan, dan hasil belajar siswa di jenjang sekolah dasar. Penggunaan permainan edukatif tidak hanya mampu mengintegrasikan aspek kognitif, tetapi juga berkontribusi terhadap pengembangan keterampilan psikomotorik dan afektif, sehingga mendukung pembelajaran yang lebih holistik.
Copyright (c) 2025 Ikin Muttaqin, Nuni Widiarti, Agus Yuwono https://creativecommons.org/licenses/by-sa/4.0
The Effect of the Use of Differentiated Learning, Expository and Learning Motivation on Learning Outcomes in Grade 11 Mathematics Subjects at SMA
This study aims to examine the effect of the use of differentiated learning and learning motivation on student learning outcomes in Mathematics class XI at SMA GIKI – 1 Surabaya. The focus of the problems raised includes: (1) whether there is a significant influence between the use of differentiated learning compared to expository learning on Mathematics learning outcomes; (2) whether high and low levels of learning motivation affect student learning outcomes; and (3) whether there is an interaction between learning strategies and learning motivation on Mathematics learning outcomes. This study uses a quantitative approach with quasi experiment methods and 2x2 factorial design. The research sample consisted of students in grade XI of SMA GIKI-1 Surabaya who were selected through purposive sampling techniques. The instruments used include learning outcome tests to measure students' academic achievement and learning motivation questionnaires to classify students' motivation levels. The data obtained was analyzed using two-way ANOVA to determine the influence of each variable and its interactions. The results showed that: (1) there was a significant influence between the use of differentiated learning strategies on students' Mathematics learning outcomes compared to expository learning; (2) students with high learning motivation have better learning outcomes compared to students with low motivation; and (3) there is a significant interaction between learning strategies and the level of learning motivation on student learning outcomes. These findings indicate the importance of applying adaptive learning approaches and strengthening motivation in improving Mathematics learning achievement at the secondary education level.
Copyright (c) 2025 Sutini Sutini https://creativecommons.org/licenses/by-sa/4.0
Improving Reading Skills of Dyslexic Students in Remote Areas Through a Multisensory Alphabet Wheel Intervention
This study examines the effectiveness of a multisensory intervention using an alphabet-wheel medium to enhance the reading skills of dyslexic primary school students in a remote 3T (frontier, outermost, underdeveloped) region. Employing a Single Subject Research (SSR) A-B-A design, the research was conducted with a third-grade dyslexic student at SDN 001 Muara Ancalong, East Borneo. The intervention integrated visual, kinesthetic, and tactile stimuli to overcome phonological and visual processing barriers commonly experienced by dyslexic learners. Structured oral tests focusing on syllabic patterns (CV, VCV, CVCV) were administered across 12 sessions, and data were analyzed using descriptive statistics and visual analysis within and across phases. Findings revealed significant improvement; mean reading accuracy increased from 46.62% in the first baseline to 62.96% during intervention and reached 72.83% in the second baseline. Furthermore, learning independence improved, as the proportion of tasks completed without assistance rose from 20% to 65%. The results demonstrate that simple, low-cost alphabet-wheel media can effectively support reading skill development and foster independence in dyslexic learners in resource-limited settings. This study highlights the potential of context-sensitive multisensory approaches to address learning barriers, particularly in underserved regions, and recommends broader teacher training and policy integration of multisensory methods as inclusive education strategies.
Copyright (c) 2025 Amirullah Dahlan, Suparno https://creativecommons.org/licenses/by-sa/4.0
Research Study on the Development of PJBL Teaching Modules Integrated with Augmented Reality to Increase Activity and Learning Outcomes of Grade V Students
This study examines the development of project-based learning (PJBL) modules integrated with Augmented Reality (AR) technology for solar system material for grade V elementary school students. The main objective of the research is to improve learning activities and student learning outcomes through a more interactive learning experience and real visualization. The methodology used is a systematic literature review (SLR) to collect and evaluate related research from various sources from 2015 to 2025. The results show that the application of AR in learning modules can increase motivation, student engagement, and understanding of abstract astronomy concepts. However, there are challenges related to infrastructure and user training that need to be addressed for optimal implementation. The findings support the development of innovation in basic education through the effective and practical use of AR technology.
