Relly Prihatin
Educational Technology, Universitas Sebelas Maret, Surakarta, Indonesia

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Teaching Factory-Based Learning Majoring in Machining Engineering at Vocational High School Budi Tri Cahyono; Relly Prihatin; Taufiq Subhanul Qodr; Hilmawan Wibawanto; Nidhoil Mohamed Ibrahim
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3473

Abstract

This study aims to analyze the effectiveness of the Teaching Factory (TEFA)-based learning model in improving the competence of machining engineering students at a vocational high school. It focuses on identifying differences in learning outcomes between students taught using TEFA integrated with industry standards and those taught using conventional methods. This research is important to ensure curriculum alignment with industry needs and to enhance graduate competitiveness in the Industry 4.0 era. This study employed a quantitative, quasi-experimental design. The population consisted of grade XI machining engineering students at Vocational High School Warga Surakarta, selected using cluster random sampling into experimental and control groups. Data were analyzed using one-way ANOVA. The results showed a significant difference in student competence, with TEFA outperforming conventional methods. TEFA creates a more relevant learning environment, improves discipline, and enhances technical skills in machine operation. These findings indicate that TEFA is effective and should be fully integrated into vocational school curricula.
Multimedia Development Android-based Learning of History at SMP Negeri 2 Paranggupito Sevinda Anandya Yudayana; Relly Prihatin; Faishal Rida Kusuma
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3608

Abstract

History learning at the junior high school level still faces several challenges, such as low student learning interest, dominance of lecture methods, and limited use of interactive learning media. These conditions make students difficult to understand chronology, cause-effect relationships, and historical events comprehensively. This study aims to develop Android-based learning multimedia for eighth-grade history subjects at SMP Negeri 2 Paranggupito and determine the feasibility of the media based on expert validation. This research used the Research and Development (R&D) method with the ADDIE development model consisting of analysis, design, development, implementation, and evaluation stages. The product was developed using Smart Apps Creator (SAC) in the form of an Android APK application containing historical materials, images, audio, animations, and interactive quizzes. Data collection techniques included observation, interviews, and validation questionnaires. The results showed that the Android-based learning multimedia obtained a “Very Good” category based on material expert and media expert assessments, indicating that the product was feasible for use in history learning. The Android-based multimedia learning application provides a more engaging, interactive, flexible, and relevant learning experience for digital generation students.
Development of Animated Video Media to Improve Elementary School Students’ Learning Comprehension Berliana Safa Bidari; Relly Prihatin; Karismaya Devayanti
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3609

Abstract

This research is motivated by the lack of variety in the use of learning media in the subject of science and science on the topic of force in grade IV elementary school. The learning process is still dominated by lecture methods and the use of textbooks so that students are less active and have difficulty in understanding abstract material. Therefore, interesting and interactive learning media are needed to help students understand the material more easily. This research aims to: (1) develop Animaker-based animated video media on the topic of force for grade IV elementary school students, and (2) determine the level of feasibility of Animaker-based animated video media based on validation by material experts and media experts. This research is a research and development (R&D) using the ADDIE model limited to the analysis, design, and development stages. The analysis stage is conducted through observation, interviews, and learning needs analysis. The design stage includes the preparation of storyboards, materials, visual displays, and research instruments. The development stage is carried out by creating animated video media using the Animaker application and conducting media validation by material experts and media experts. Data collection techniques used observation, interviews, and validation questionnaires. The data obtained were analyzed using quantitative and qualitative descriptive analysis. The research results show that the Animaker-based animated video media for the topic of style was categorized as "Very Good" based on validation by material experts and media experts. The developed media was deemed appropriate for the learning outcomes and characteristics of elementary school students, and featured engaging visuals, audio, and animation. Animaker-based animated video media also helped students understand the topic of style more concretely and created a more active and enjoyable learning environment. Based on the research results, it can be concluded that the Animaker-based animated video media for style is suitable for use as a learning medium for fourth-grade elementary school science.
The Influence of Project Based Learning Strategy on Learning Outcomes in Computer Science Subjects at Vocational High School Sadam Subandi Karta Wijaya; Relly Prihatin; Rismaka Palupi
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3678

Abstract

Technological developments in the Industrial Revolution 4.0 era require the world of education to implement learning strategies that can improve critical thinking skills and student creativity, especially in Informatics subjects in Vocational High Schools (SMK), but the dominance of conventional strategies causes student learning outcomes to be less than optimal. This study aims to examine the improvement, differences, and the effect of implementing Project Based Learning (PjBL) strategies on Informatics learning outcomes of class X Health Services students at SMK Negeri 1 Banyudono. This study used a quantitative approach with a quasi-experimental design, involving class X LK 1 as the experimental class receiving the PjBL strategy and class X LK 2 as the control class using conventional learning. Data collection used a pre-test and post-test, then analyzed using paired sample t-tests, independent sample t-tests, and the N-Gain test. The results indicated a significant increase in learning outcomes in the experimental class with a calculated t-value of 23.610, and a significant difference between the experimental and control classes with a calculated t-value of 10.915. The average N-Gain value of 0.55 is in the moderate category. Based on these findings, it is concluded that the Project Based Learning strategy has been proven to have a significant influence on student learning outcomes through collaborative activities and project completion, thus potentially being an effective alternative learning strategy in informatics subjects.