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EFFECT OF INDUSTRY-BASED LEARNING AND MOTIVATION ON STUDENT'S ENTREPRENEURSHIP COMPETENCIES Handayani, Farida Hanim; Rufii, Rufii; Harwanto, Harwanto
EDUTECH Vol 19, No 1 (2020)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v1i1.20876

Abstract

This study aims to analyze: 1) entrepreneurial competence differences between students who are guided by using the concept of industry-based learning (Teaching Factory) and groups of students who are guided by using conventional learning concepts, 2) differences between students who have high learning motivation and students who have low learning motivation towards their entrepreneurial competencies, and 3) significance of interactions between industry-based learning (Teaching Factory), conventional learning, and learning motivation towards entrepreneurial competencies. The research method used was the experimental method with a factorial 2x2 design. The data collection in this study used questionnaire, written tests, and practice tests. The collected data were then analyzed by using the two-way ANOVA. The results showed that: 1) there were significant differences entrepreneurial competencies of students in the learning models, 2) there were significant differences in the students 'learning motivation towards their entrepreneurial competencies, 3) there were interactions between industry-based (Teaching Factory) and conventional learning models and learners' motivation towards entrepreneurial competencies. Penelitian ini bertujuan untuk menganalisis: 1) perbedaan kompetensi kewirausahaan antara siswa yang dibimbing dengan menggunakan konsep pembelajaran berbasis industri (Teaching Factory) dan kelompok siswa yang dibimbing dengan menggunakan konsep pembelajaran konvensional, 2) perbedaan siswa yang memiliki motivasi belajar dan siswa yang memiliki motivasi belajar rendah terhadap kompetensi kewirausahaannya, dan 3) signifikansi interaksi antara pembelajaran berbasis industri (Teaching Factory), pembelajaran konvensional, dan motivasi belajar terhadap kompetensi kewirausahaan. Metode penelitian yang digunakan adalah metode eksperimen dengan desain faktorial 2x2. Pengumpulan data dalam penelitian ini menggunakan angket, tes tertulis, dan tes praktik. Data yang terkumpul kemudian dianalisis dengan menggunakan ANOVA dua arah. Hasil penelitian menunjukkan bahwa: 1) terdapat perbedaan yang signifikan kompetensi kewirausahaan siswa pada model pembelajaran, 2) terdapat perbedaan yang signifikan motivasi belajar siswa terhadap kompetensi kewirausahaannya, 3) terdapat interaksi antara berbasis industri (Teaching Factory) dan model pembelajaran konvensional serta motivasi peserta didik terhadap kompetensi kewirausahaan.
EFFECT OF PROBLEM-BASED LEARNING AND INITIAL ABILITY ON AUTOMOTIVE ENGINEERING LEARNING OUTCOMES Rufii, Rufii
EDUTECH Vol 19, No 1 (2020)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v1i1.20822

Abstract

The purpose of this study was to examine the differences in the effect of Problem Based Learning) and initial abilities on learning achievement on Light Vehicle Engine Maintenance subjects. This study was a quasi-experimental study with 2 x 2 or 22 factorial designs. A total of 127 eleventh-grade vocational high school students of Light Vehicle Engine Maintenance participated in the study. The data were collected by tests and non-tests. They were then analyzed by 2-way ANOVA. The results showed that the students’ learning achievement was improved when the teacher applied thd Problem Based Learning model without having to look the at students' initial abilities. This is due to the fact that the learning model and the initial abilities did not have a significant interactional effect on the learning achievement. Tujuan penelitian ini adalah untuk menguji perbedaan pengaruh Problem Based Learning) dan kemampuan awal terhadap prestasi belajar pada mata pelajaran Perawatan Mesin Kendaraan Ringan. Penelitian ini merupakan penelitian eksperimen semu dengan desain faktorial 2 x 2 atau 22. Sebanyak 127 siswa SMK Pemeliharaan Mesin Kendaraan Ringan kelas XI ikut serta dalam penelitian tersebut. Pengumpulan data dilakukan dengan tes dan non tes. Mereka kemudian dianalisis dengan 2-way ANOVA. Hasil penelitian menunjukkan bahwa prestasi belajar siswa meningkat ketika guru menerapkan model Problem Based Learning tanpa harus melihat kemampuan awal siswa. Hal ini disebabkan karena model pembelajaran dan kemampuan awal tidak memberikan pengaruh interaksional yang signifikan terhadap prestasi belajar.
DAMPAK GAYA KOGNITIF TERHADAP PEROLEHAN BELAJAR KONSEP STATISTIKA Rufii, Rufii
WAHANA Vol 57 No 2 (2011)
Publisher : LPPM Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/wahana.v57i2.1387