Copyright (c) 2025 Narpiyanto Narpiyanto, Bambang Subali, Nuni Widiarti, Agus Yuwono https://creativecommons.org/licenses/by-sa/4.0
Feasibility of Augmented Reality Media for Ecosystem Learning in Primary Education: Expert Validation and User Trials
This study aims to develop augmented reality application technology as a learning medium for ecosystem material in science subjects at the primary education level. The research belongs to a Research and Development (R&D) study employing the Holistic 4D Model (Define, Design, Develop, Deploy), limited to the Develop stage. The instrument used for data collection was an open-ended questionnaire to determine the feasibility of the media, with development subjects including expert review, one-on-one, and field test. Expert review involved media experts, subject matter experts, and instructional design experts who are competent in the field of educational technology. The one-on-one trial was conducted with three fifth-grade students in primary education, while the field test was carried out with 24 students at the same grade level. The results indicated that the Augmented Reality Media for Ecosystem Learning is highly valid. This was based on scores obtained from subject matter experts (3.80, highly valid category), media experts (3.83, highly valid category), and instructional design experts (3.81, highly valid category). The response to the media implementation reached 91% in the one-on-one trial and 87% in the field test. These findings demonstrate that the Augmented Reality Media for Ecosystem Learning is feasible to be used in learning within primary education.
Copyright (c) 2025 Tinezia Cendani, Andi Kristanto, Andi Mariono https://creativecommons.org/licenses/by-sa/4.0
Development of Integrated Augmented Reality Multimedia in Thermodynamics Material For Physics Learning in Grade XI
The sophistication of information technology is still not widely utilized and integrated into the learning process in the world of education, even though technology can be one of the driving factors in improving educational progress. This research and development aims to develop mobile learning multimedia integrated with augmented reality on thermodynamic material and determine the level of validity and reliability of the multimedia that will be used to help increase student motivation and concept understanding. AR multimedia was developed using the ADDIE model stages (analysis, design, development, implementation, and evaluation), then validated by experts, namely one media expert lecturer and two teachers who have approximately 10 years of experience in the field of education. Furthermore, a limited trial was conducted on 25 11th grade students of SMA 11 Negeri Pekanbaru. Data were collected using a validation instrument sheet and a response questionnaire sheet. The collected data was analyzed using the Aiken V formula and Pearson product moment correlation. Therefore, if students have difficulty understanding learning concepts, this augmented reality integrated multimedia is highly recommended for use in the learning process
Copyright (c) 2025 Nadiatul Husna & M. Nasir https://creativecommons.org/licenses/by-sa/4.0
Development of Web-based Differentiated Learning Media on Statistics Materials to Train Critical Thinking Skills at SMKN 1 Kraksaan
This study aims to develop website-based differentiated learning media as a means of supporting mathematics learning, especially on statistics material for Vocational High School (SMK) level students. This learning media is designed to suit the various learning styles of students-visual, auditory, and kinesthetic-and to improve critical thinking skills through the integration of information technology and digital media in the learning process. The method used follows the development model (ADDIE) which includes the stages of analysis, design, development, implementation and evaluation, by integrating various types of media, such as ebooks, learning videos, and educational games. The results showed that the media developed averaged 91% expert test and 92.25% peer test, this means that the teaching materials are feasible to be applied to learning activities and are able to provide varied learning experiences and in accordance with the learning characteristics of students, thus having a positive impact on their motivation and critical thinking skills.
