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PENINGKATAN HASIL BELAJAR MATA PELAJARAN TEKNIK GAMBAR MANUFAKTUR MENGGUNAKAN METODE PROBLEM BASED LEARNING BERBASIS MEDIA VISUAL PADA SISWA KELAS XI TEKNIK PEMESINAN DI SMK NEGERI 1 SUMATERA BARAT Hasanul Irpando; Purwantono; Budi Syahri; Junil Adri
Journal of Social and Economics Research Vol 5 No 2 (2023): JSER, December 2023
Publisher : Ikatan Dosen Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54783/jser.v5i2.111

Abstract

Pendidikan yang berkualitas bisa diperoleh melalui proses bembelajaran yang baik, sehingga diperlukan model pembelajaran yang tepat untuk meraih tujuan proses belajar. Tujuan dari penelitian ini yakni melihat pengaruh dari penerapan model pembelajaran problem based learning berbasis media visual mata pelajaran Teknik gambar manufaktur untuk meningkatan kompetensi siswa dari kelas XI di SMK Negeri 1 Sumatera Barat. Populasi dan sampel penelitian ini siswa kelas XI Teknik Pemesinan 1 Grup B SMK Negeri 1 Sumatera Barat yang berjumlah 15 orang. Penelitian dilaksanakan melalui tahapan melakukan perencanaan, pelaksanaan, mengamati dan refleksi yang dilaksanakan sebanyak 2 siklus. Teknik analisa data yang dipakai yakni ketuntasan individu dan ketuntasan klasikal untuk melihat pengaruh model pembelajaran yang diterapkan. Berdasarkan hasil dari penelitian yang dilaksanakan didapatkan hasil belajar dapat meningkat untuk siklus 2. Dari yang hanya mencapai nilai ketuntasan sebesar (53%) untuk aspek pengetahuan dan (60%) untuk aspek keterampilan pada siklus I. Di siklus II ada beberapa perbaikan dan refleksi agar hasil lebih memuaskan. Presentase pada siklus II meningkat sebesar (86,7%) untuk aspek pengetahuan dan (87%) untuk aspek keterampilan setelah model pembelajaran problem based learning diterapkan. Jadi, dapat diambil kesimpulan dimana secara keseluruhan mencapai keberhasilan dengan pembelajaran problem based learning yang ditemukan pelajaran yang dipakai dapat membantu hasil belajar pada Siklus II.
Designing Learning Media Using Augmented Reality for Engineering Mechanics Course Fortuna, Aprilla; Waskito; Purwantono; Kurniawan, Andre; Andriani, Welli; Alimin, Masnaini
Journal of Engineering Researcher and Lecturer Vol. 2 No. 1 (2023): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jerel.v2i1.20

Abstract

The development of digital technology for education is continuously conducted to successfully integrate digital technology with people's lives. This study aimed to develop an Augmented Reality learning media application for the Engineering Mechanics course, which is considered challenging by some students. Engineering mechanics, a discipline that analyzes structural analysis in compensating for the loads that work on a particular machine in scalar quantities, motion forces, vectors, and moments that require physical structural forms to analyze them, is considered challenging by some students. The Augmented Reality application was created using the prototyping method, which consists of three steps: 1) listening to the customer, 2) building/ revising mock-up, and 3) customer test-drivers mock-up. The AR-based learning media application includes usage instructions, developer info, learning videos, 3D AR object animation simulations, and exercise and discussion menus, which were tested as expected. The results of the black box testing indicate that the Augmented Reality-based engineering mechanics learning media application ran successfully as expected. However, users suggested improving the navigation speed by streamlining page transitions. The application provides an accessible solution for students as an alternative to traditional distance education, offering anytime, anywhere access to learning materials with longer duration.