World Journal on Educational Technology: Current Issues

Journal Information
EISSN: 13090348
Total articles ≅ 469

Latest articles in this journal

Mutmainnah Said, Arismunandar Arismunandar, Anshari Anshari, H Nurhikmah
World Journal on Educational Technology: Current Issues, Volume 15, pp 219-234;

This research was carried out with the main objective of developing tools that can help the learning process of students in statistics courses who have had difficulty improving their learning outcomes because of the lack of learning materials prepared by lecturers for them to be used as the main reference while programming the course. Departing from the in-depth needs analysis carried out and the research method used, namely research and development, the researcher then designs a prototype of teaching materials that will be developed in the form of modules and learning videos. After that, the prototype was validated by two experts in the field of teaching material development. The results showed that 20 students out of a total of 27 respondents saw that they needed the latest learning modules and videos that could make it easier for them to complete the subject matter because what had been used by lecturers so far still made it difficult for them to learn because the instruction and exposure to information did not meet the needs of students. The prototype modules and learning videos that have been developed are declared valid by experts in several aspects, namely self-instruction aspects, self-contained aspects, stand-alone aspects, adaptive aspects, and user-friendly aspects, so they are suitable for use by lecturers because they can help student’s complete lessons so that their learning outcomes can improve. Keywords: Prototypes, modules, learning videos, statistics, new normal, COVID-19
Sri Joeda Andajani, Endang Pudjiastuti Sartinah, Meini Sondang Sumbawati, Pamuji Pamuji, Fairus Niratama
World Journal on Educational Technology: Current Issues, Volume 15, pp 199-218;

This study aims to test the effectiveness of the social mobility and communication orientation model based on internet mobile application technology (IT-SMCOM) for problem-based learning in Universitas Negeri Surabaya (Unesa) campus environment. This research method measures the effectiveness of internet mobile application technology for problem-based learning in Unesa campus environment. The results of expert validation test data and performance tests were analyzed using a descriptive form of percentage assessment of the observer team. The test results of media product experts and practitioners scored 100% excellently, and Special Education experts scored 87%. Then the effectiveness test through main field testing five visually impaired students affected by the Covid 19 pandemic scored 93% excellent (1 person), a score of 75% good (2 people), and a score of 62% adequate (2 people). Operational field testing, ten people from the Indonesian visual impairment association group and the Surabaya and Sidoarjo inclusive high school groups scored 100% excellent (one person), score 94% very good (three people), score 81% good (one person) and score 81%-84% very good (three people), score 65%- 70% adequate (two people), The conclusion of the results of data analysis of expert validation tests, practitioners suggest that the product is feasible to be tested in the field. The product effectiveness test shows that the product trial results depend on the development of the behavior and characteristics of each individual with visual impairment. Keywords: visual impairment, social, mobility, orientation, communication
Ali Alelaimat, Reham Almohtadi, Laiali Almazaydeh
World Journal on Educational Technology: Current Issues, Volume 15, pp 183-198;

During the Coronavirus outbreak, all schools shifted from delivering conventional education to to distance education. Thus, students received their education at home through using technology. During this crisis, there was great fear among students and parents from getting infected with the Coronavirus. Therefore, the current study examined the psychological confrontation methods used by parents to reduce their fears of having their children infected with the Coronavirus in Jordan. The researchers adopted the survey-based descriptive approach. The sample consists of four hundred and seventy-three (473) mothers and fathers who were randomly selected from Jordan. Online survey was used to obtain data from them. After the use of the SPSS program, the researchers found that the level of the parents’ fear of having their children infected with COVID 19 virus is high. It was found that the measure carried out the most by parents for avoiding the infection of their sons and daughters with the virus is represented in following the guidelines and preventive measures issued by healthcare organizations. In addition, the researchers found that there isn’t any statistically significant difference between the respondents in terms of the used psychological confrontation methods which can be attributed to the age of son/daughter nor respondents` academic qualification. However, it was found that there are statistically significant differences in this regard which can be attributed to the respondents` age and the province they reside at. The latter differences are for the favor of the ones whose ages range between (20 – 30) years. They are also for the favor of the ones residing in the Central and Northern Provinces of Jordan. Keywords: Coronavirus; Psychological confrontation; Survey-based approach 
Hamad Muaybid Alharbi, Habibah Ab Jalil, Muhd Khaizer Omar, Mohd Hazwan Mohd Puad
World Journal on Educational Technology: Current Issues, Volume 15, pp 169-182;