Copyright (c) 2025 Annisa Fadli Asrumi, Ach Noor Fatirul, Sunyoto Hadi Prayitno https://creativecommons.org/licenses/by-sa/4.0
Development of Interactive Learning Media Based on Wordwall in Science Learning at ELementary School
This study aims to develop interactive learning media based on Wordwall in the subject of science for grade IV at SD Negeri Jatiwates 1 Jombang. The research method used is the ADDIE development model which includes five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 20 fourth grade students and involved design experts, material experts, media experts, and colleagues as validators. The results of validation from experts and trials on students showed that Wordwall-based learning media were included in the "very feasible" category for use in the learning process. This media is able to increase motivation, learning activities, and student learning outcomes. The advantages of this media lie in its attractive visual appearance, high interactivity, and suitability to the learning characteristics of elementary school students. This study recommends the use of Wordwall as an alternative media in thematic learning in elementary schools, as well as opening up opportunities for further development in various subjects and levels of education.
Copyright (c) 2025 Wapuah, Hartono Hartono, Danang Prasetyo https://creativecommons.org/licenses/by-sa/4.0
Initial Study of Learning Cycle 5E Based Learning Media Development to Improve Collaboration Skills In Elementary School
This research is an initial study that aims to describe the condition of collaborative learning in elementary schools as a basis for developing learning media based on the Learning Cycle 5E model. The background of the research is based on the low collaboration skills of students and the unoptimal utilization of digital media and interactive approaches by teachers. The research method used descriptive quantitative and qualitative approaches with data collection techniques in the form of questionnaires (76 elementary school teachers), in-depth interviews (4 classroom teachers), and observations of 24 fourth grade students in Selagai Lingga District. The results show that 86% of teachers have not used technology-based media, 80% have not implemented interactive learning models, and 92% assess students' collaboration skills as low. The observation mean of 2.35 confirmed the weakness of five collaboration indicators: cooperation, flexibility, responsibility, compromise and communication. The Learning Cycle 5E model is considered relevant to increase students' active involvement, and the development of technology-based media such as Articulate Storyline III has the potential to strengthen collaborative activities in learning. Thus, the development of LC5E-based learning media is a strategic solution to improve students' collaboration skills contextually and applicatively.
Copyright (c) 2025 Putra You Hendra, Dwi Yulianti, Muhammad Mona Adha, Rangga Firdaus https://creativecommons.org/licenses/by-sa/4.0
Development Of Interactive Media Based On Articulated Storyline 3 In Science Subjects At SDN Kepanjen 2
This research is motivated by the science learning process in grade VI of SDN Kepanjen 2 which is still teacher-centered and lacks the use of interesting learning media for students. This can have an impact on the low motivation and interest of students in learning, as well as their understanding of science materials. In addition, teachers also still have difficulty in developing innovative and interactive learning media, especially learning media based on articulated storyline 3. This development research aims to develop interactive learning media based on Articulated Storyline 3 (AS3) in science subjects at SDN Kepanjen 2 Jombang. This research uses the Research & Development (R&D) development model with an ADDIE design which consists of analysis, design, development, implementation, and evaluation stages. The results show that the interactive learning media based on AS3 developed is very feasible to use with a feasibility percentage of 95.29% based on the assessment of media experts, design experts, material experts, and peers. The results of trials on students show that this learning media is effective to use with an effectiveness percentage of 88.00% and the completeness of learning outcomes reaches 86.67%. Thus, interactive learning media based on AS3 in science subjects on the material of exploring the solar system is feasible and effective to use in learning in grade VI Elementary School.
Copyright (c) 2025 Moh Alfian Fanani, Retno Danu Rusmawati, Ujang Rahman https://creativecommons.org/licenses/by-sa/4.0
Development of “Gatot Kaca Berburu Bilangan” Edugame Based on Construct 2 to Improve Elementary Students' Understanding of Odd and Even Numbers
Mathematics is often perceived as an abstract subject by elementary school students, particularly when learning concepts such as odd and even numbers. This research aims to develop an interactive edugame titled “Gatot Kaca Berburu Bilangan” using Construct 2, an HTML5-based game engine, to enhance conceptual understanding among second-grade students. The development process follows the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), involving expert validation, student trials, and quantitative testing. The game incorporates local cultural elements through the character Gatot Kaca, aligning with students' visual and kinesthetic learning styles. Validation from subject matter and media experts shows a high feasibility level, while trials reveal increased motivation, engagement, and significant improvements in student learning outcomes. A paired sample t-test indicates a statistically significant difference between pre-test and post-test scores (p < 0.05). Students demonstrated greater interest and enthusiasm, supporting the game’s effectiveness not only cognitively but also affectively and socially. This study concludes that edugames such as “Gatot Kaca Berburu Bilangan” can serve as innovative, culture-integrated learning media that effectively support early-grade mathematics education.
