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Efektivitas Kahoot terhadap Hasil Belajar Teknologi Dasar Otomotif Kelas X TKR di SMK Tamansiswa Jetis Purnomo, Sigit; Pradona, Rendika Azis; Suparmin, Suparmin; Pratama, Kukuh Wahyudin
Jurnal Taman Vokasi Vol 12 No 2 (2024): In Press
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/jtvok.v12i2.17628

Abstract

This study aims to prove that the learning outcomes of Basic Automotive Technology for 10th grade students in the Automotive Engineering Department at SMK Tamansiswa Jetis in the academic year 2023/2024 are better after implementing Kahoot-based game learning. The type of research used is quantitative research, specifically a Pre-Experimental Design with a One-Group Pretest-Posttest Design. This research was conducted at SMK Tamansiswa Jetis with the population of 10th grade students in the Automotive Engineering Department. The sampling technique used in this research was Total Sampling. The research sample consisted of one class of 33 students from the 10th grade in the Automotive Engineering Department. Data collection techniques included interviews, test questions (pre-test and post-test), and documentation. The research instruments used multiple-choice pre-test and post-test questions. Data analysis techniques included descriptive statistics and inferential statistics with prerequisite analysis tests including normality test and hypothesis testing using paired sample t-test to determine the effect of variable X on variable Y. The results of the study showed that the learning outcomes of Basic Automotive Technology for 10th grade students in the Automotive Engineering Department at SMK Tamansiswa Jetis in the academic year 2023/2024 were better after implementing Kahoot-based game learning
The Development of Collaborative-Based Learning Models to Increase Self-Efficacy and Positive Attitudes of Primary Teacher Education Students towards Inclusive Education in Yogyakarta Wati, Unik Ambar; Hermanto, Hermanto; Rahmadonna, Sisca; Pujaningsih, Pujaningsih; Komalasari, Mahilda Dea; Pratama, Kukuh Wahyudin
Jurnal Prima Edukasia Vol. 11 No. 2 (2023): July 2023
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v11i2.62193

Abstract

This study attempts to develop a collaborative-based learning model that can increase self-efficacy and positive attitudes of Primary Teacher Education (PGSD) students toward inclusive education in Indonesia. This study is intended to provide an understanding to PGSD students who are also teacher candidates. The understanding is about the importance of positive attitudes and teaching abilities, which in this study are limited in self-efficacy. The present study employed the Research and Development (R & D) research model. The research participants were elementary school teachers who teach in inclusive schools and 54 PGSD students. Quantitative and qualitative techniques were used to analyze the data. Mann–Whitney U test was used to determine changes in students' self-efficacy and attitudes before and after learning activities. The results indicate a significant difference in self-efficacy with p sig < 0.05. The t-test result is 0.119. As the tcount is greater than the ttable (0.119 > 0.05), it indicates that there is no significant difference. Hence, it can be inferred that there is no statistically significant difference in developing a collaborative-based lecture model aimed at enhancing self-efficacy and fostering favorable attitudes among PGSD students towards inclusive education in Yogyakarta.
Development of Canva-Based Sports Learning Media to Enhance Elementary Students' Understanding of Sport Types Pratama, Kukuh Wahyudin; Purnomo, Sigit; Kartika, Rani; Al-Ihsan, M. Iqbal; Andriani, Dia; Kodri, Suci
Vocational: Journal of Educational Technology Vol. 2 No. 1 (2025)
Publisher : Yayasan Pendidikan Dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/vocational.v2i1.471