Performance expectancy (PE), effort expectancy (EE), social influence (SI), facilitating conditions (FC), attitudes, competence, and behavioral intention are all linked to poor Madrasati (M) utilization and acceptance among teachers. This study aims to examine the extent to which teachers are using M LMS. The impact of these parameters on M LMS usage was quantified using a survey method. Out of the 13,782 people, 374 teachers who use Madrasati in public schools were sampled. This study revealed that levels of M LMS utilization among teachers in schools were significantly affected by PE, EE, SI, FC, competence to use M, and behavioral intention factors. However, teachers’ attitudes have an insignificant effect on M LMS utilization. This finding suggests that the success of M utilization in public schools is not dependent on the attitudes of teachers toward its use. This study examined factors influencing the extent of Madrasati adoption and utilization among teachers. Keywords: Levels; LMS; Madrasati; UTAUT factors; Teachers
Flavia Aurelia Hidajat
World Journal on Educational Technology: Current Issues, Volume 15, pp 133-144;

The COVID-19 pandemic has greatly affected the ability of mathematical self-regulation, creativity, and academic achievement in the learning process. This paper aims to identify the effect of mathematical self-regulation skills and creativity on students’ achievement during the COVID-19 pandemic. The participants in this study were 63 junior high school students in the city of Malang, Indonesia. This study is quantitative study. Data analysis used multiple linear regression with SPSS 23 application. The normality test and homogeneity test were conducted before data analysis. The results showed that 82.3% of mathematical self-regulation skills and creativity increased students' academic achievement during the COVID-19 pandemic. The findings showed that 17.7% of supporting factors other than the ability of mathematical self-regulation and creativity affected students' academic achievement. The study results can provide educators with information to plan learning based on mathematical self-regulation skills and creativity to improve students' academic achievement during the COVID-19 pandemic. Keywords: mathematical academic, academic achievement, self-regulation skills, creativity, COVID-19 pandemic.
Wanna Sanongdej, Sukanya Tantiprasoplap
World Journal on Educational Technology: Current Issues, Volume 15, pp 125-132;

A Blended lesson evaluation is used to assess blended lessons preparing the nursing students for clinical practice. The objectives of this study were to develop a blended learning for nursing clinical practice (BNCP) instrument and test its psychometric properties. This study makes use of a mixed-method sequential explanatory design. Twenty-two items were developed from the review literature. The BNCP instrument was examined by five experts in terms of content validity. A quantitative study was conducted using exploratory factor analysis and confirmatory factor analysis (CFA). The sample consisted of 220 nursing students. The results showed that BNCP was composed of three factors, namely the learning process, convenience in terms of learning and ability to perform. The indicators had a range of communality, i.e., from 0.274 to 0.752. Three factors accounted for 60.29% of the variance. The remaining 16 items were analysed by CFA in secondary order in another group. The measurement model fitted the empirical data (p > 0.05). The most important indicator revealed by the BCNP model was ‘ability to perform’. Finally, the instrument retained 3 subscales of 15 items that had construct validity. BNCP has good construct validity and reliability. BNCP is a tool that can be used to assess the learning of nursing students. Keywords: Blended learning; nursing clinical practice tool; psychometric test
Shatha Almalki
World Journal on Educational Technology: Current Issues, Volume 15, pp 77-90;