Copyright (c) 2025 Mukhamad Janji Haryono, Rufi’i, Reza Rahmatullah https://creativecommons.org/licenses/by-sa/4.0
Virtual Laboratories on Student Engagement: A Systematic Review of Inquiry-Based and Problem-Based Learning Effectiveness
This literature review aims to investigate the impact of virtual labs integrated with Inquiry-Based Learning (IBL) and Problem-Based Learning (PBL) models on student engagement in Science and Physics education. The review examines the effectiveness of applying IBL and PBL models through a systematic literature review, using the PRISMA framework as the protocol. The selected database for this study is SCOPUS, covering the period from 2018 to 2024. The initial screening yielded 1359 articles, of which 20 met the eligibility criteria. This study highlights the paper distribution regarding the virtual laboratories integrating with IBL and PBL showing a positive trend that indicates the field of study has potential for further exploration. Moreover, the study revealed the positive impact on student engagement both from IBL and PBL assisted by Virtual Laboratories.Â
Copyright (c) 2025 Rangga Alif Faresta, David Ginola, Indah Astri Natalia Sinambela, Apriliana Apriliana https://creativecommons.org/licenses/by-sa/4.0
Development of Artificial Intelligence-Based Digital Video Media with the Addie Model for Intrinsic Elements of Short Stories
The aim of this development is to produce a digital video learning media based on Artificial Intelligence for the intrinsic elements of short stories so that students can easily understand the material and learning is more interesting. In this development research, the development of short story learning media in the form of text into digital video was produced. The development of this learning media uses various Artificial Intelligence applications, namely ChatGBT, Google Docs, Leonardo, ElevenLabs, Capcut, and Canva. Artificial Intelligence-Based Digital Video Media with ADDIE Model for Intrinsic Elements of Short Stories has been refined based on expert validation data analysis and trial data analysis. The aspect that was improved was the development of animation by adding material explanations and adding questions according to the learning objectives placed in the close scene.Based on the results of the assessment given by material experts, design experts, and media experts on Artificial Intelligence-Based Digital Video Media with the ADDIE Model for the Intrinsic Elements of Short Stories, it is very feasible, meaning that the Development of Artificial Intelligence-Based Digital Video Media with the ADDIE Model for Intrinsic Elements of Short Stories has great potential to be applied in Indonesian learning, especially for the intrinsic elements of short stories. Based on the results of the assessment of the Artificial Intelligence-Based Digital Video Media trial with the ADDIE Model for the Intrinsic Elements of Short Stories given to Al-Islam Krian High School students, it means that this media is very feasible to be widely used in Indonesian language learning at the secondary education level.
