Jurnal Teknologi Pembelajaran Indonesia Vol. 14 No. 1 (2024) contains 8 scientific articles addressing various issues in learning technology and educational innovation. These include the development of an Android-based educational game for introducing Ramayana stories; the development of interactive multimedia as a learning medium for traditional dance; the effectiveness of training programs on instructional media development for lecturers; the development of a realistic mathematics-based educational game to improve conceptual understanding; the effect of the Project-Based Learning model on Informatics learning motivation and outcomes; the implementation of Project-Based Blended Learning supported by 3D GeoGebra to improve students’ conceptual understanding and creativity; the effect of problem-solving models on mathematical problem-solving skills; and a comparative analysis of WarpPLS, SmartPLS, AMOS, and SPSS in learning technology research. The articles were written by researchers and academics from 5 higher education institutions across 4 cities in Indonesia, namely ITB STIKOM Bali in Denpasar, Universitas Pendidikan Nasional in Denpasar, Tanjungpura University in Pontianak, Padang Health Polytechnic of the Ministry of Health in Padang, and Ganesha University of Education in Singaraja. The diversity of topics and institutional backgrounds reflects academic contributions from various regions to the development of educational technology, instructional media, learning models, and educational innovations aimed at improving the quality of learning processes and outcomes.
DOI: https://doi.org/10.23887/jurnal_tp.v14i1
Diterbitkan: 2024-04-14