Abstract

The integration of digital media in elementary education is crucial for supporting students’ conceptual understanding, especially in subjects such as physical education, where visual and interactive learning tools can enhance comprehension. This study aims to develop Canva-based sports learning media designed to improve elementary students’ understanding of sport types. The development process followed the 4D model (Define, Design, Develop, and Disseminate), with a sample of 30 fifth-grade students from an elementary school in Yogyakarta, selected through purposive sampling. The media includes interactive and visually engaging content, such as categorized illustrations of ball sports and home-based physical activities, aligned with the national physical education curriculum. Validity testing involved evaluations from subject matter and media experts, resulting in an average validity score of 90.5%, classified as “very valid.” Practicality testing, based on student responses, produced an average score of 89.25%, also categorized as “very practical.” These findings indicate that the developed media is both pedagogically sound and technically feasible for classroom use. The study concludes that Canva-based learning media can serve as an effective instructional tool for enhancing conceptual understanding of sport types in elementary education. It offers a creative, accessible, and engaging alternative to traditional instructional resources, supporting both educators and learners in achieving curriculum goals.
Development of digital-based learning videos using applications vyond on the subject of automotive fuel systems at vocational high school Gintoro, Dedy; Ratnawati, Dianna; Hakiki, Muhammad; Fadli, Radinal; Pratama, Kukuh Wahyudin
Jurnal Taman Vokasi Vol 12 No 1 (2024): Vol. 12 No. 1 (2024)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/jtvok.v12i1.16685

Abstract

Abstract: The aim of this research is to develop digital-based learning videos using the vyond application on automotive fuel systems subjects at Manggala Tama Binangun Vocational School, Cilacap. This research is Research and Development (R & D) research. The development stage includes problem identification, data collection, product design, design validation, design revision, product creation, limited testing, product revision 1, readability testing, product revision 2, and product ready for use. The data collection instrument uses a non-test instrument in the form of a questionnaire. The data analysis technique used is descriptive data analysis technique. The descriptive research results show that (1) The results of this research are in the form of learning videos on the subject of automotive fuel systems for class XI students at SMK Manggala Tama Binangun Cilacap. The development steps are problem identification, student analysis, concept analysis and formulation of learning objectives. The learning media design consists of four learning activities and each learning activity is equipped with learning objectives, introduction, material description, summary and evaluation questions. (2) Based on the analysis of the assessment results of material expert lecturers in the learning aspect it is classified as good with a score of 2.80 in the score range between > 2.50 to 3.25 and in the content aspect it is classified as fair with a score of 2.07 in the score range between > 1.75 to 2.50. Based on the results of the media expert's assessment in the visual appearance aspect, an average score of 3.23 was obtained in the score range between > 2.50 to 3.25 in the good criteria and in the media integration aspect, an average score of 3 was obtained in the score range between > 2.50 s. /d 3.75 on good criteria. It can be concluded that the results of the media expert's assessment on the media integration aspect are classified as good.   Keywords: Vyond Application; Development; Automotive Fuel System; Learning Video
Efektivitas Kahoot terhadap Hasil Belajar Teknologi Dasar Otomotif Kelas X TKR di SMK Tamansiswa Jetis Purnomo, Sigit; Pradona, Rendika Azis; Suparmin, Suparmin; Pratama, Kukuh Wahyudin
Jurnal Taman Vokasi Vol 12 No 2 (2024): Vol. 12 No. 2 (2024)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/jtvok.v12i2.17628

Abstract

This study aims to prove that the learning outcomes of Basic Automotive Technology for 10th grade students in the Automotive Engineering Department at SMK Tamansiswa Jetis in the academic year 2023/2024 are better after implementing Kahoot-based game learning. The type of research used is quantitative research, specifically a Pre-Experimental Design with a One-Group Pretest-Posttest Design. This research was conducted at SMK Tamansiswa Jetis with the population of 10th grade students in the Automotive Engineering Department. The sampling technique used in this research was Total Sampling. The research sample consisted of one class of 33 students from the 10th grade in the Automotive Engineering Department. Data collection techniques included interviews, test questions (pre-test and post-test), and documentation. The research instruments used multiple-choice pre-test and post-test questions. Data analysis techniques included descriptive statistics and inferential statistics with prerequisite analysis tests including normality test and hypothesis testing using paired sample t-test to determine the effect of variable X on variable Y. The results of the study showed that the learning outcomes of Basic Automotive Technology for 10th grade students in the Automotive Engineering Department at SMK Tamansiswa Jetis in the academic year 2023/2024 were better after implementing Kahoot-based game learning