Abstract

The purposes of the study were to examine the result of analysis differences in the acquisition of learning concepts of statistics among learners who studied with field independence cognitive styles and field dependence. The results are expected to provide benefits, namely: (1) pay attention to the characteristics of learners such as cognitive styles, (2) to find a process of learning the concept of Statistics. Subjects were fourth semester undergraduate students of academic year 2009/2010, Third Diploma students Midwifery Studies Program PGRI Adi Buana University of Surabaya which consists of two classes of 76 people. Subjects were taken at randomly, and the total member are 94 people. Research hypotheses were tested with non parametric statistical test Mann Whitney. Results showed that there is difference in the acquisition of learning concepts among students who studied statistics with cognitive style of field independence and field dependence (U=450; and probability of 0.012<0,05). Average score of the acquisition of cognitive learning style concept Statistics field independence of 63.97 higher than the cognitive style field dependence of 58.19. Based on the findings of this study suggested the following for researchers interested in the substance of this study, the findings of this study provide inputs for designing the research to be done, and can develop and dig deeper into those aspects related to learning strategies that have not been reached in this study.
PENERAPAN MEDIA PEMBELAJARAN MULTIMEDIA INTERAKTIF BERMUATAN GAME EDUKASI UNTUK MENINGKATKAN AKTIVITAS BELAJAR Ariyani Raharjo, Ayu Sholiha; Rufii, Rufii; Hartono, Hartono
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 7, No 2 (2022)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v7i2.2823

Abstract

Media pembelajaran merupakan salah satu sarana proses pembelajaran yang penting keberadaannya. Penggunaan media awalnya berupa alat peraga yang kurang sesuai dengan gaya belajar dan karakteristik siswa. Penelitian ini menggunakan jenis penelitian research and development dengan model pengembangan lee and owens. Sasaran penelitian ini mata pelajaran matematika pada siswa kelas VI SDN 2 Sukodono dengan jenis data kualitatif dan kuantitatif. Hasil uji kevalidan produk dari para ahli materi sebesar 87,14% dengan kreteria sangat layak dan ahli media diperoleh sebesar 72,14% dengan kriteria layak. Hasil uji kemenarikan siswa diperoleh skor rata-rata 81,8% sedangkan uji kemenarikan guru diperoleh 82,4% dengan kriteria kedua pengujian kemenarikan sangat menarik sedangkan hasil uji kepraktisan pada siswa diperoleh skor rata-rata sebesar 81,8% dengan kriteria sangat praktis sedangkan pada uji kepraktisan pada guru diperoleh 83,8% sehingga dapat dikategorikan sangat praktis dalam pembelajaran. Adapun produk yang dikembangkan menunjukkan kriteria efektif terhadap peningkatan aktivitas belajar yang sebelumnya sebesar 24,17% menjadi 85% sehingga penerapan multimedia interaktif bermuatan game edukasi sangat efektif dalam meningkatkan aktivitas siswa dalam proses pembelajaran. Dari hasil pengujian kevalidan, kemenarikan, keefektifan dan kepraktisan maka penerapan multimedia interaktif bermuatan game edukasi telah memenuhi kreteria layak sehingga produk ini dapat digunakan dalam pembelajaran
Analisis Butir Soal Penilaian Tengah Semester Mata Pelajaran Bahasa Indonesia Prawista, Yeni Eka; Rufii, Rufii
MODELING: Jurnal Program Studi PGMI Vol 11 No 1 (2024): Maret
Publisher : Program Studi PGMI Sekolah Tinggi Ilmu Tarbiyah Nahdlatul Ulama Al Hikmah Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69896/modeling.v11i1.2083

