Articles
Pengembangan Modul Pembelajaran Perakitan Komputer Berbasis Multimedia Interaktif
Bakrina Siddik;
Yosi Nur Kholisho
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 1 (2019): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v3i1.1389
This study aims to determine the feasibility of interactive multimedia-based computer assembly learning modules for class X in SMKN 1 Sikur , to test the effectiveness of interactive multimedia-based computer assembly learning modules in students class X at SMKN 1 Sikur, and knowing the response of students to the interactive multimedia-based computer assembly learning module for class X in SMKN 1 Sikur. This research is Research and Development research with ADDIE development model, namely; Analysys, Design, Development, Implementation, and Evaluation. The assessment instrument of interactive multimedia-based learning modules is in the form of a 5-scale questionnaire. The sources of research data were 2 media experts, 2 material experts, and 30 class X majoring in SMKN 1 Sikur. The results of the feasibility test of media experts from 2 aspects are categorized as very feasible with a total percentage of feasibility of 84.5%. And the results of the feasibility test from material experts from 3 aspects are categorized as very feasible with a total percentage of feasibility of 87%. Whereas based on the responses of students in class X towards the interactive multimedia-based learning module developed was feasible with a total percentage of 78%.
Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif Pada Mata Pelajaran Simulasi Digital Kelas X TKJ
Widia Kurniawati;
Kholida Ismatulloh;
Yosi Nur Kholisho
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v2i2.922
The purpose of this study is (1) to find out the development of interactive multimedia-based learning media on digital simulation subjects of class X TKJ at SMK 3 Selong; (2) knowing the feasibility of media experts and material experts on interactive multimedia-based learning media products; (3) knowing students responses to interactive multimedia-based learning media. The research method used is the Research and Development (RD) method. The development model used in the research is Sugiyono's research and development model. Data collection used is observation, interview, and questionnaire. Data analysis techniques use qualitative and quantitative data. The results showed that the interactive multimedia-based learning media developed were very feasible to be used in the learning process. From the feasibility media experts, interactive multimedia-based learning media obtained a feasibility percentage from media experts by 89% with very decent criteria. Meanwhile, the material feasibility experts obtained a percentage of eligibility from material experts by 91% with very feasible criteria. From the students response to media feasibility in product trials obtaining a percentage of student response values by 95% with very high criteria and in the trial of usage obtaining a percentage of student response values by 94% with very high criteria.
Implementasi Kurikulum 2013 Pada SMK di Kabupaten Lombok Timur
Yosi Nur Kholisho;
Marfuatun Marfuatun
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v2i2.1112
Vocational School is an education that prepares students to be ready to work held at the secondary school level. The purpose of this study (1) to find out how the curriculum 2013 implementation in schools; (2) what are the obstacles in implementing the curriculum 2013. The type of research used is descriptive research. This study used 12 vocational schools in 8 sub-districts. The results of the curriculum 2013 implementation data in schools showed that 94.44% of the majority of curriculum 2013implementations had been implemented, 2.78% were fully implemented and 2, 78% were mostly implemented. There are a few problems related to the existence of several teachers who have not fully understood the learning plan by using the curriculum 2013, which is a tool used by some teachers still using the old model and classroom learning processes that currently focus on the learning process in students (student center) however, there are still many teachers who apply learning using the lecture method only. Based on the results related to the obstacles / obstacles faced by teachers and students in the implementation of the curriculum 2013 that is 66.67% fully the implementation of the curriculum 2013 has been implemented and the remaining 33.33% is mostly accomplished this proves that students and teachers do not feel there are obstacles in implementation of the curriculum 2013
Studi Komparasi antara Model Pembelajaran PJBL dan CTL terhadap Hasil dan Keaktifan Belajar Siswa
Reni Ramdhani;
Yosi Nur Kholisho;
Baiq Desi Dwi Arianti
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 1 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v2i1.2270
The aims of this study to determine: (1) differences in student learning outcomes between learning models PJBL and CTL, (2) differences in student learning activity between learning models PJBL and CTL. This research type is quantitative by using experiment method. The research design used is Quasi Experimental Design form Nonequivalent Control Groub Design. The population of this study is the entire class X TKJ SMK IP AL-MADANI with the number of 62 students. The sample of this research is class X TKJ 1 and class X TKJ 2. Technique of collecting data used is test and observation sheet. The test is used to measure students 'learning outcomes while the observation sheet is used to measure students' learning activeness. The analysis technique used is Pairet Sample T Test with the help of SPSS. The results of this study indicate that: (1) there are differences in student learning outcomes between learning models of PjBL and CTL (Ï 0.05); (2) there is a difference in student learning activity between PjBL and CTL learning models (Ï 0.05).