Copyright (c) 2025 Siti Mariyah, Wawan Gunawan, Nunung Nurjati https://creativecommons.org/licenses/by-sa/4.0
Effectiveness of E-Module Teaching Material Development in Learning Procedure Text Using Flip Pdf For SMP Students
This research aims to develop and evaluate the effectiveness of Flip PDF-based e-modules in learning procedure texts at junior high school level grade VII. The use of the ADDIE approach is the basis for the stages of analysis, design, development, implementation, and product evaluation. The assessment results show that this e-module is suitable for use in the teaching and learning process with a score of 80.3%, because it is able to facilitate understanding of the material, increase learning motivation, and is visually appealing and interactive. The evaluation also identified the need for improvement, such as adjusting the content to the local context and adding technical guidelines. The results of this study are expected to contribute to the development of effective and innovative technology-based learning media in improving learners' literacy skills, especially in understanding procedure texts
Copyright (c) 2025 Nidia Harum Pertiwi, Mulyanto Widodo, Farida Ariyani, Sumarti Sumarti, Siti Samhati https://creativecommons.org/licenses/by-sa/4.0
Cooperative Learning Model to Improve Learning Outcomes of Grade V PE Using E-Modules
This research aims to develop technology-based e-modules to improve student learning outcomes in Physical Education and Health (PJOK) subjects. The method applied is the ADDIE development model, which includes the stages of needs analysis, design, development, and product evaluation. Data were collected through interviews, questionnaires, and formative test instruments, which were then validated by material, media, and design experts. The results showed that the development of an e-module-based cooperative learning model for Physical Education subjects at SDN 1 Sukaraja was very effective in improving the learning outcomes of grade V students. The application of the ADDIE approach in the development process ensures the quality of materials, media, and learning designs that are feasible and attractive, with the average feasibility assessment results reaching 87.67%, which is included in the very feasible category. The implementation of this model is proven to improve learning outcomes significantly, with the effectiveness rate increasing from 50.56% in the pretest to 91.56% in the posttest, as well as the N-Gain showing the majority of learners experienced a substantial increase in learning outcomes. The model also strengthened learners' social cooperation and skills in the learning process, in line with the characteristics of Physical Education learning. In addition, validation by experts showed that the developed e-module meets pedagogical and technological standards that can support a more interactive and enjoyable learning process.
Copyright (c) 2025 Septi Iswarini, Riswandi Riswandi, Candra Kurniawan, Herpratiwi Herpratiwi https://creativecommons.org/licenses/by-sa/4.0
Canva-Based Learning Media And Its Impact on Students’ Achievement in the Digestive System Topic
his study aims to examine the influence of Canva-based instructional media and learning motivation on the learning outcomes of fifth-grade elementary students in the topic of the human digestive system within the IPAS subject. The research adopts a quantitative approach using a quasi-experimental method with a 2x2 factorial design and an ex post facto technique. The population consisted of fifth-grade students from SDN Kabuh. Data were collected through tests of learning outcomes and motivation questionnaires. The analysis showed that the use of Canva-based media had a significant effect on student achievement. Furthermore, learning motivation independently contributed to improved learning outcomes. The interaction between the two variables was also significant, indicating that high motivation strengthened the positive effect of Canva-based media. This research confirms the importance of integrating visual-digital tools with internal student factors to enhance science learning in elementary education
Copyright (c) 2025 Yuneva Dwi Prassita Sari, I Nyoman Sudana Degeng, Nurmida Catherine Sitompul https://creativecommons.org/licenses/by-sa/4.0
The Effect of Google Sites on Elementary Students’ Conceptual Understanding in Mathematics
The advancement of digital technology has transformed primary education, particularly in geometry learning, which relies heavily on visual-spatial skills. This study aims to examine the influence of Google Sites compared to e-books, as well as the role of visual-spatial intelligence, on fourth-grade students’ understanding of area and volume concepts. A quasi-experimental method with a 2x2 factorial design was employed, involving 62 students from SDN Losari, Jombang. The research instruments were validated and found to be reliable. Two-way ANOVA results indicated that both learning media and visual-spatial intelligence significantly affected students’ conceptual understanding (p < 0.05), with a significant interaction between the two variables. Students with high visual-spatial intelligence who used Google Sites achieved the highest learning outcomes. These findings highlight the effectiveness of interactive digital media and the importance of aligning instruction with students’ cognitive characteristics. It is recommended that teachers integrate web-based tools like Google Sites, especially for topics requiring spatial visualization, to foster more adaptive and meaningful learning experiences.