The aim of this qualitative action research is to explore Saudi Arabian undergraduate students’ perspectives on the implications of a self-organized learning environment (SOLE) using mobile phones. Data were gathered from interviews and focus groups with a convenience sample of 27 undergraduate students as well as the researcher’s reflective journals. It was found that the proposed intervention gave students opportunities for engagement and enhanced a spirit of cooperation, which led to the students enjoying their classes. Furthermore, SOLE encouraged the students to evaluate their ideas before posting them. Participating in SOLE helped the students understand and recall the relevant course content. However, a number of challenging aspects - such as misleading information - emerged during the first phase of the study, along with some technical issues. In general, within the current educational system in Saudi Arabia, the implementation of SOLE on its own as an innovative teaching approach would be insufficient; it could be combined with other approaches - such as deep discussions of relevant topics - to enhance its effectiveness. Keywords: Self-organized learning environment (SOLE); Covid-19; undergraduate study; mobile learning
Mohammad Nayef Ayasrah, Mu'tasem M. Al-Masa'Deh, Ayoub Hamdan Al-Rousan, Mohamad Ahmad Saleem Khasawneh
World Journal on Educational Technology: Current Issues, Volume 15, pp 43-50;

This study explored the teachers’ attitudes towards digital learning for students with disabilities. The study used the descriptive approach, and a questionnaire was designed to achieve the objectives of the study. The study sample consisted of (200) male and female teachers from public schools. The findings showed that teachers' attitudes towards digital learning for people with disabilities came to a high degree. The results also revealed that there are statistically significant differences between the sample responses due to the gender variable in favour of females and age in favour of those aged less than 55 years. Keywords: digital learning, students with disabilities, teachers’ attitudes
Sajidan Sajidan, Idam Ragil Widianto Atmojo, Anatri Desstya, Parmin Parmin, Dwi Yuniasih Saputri, Moh Salimi
World Journal on Educational Technology: Current Issues, Volume 15, pp 91-103;

Digital literacy skills are mandatory for students to master so that they can process information wisely. The purpose of this research is to determine the level of digital literacy of elementary school students. The research method used in this research is quantitative. The sample of this research is 86 elementary students in Laweyan Sub-district, Surakarta, Indonesia. The data collection technique used is a test that validated by an expert. The data analysis used in this research is descriptive statistical analysis. The result of this study shows that the students’ level of ability in digital literacy is good with the fulfillment of five indicators, namely the use of technology reaches 79.75% or students can analyze the functions of hardware and software in technology, the management of information on digital media reaches 70% or the students can search for valid data sources, social networking reaches 82.25% or students can design and participate in digital technology, online safety reaches 83.33% or students can protect their personal data, and students can identify impacts of technology with percentage reaches 72%. The result of this research can be used as a reference to measure the level of students' digital literacy. Keywords: Digital literacy, students, elementary school
Benjamin Maraza-Quispe, Luis Angel Mamani-Nina, Ebelyn María Mamani-Sucasaca
World Journal on Educational Technology: Current Issues, Volume 15, pp 10-27;

Currently, in the information and knowledge society in which we live, the use of video games has become widespread among children and adolescent students. Given this reality, we wonder to what extent the use of video games helps to develop the prosocial behavior of students, so as to encourage Solidarity and Help Response, Perspective Taking, Altruism and Assistance among students. The objective of the research is to measure the efficacy of the treatment given through video games in the prosocial behavior of students in Regular Basic Education. The methodology applied is quasi-experimental through the application of the video game Sandbox Minecraft in students, a pre-test and post-test was applied that considers a Prosocial Skills Scale for Adolescents (EHP-A): Solidarity and Help Response, Perspective Taking, Altruism and Assistance among students. It allowed to measure the students' prosocial behavior. Five game sessions were developed with personalized dynamics in the Sandbox Minecraft video game in its multiplayer mode. The results show that the dynamics applied through the five game sessions were able to improve and increase solidarity and Help Response, Perspective Taking, Altruism and Assistance among the students. In conclusion, the short-term effectiveness of the use of the Sandbox Minecraft video game to improve prosocial behavior in students is demonstrated. Keywords: Video game, Sandbox, Minecraft, behavior, prosocial, education, learning
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