Pengembangan Media Pembelajaran Berbasis CD Interaktif Pada Materi Simulasi Digital Menggunakan Adobe Flash
Mila Nurdiana;
Yosi Nur Kholisho;
Ahmad Fathoni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v2i2.925
The purpose of this study is (1) to find out the development of interactive multimedia-based learning media on digital simulation subjects of class X TKJ at SMK 3 Selong; (2) knowing the feasibility of media experts and material experts on interactive multimedia-based learning media products; (3) knowing students responses to interactive multimedia-based learning media. The research method used is the Research and Development (RD) method. The development model used in the research is Sugiyono's research and development model. Data collection used is observation, interview, and questionnaire. Data analysis techniques use qualitative and quantitative data. The results showed that the interactive multimedia-based learning media developed were very feasible to be used in the learning process. From the feasibility media experts, interactive multimedia-based learning media obtained a feasibility percentage from media experts by 89% with very decent criteria. Meanwhile, the material feasibility experts obtained a percentage of eligibility from material experts by 91% with very feasible criteria. From the students response to media feasibility in product trials obtaining a percentage of student response values by 95% with very high criteria and in the trial of usage obtaining a percentage of student response values by 94% with very high criteria.
Rancang Bangun “Siwani” Media Pembelajaran Perakitan Komputer Di Masa Covid 19
Yosi Nur Kholisho;
Siti Nurwaniza;
Kholida Ismatulloh
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 15, No 2 (2021)
Publisher : Universitas PGRI Semarang
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DOI: 10.26877/mpp.v15i2.10194
Currently the world is facing a big problem, namely the emergence of corona virus disease (covid-19), the entry of this virus inhibits all human activities, including in the field of education. Based on interviews with teachers of computer subjects and basic networks, the subject of computer assembly in the learning process is still hampered by time when learning theory during the Covid-19 period, the application of current learning is using whatsapp groups, where the teacher provides material files and assignments. Online learning with this whatsapp group is considered less than optimal from both teachers and students resulting in students having difficulty understanding the material, based on these problems a solution is given by developing learning media with the name "SIWANI". The objectives of this research are: 1) to build SIWANI as a learning media for computer assembly; 2) determine the feasibility of SIWANI as a learning media for computer assembly; 3) knowing students' responses to SIWANI as a learning media for computer assembly. The method used is Research and Development (R&D) with the ADDIE development model. The results showed that the material expert feasibility test obtained an average of 85% with a very feasible category. While the feasibility test by media experts obtained an average percentage of 81% with a very feasible category. While student responses obtained an average percentage of 83% with a very high category.
MENINGKATKAN PEMAHAMAN PSG SISWA SMK DI KABUPATEN LOMBOK TIMUR UNTUK MEMASUKI DUNIA KERJA
Ahmad Fathoni;
Rasyd Hard;
Baiq Desi Dwi Arianti;
Yosi Nur Kholisho
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol 3, No 2 (2019): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak
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DOI: 10.31571/gervasi.v3i2.1531
Pendidikan kejuruan atau Pendidikan Sekolah Menengah Kejuruan (SMK) adalah pendidikan yang menyiapkan lulusannya untuk siap bekerja. Akan tetapi pada kenyataanya kebanyakan dari lulusan pendidikan SMK yang memberikan sumbangan pengangguran terbesar di Indonesia khususnya di Lombok Timur. Tujuan pengabdian ini adalah meningkatkan pemahamanasiswa SMK bidang Teknologi Komputer dan jaringan dalam melakukan Pendidikan Sistem Ganda (PSG) untuk memasuki dunia kerja. Adapun metode kegiatan yang digunakan pada pengabdian ini adalah perencanaan, pengarahan, bimbingan dan pengajaran praktikum jaringan. Melalui kegiatan pengabdian ini siswa SMK jurusan TKJ dapat meningkatkan pemahamannya sebagai bekal untuk bekerja.
