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Use of Interactive Learning Media to Improve Student Learning Outcomes in Pneumatic Subject Matter Electronic Control System Hariyanto, Agus; Rufii, Rufii
Jurnal Penelitian Pendidikan Vol. 41 No. 1 (2024): April 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kvqxbt83

Abstract

Learning Media is a learning tool used by someone using tools created to make it easier to deliver material when teaching at school. Based on observations made by the teacher, the findings were: (a) there were 12 students out of a total of 29 who had not yet reached the KKM; Students' interest in learning is lacking, students look less enthusiastic when the teacher explains the material presented. Based on the description above, the author wishes to examine this problem, through research with the title "Use of Interactive Learning Media to Improve Student Learning Outcomes in Pneumatic Materials in Electronic Control Systems Subjects in Class XII 1 TEI SMKN 1 Jetis". This type of research is classroom action research (PTK). The learning media used is Adobe Flash software. This research was conducted in three cycles, the subjects of this research were 29 class XII TEI 1 students. Data collection techniques are through observation sheets, questionnaires and formative tests. Analysis of the interest in learning questionnaire shows that the average student interest in learning has increased from 2.5 with the criterion of less interest to 3.2 with the criterion of interest while the average score obtained at Student learning outcomes increased in cycle I by 71.38, cycle II by 75.86 and cycle III by 83.10. Based on these results, it can be concluded that the use of interactive learning media has a positive impact in increasing students' interest in learning and can improve the learning outcomes of class XII TEI 1 SMK Negeri 1 Jetis students.
Harnessing Generative AI for ESP: A Cross-Disciplinary Vocational Education Framework with Predictive Modeling Evidence from Indonesia Pranoto, Dani Chandra Yudho; Rufii, Rufii; Sabariah, Sabariah; Bandono, Adi
International Journal of Artificial Intelligence Research Vol 9, No 1.1 (2025)
Publisher : Universitas Dharma Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29099/ijair.v9i1.1.1569

Abstract

This study examines how Generative AI tools, specifically ChatGPT and Gemini, can enhance English for Specific Purposes (ESP) learning and education. Drawing on the UTAUT2 model of technology acceptance and recent discussions on AI-mediated learning, we examine the roles of baseline ability, perceived usefulness, and satisfaction as mediating factors in ESP classrooms. Data were collected from 50 vocational students across five departments using pre- and post-tests, AI usage logs, and Likert-scale surveys. Statistical analyses included descriptive statistics, paired t-tests, ANOVA with Tukey adjustment, correlation, reliability tests, and predictive modeling (OLS and LASSO) in SAS Studio. Results show a mean learning gain of 24.42 points, with Nursing and IT students benefiting most. AI usage hours strongly correlate with post-test scores but not directly with learning gain, suggesting that perceived usefulness and satisfaction (both rated 4.4/5 with ? = 1.00) mediate the outcomes. Baseline competence remains the strongest predictor, highlighting persistent disparities in skill distribution across vocational fields. These findings suggest that the effective integration of Generative AI in ESP requires scaffolding and domain-specific alignment, rather than simple exposure. The study offers a novel framework for AI-supported ESP instruction, providing practical guidance for educators and policymakers in Indonesia and similar contexts.
Gamified Project-Based Learning Strategy to Enhance Students’ Collaboration and Creativity Skills: A Quasi-Experimental Study at Al-Islam Junior High School Krian Sidoarjo Bandono, Adi; Sabariah, Sabariah; Rufii, Rufii; Tardjo, Netty; Tafuzi, Novta Ittaqy; Sufairo, Nurus; Nugroho, Sukmo Hadi
Rekayasa Vol 18, No 3: Desember, 2025
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/rekayasa.v18i3.32655

Abstract

This study examines the effectiveness of a Gamified Project-Based Learning (PjBL) strategy in enhancing students’ collaboration and creativity skills at SMP Al-Islam Krian Sidoarjo. Although PjBL has been widely implemented to foster 21st-century competencies, challenges remain in sustaining student motivation and engagement during project activities. Gamification through point systems, badges, levels, rewards, and leaderboards offers a potential solution by integrating game elements that stimulate student participation and intrinsic motivation. This study employed a mixed-methods approach with a quasi-experimental non-equivalent control group design. A total of 35 respondents were divided into two groups: an experimental group receiving gamified PjBL and a control group receiving conventional PjBL. Data were collected through pre-test and post-test instruments (using a Likert scale of 1–5), observation sheets, student interviews, and rubric-based project assessments. The findings demonstrate a significant increase in collaboration and creativity among students in the experimental group. Quantitative results reveal large effect sizes for both collaboration (d = 1.42) and creativity (d = 1.57), with p 0.001. In contrast, the control group showed only marginal improvements. Qualitative evidence from observations and interviews further indicates heightened engagement, stronger team communication, and increased idea generation among students exposed to gamified PjBL. The study contributes theoretically by enriching the discourse on the integration of gamification in PjBL environments and practically by offering empirical insights for secondary schools seeking to develop more interactive, student-centered pedagogical strategies. The findings underscore the potential of gamified PjBL as a transformative instructional model for cultivating essential 21st-century skills in Indonesian middle schools.