Copyright (c) 2025 Hendra Wahyu Riyanto, I Nyoman Sudana Degeng, Nurmida Catherine Sitompul https://creativecommons.org/licenses/by-sa/4.0
English Implementation of Liveworksheets Media to Increase Students' Motivation to Learn Arabic
Islamic-based character education is an important pillar in Indonesia, aiming to form students who have high morality and religious attitudes. The main goal of learning in schools is to create a pleasant atmosphere, which can attract the interest and enthusiasm of students, and motivate them to learn well. The challenges of Islamic Religious Education in the digital era are increasing, with technological innovations changing the learning paradigm. the development of livewoeksheet learning media is a relevant and innovative alternative. This media not only facilitates interactive learning, but also allows the integration of Islamic values through contextual exercises that can be accessed independently by students. This article aims to implement liveworksheet media to increase students' learning motivation. The research conducted was a development research with the ADDIE approach involving 29 students who had high, medium and low motivation, data analysis researchers used N-Gain analysis techniques. The results showed that there was a significant increase in student learning motivation after the application of Liveworksheets media. Before the use of the media, the average score of students' learning motivation was 4.48, which was classified in the good category. This increase was supported by observation and preliminary research which showed that the use of interactive media can provide a more interesting learning experience
Copyright (c) 2025 Nabila Fahira Yahsan, Herpratiwi, Rangga Firdaus, Muhammad Nurwahidin https://creativecommons.org/licenses/by-sa/4.0
Technology Integration in Teaching Materials for Optimizing Students' Learning Skills Through PJBL Approach
This research examines the integration of technology in teaching materials to improve students' learning skills through the Project-Based Learning (PJBL) approach. Technology is used as a medium for collaboration, reflection and data collection that supports learning experiences that are interactive, engaging and relevant to students' real lives. The application of the Technological Pedagogical Content Knowledge (TPACK) framework helps teachers design effective and engaging learning experiences. The results show that the use of digital platforms such as Google Classroom, Edmodo and Microsoft Teams can improve students' motivation, engagement and 21st century skills, including collaboration, critical thinking and creativity. In addition, the integration of technology allows students to learn flexibly and actively participate in real projects, which ultimately supports the optimal success of implementing PPA
Copyright (c) 2025 Adelia ayu Paramitha, Muhammad Nurwahidin, Nurlaksana Eko Rusminto, Rangga Firdaus https://creativecommons.org/licenses/by-sa/4.0
The Effect of Kahoot Media Use and Learning Motivation on Student Learning Outcomes in Mathematics Subjects
This study aims to determine the interaction between the use of kahoot media and learning motivation on student learning outcomes in mathematics subjects at SMA Al Islam Krian. With the implementation of this research, it is hoped that it can have several benefits, such as the potential to produce valuable insights and expand insights in academic courses. Especially related to the use of information technology is the understanding of how learning motivation and the application of Kahoot affect student learning outcomes in mathematics subjects. The research paradigm used in this study is a quantitative approach. The experimental research design used was Quasi Experimental Design - Nonequivalent Control Group Design. The control class was only given treatment using power point, while the experimental class received treatment in the form of free variables, namely Kahoot application media (X) and learning outcomes (Y) were bound variables or variables that were changed in this study. The value of mathematics learning outcomes is considered to be influenced by the element of student learning motivation. Therefore, the researcher included a moderate variable (M), namely the student's motivation to learn. In this study, the research population is 431 students in class XI Special Class and Class XI Regular, then the research sample is students in class XI-4 (Special Class) as an experimental class totaling 36 students and class XI-10 (Regular Class) which is a control class of 36 students. The research instruments used were questionnaires and tests. Meanwhile, to analyze the data, the researcher used a 2-path annova analysis. Based on the results of the 2-path anova test, the significance value of interaction between learning media and learning motivation was 0.016 < 0.05 so that it can be interpreted that there is an interaction between kahoot learning media and student learning motivation on student learning outcomes
Copyright (c) 2025 Nur Shopia, Achmad Noor Fatirul, Sunyoto Hadi Prayitno https://creativecommons.org/licenses/by-sa/4.0