E-MODUL INTERAKTIF MATA PELAJARAN SUSUNAN HURUF KOMPUTER DI SEKOLAH MENENGAH KEJURUAN
Muhammad Zamroni Uska;
Rasyid Hardi Wirasasmita;
Samsul Lutfi;
Baiq Desi Dwi Arianti;
Yosi Nur Kholisho;
Nurmayana .
Jurnal Education and Development Vol 9 No 3 (2021): Vol.9.No.3.2021
Publisher : Institut Pendidikan Tapanuli Selatan
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DOI: 10.37081/ed.v9i3.2758
Proses pembelajaran tidak lepas dengan alat bantu seperti media pembelajaran. Salah satu media pembelajaran yang dapat motivasi siswa dan menumbuhkan semangat belajar mereka salah satunya adalah e-modul interaktif. Tujuan penelitian ini adalah mengembangkan e-modul interaktif dan mengetahui tingkat kelayakannya, serta respon dari pengguna media ini. Jenis penelitian ini adalah Research&Developmentdengan menggunakan model Alessi & Trolly dengan tiga tahapan: analisis, desain, dan pengembangan. Penelitian ini dilaksanakan di SMK Negeri 1 Kopang dengan jumlah subjek 20 orang. Instumen yang digunakan adalah angket dengan skala likert dan teknik analisis data yang digunakan adalah deskriptif kuantitatif. Pengujian produk digunakan alpha testing dan beta testing (respon pengguna). Hasil temuan kami menunjukkan bahwa e-modul yang dikembangkan termasuk kategori sangat layak yang dinilai oleh ahli materi (82%) dan oleh ahli media (ahli desain) sebesar 80%. Selanjutnya, hasil respon penggunakan terhadap e-modul ini memperoses hasil persetase sebesar 78% dan termasuk dalam kategori baik.
Pengaruh Kemampuan Matematika Terhadap Kemampuan Computational Thinking Pada Anak Usia Sekolah Dasar
Heri Kuswanto;
Nani Rodiyanti;
Yosi Nur Kholisho;
Baiq Desi Dwi Arianti
Educatio Vol 15, No 2 (2020): Educatio: Jurnal Ilmu Kependidikan
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edc.v15i2.2916
Computational thinking ability need to be trained from an early age through the mathematics ability approach at the primary schools level. This study aims to analyze the effect of the analysis of mathematic ability to computational thinking abilities in primary schools age in sdn 2 sekarteja with 2 measurement variables including: computational thinking ability and math ability. This type of research is quantitative using descriptive methods. The population of this study was class V SDN 2 Sekarteja with a total of 30 students and the entire population becomes the sample, the type of research sample is saturated sample. Data collection techniques in this study used tests and documentation. The technique used to analyze the data was descriptive statistics. The results of this study indicated that, with n = 30 and a significant level of 5%, r table = 0.361, while the result rcount = 0.304. The results obtained were rcount ≤ rtabel, then Ha was rejected and Ho was accepted and the direction of the correlation was negative. It can be concluded that there was no significant relationship between the computational thinking abilities of elementary school age children in terms of mathematics abilities at SDN 2 Sekarteja
Pengaruh Lingkungan Keluarga Terhadap Pembentukan Tingkah Laku Anak
Marfuatun Marfuatun;
Yosi Nur Kholisho;
Nisa Afifah
Educatio Vol 16, No 1 (2021): Educatio: Jurnal Ilmu Kependidikan
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edc.v16i1.3610
Education through activities outside of school is a learning activity that does not require tiered and continuous activities. The family is the main foundation that can influence the attitudes and behavior of a child. Children's behavior includes attitudes, speech, actions and perceptions of children in the process of development so that they become a character. The character appears through thoughts obtained based on experience and observations from where a person grows and develops, starting from the first meaning that is understood based on a person's words, gestures and behavior. The purpose of this study was to determine the influence of the family environment on the formation of children's character. The method used is descriptive quantitative, with a correlational study approach. After testing the hypothesis which reads: 'there is an influence of the family environment on the formation of children's behavior', it was found that the hypothesis is acceptable, meaning that the family environment has an effect of 13.8%. These results indicate that there is an influence of the family environment on the formation and changes in children's behavior, the family is the initial foundation for children to interact with the outside environment, both the living environment and the school environment.