Abstract

Analysis using SPSS to determine the quality of questions, question validity, reliability, difficulty level, and discriminatory power. Data were obtained from the results of the Mid-Semester Exam of 10th-grade students in Vocational High School using 20 multiple-choice questions. Analysis was conducted using SPSS version 25. From this study, the following results were obtained: (1) 20 questions were deemed valid, (2) 20 questions were considered reliable, (3) in the assessment of the difficulty level, 17 questions were of moderate difficulty, and 3 questions were of easy difficulty, and (4) the quality of questions based on the discriminatory power test revealed 8 questions in the excellent category, 9 questions in the good category, and 3 questions in the moderate category.
English grammar e-module development using ADDIE model Adiningtyas, Cyntya Niken; Rufii, Rufii; Waluyo, Djoko Adi
Jurnal Mantik Vol. 8 No. 3 (2024): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v8i3.5669

Abstract

One of the aspects in the process of English language learning is to learn Grammar. Grammar is a set of rules used to organize language. In EFL context, unlike Bahasa Indonesia, English has sixteen different types of rules which are used based on function and time. In the English learning process, learning resources are essential component for teachers and students. One of the learning resources that can be used by teacher and students in this technological era is E-module. Thus, the aim of this research is to develop a teaching material adopting ADDIE model that can help students to comprehend the English structure. ADDIE model consists of 1) Analysis; 2) Design; 3) Development & Implementation; 4) Evaluation; 5) Final Product. The subject of this research was carried out in 1 class with 28 students, as well as an English teacher. Research and Development (R&D) research method was used in this research. In the process of developing the product, it was validated by material expert and media expert first, before being tested in classroom learning condition. The results showed that the development of English grammar E-module is valid and can be used in learning process. It showed by the results of validation scores which carried out by the experts. Other results are also shown in teacher response questionnaire which the effectiveness is in “high” category and the students response questionnaire showed that English grammar E-module “practical” in category. The subject of this research was carried out in 1 class with 28 students, as well as an English teacher
HYPERCONTENT DEVELOPMENT TRAINING FOR RICH AND RENEWABLE LEARNING RESOURCES AT STATE SENIOR HIGH SCHOOL 1 DRIYOREJO, GRESIK Gunawan, Wawan; Atiqoh, Atiqoh; Fatirul, Achmad Noor; Rahmawati, Retno Danu; Sabariah, Sabariah; Rufii, Rufii; Sitompul, Nurmida Catherine; Kurniawan, Andri
MAJU : Indonesian Journal of Community Empowerment Vol. 1 No. 6 (2024): MAJU : Indonesian Journal of Community Empowerment, November 2024
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/997qq254

Abstract

This community service activity aims to provide Hypercontent Development Training for Rich and Renewable Learning Resources. at SMA Negeri 1 Driyorejo, Gresik as a good researcher for teachers. Specifically, this activity aims to Bind Interaction in Learning at SMA Negeri 1 Driyorejo, Gresik smoothly and in accordance with the even semester period of the 2023-2024 academic year. The methods used in this PPM activity include lectures or counseling containing the delivery of information for general and theoretical materials, in this case the material (1) Application of Hypercontent Development Training for Rich and Renewable Learning Resources, (2) Excavation Hypercontent Development Training for Rich and Renewable Learning Resources. The PPM activities that have been implemented have run smoothly in accordance with the expected goals of this program, and have obtained good results. The lecturers who presented received knowledge sharing on how to practice Hypercontent Development Training for Rich and Renewable Learning Resources at SMA Negeri 1 Driyorejo, Gresik. The high school teachers received additional knowledge about Hypercontent Development Training for Learning Resources. The Hypercontent Development Training Program for Learning Resources in addition to receiving positive responses from teachers of SMA Negeri 1 Driyorejo, Gresik, also received responses from supervisors in the Driyorejo District Education Office Branch, Gresik Regency. The training participants hope that the Hypercontent Development Training for Learning Resources can be continued in the future considering the benefits of this program. Furthermore, the institutional cooperation that has been well established between UNIPA Postgraduate School, especially the Department of Educational Technology with the Driyorejo District Education Office Branch, Gresik Regency is expected to continue in the future as part of the Tri Dharma of Higher Education.