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PEMANFAATAN HASIL EVALUASI DAN REFLEKSI DALAM PEMBELAJARAN DESAIN GRAFIS PERCETAKAN DI SMKN 3 CIMAHI Albari, Fardan Barkah; Augustianingrum, Nurul Khofifah; Rachmawati, Wineu Siti
Eduscience : Jurnal Ilmu Pendidikan Vol 7, No 01 (2021): Eduscience : Jurnal Ilmu Pendidikan
Publisher : Universitas Esa Unggul

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Abstract

Learning evaluation is an important thing that must be considered by a teacher. This research was for find out how learning evaluation was carried out at SMKN 3 Cimahi and a form of reflection on the learning evaluation that had been implemented. This research was conducted using qualitative methods with interviews. From the research conducted by SMKN 3 Cimahi, evaluating learning by dividing the assessment into 2 types, that is theory and practice with a large of 30% for theory and 70% for practice. The implementation of learning reflection in SMKN 3 Cimahi applies additional material that is useful for the next subject because the learning objectives have been achieved. Keywords: Evaluation of Study, Vocational High School, Reflection of Learning
The potential of new skills competencies in the field of games at vocational high school Albari, Fardan Barkah; Abulkhoir, Muhammad Azhar; Augustianingrum, Nurul Khofifah; Ananda, Rizky
Jurnal Pendidikan Teknologi Kejuruan Vol 4 No 3 (2021): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v4i3.15423

Abstract

Vocational High School is a formal education that organizes vocational education at the senior secondary level which aims to prepare individuals to be ready for work. In this 4.0 industrial revolution, Indonesia needs a lot of human resources. The game industry has grown by 9-12%. This shows that there is an opportunity in this gaming industry. The gaming industry is a mix of art and technology. Therefore, people who are skilled in the arts and technology are needed. This research method uses descriptive methods and qualitative analysis. As reported by CNBC (2019), Bekraf requires a digital workforce of around 600 thousand per year and this cannot be fulfilled. This shows the high demand from the digital industry. The survey results released by Bekraf show that the game industry is an industry that is aggressively innovating. There are also very many game enthusiasts in Indonesia. Game players from in Indonesia are ranked 16 in the world. In 2015, high school graduates or equivalent dominated the workforce in the creative industry, especially digital. This shows that SMK graduates have a great opportunity to develop the game industry in Indonesia.
Development of the “Sehat Tanpa Depresi” Explainer Animation as a Mental Health Education Media for Adolescents Permana, Fahmi Candra; Albari, Fardan Barkah; Sari, Intan Permata; Sylviani, Sisilia
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 6, No 1: June 2025
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v6i1.84722

Abstract

Going through a transitional time in their adolescence makes many Indonesians more susceptible to depression. When people do not realize how important mental health is, depression can grow in popularity. They can be a suitable way to explain what depression is. Many believe that using explainer animations helps share these messages interestingly and easily. This project plans to produce an explainer animation named “Sehat Tanpa Depresi” for teaching mental health to adolescents and to check how effective it is. Using the Design and Development (DD) approach with the N.J. Manson model, the research consisted of five parts: problem awareness, suggestions, product development, evaluation and conclusion. Experts tested and reviewed the developed media, finding it met 91.45% of the requirements, offered 91.11% proper media and was evaluated by 83.8% of users. According to these findings, the explainer animation works well and is suitable for teaching mental health to teenagers.