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Comparison of Student Learning Outcomes in Terms of ‘Digital Immigrant-Native’ Teachers Learning Methods Taku Neno, Khatrin Juliani; Sudira, Putu; Daryono, Rihab Wit
Journal of Education Reseach and Evaluation Vol 6, No 1 (2022): February
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v6i1.37759

Abstract

As technology continues to evolve, the gap between those who have grown up with technology (digital natives) and those who have not (digital immigrants) continues to widen. Therefore, this research aims to analyze the comparison of students learning outcomes taught by two different groups of teachers from different generation (digital native and digital immigrant). The subjects of this research were 10th-grade students in the Department of Computer and Network Engineering at Vocational High School. The total of the research respondents were 60 students. This research was using a quantitative approach with a comparative method. The data collected was the form of a questionnaire and a summary of the scores in the last semester. The results of the independent sample t-test obtained a Sig. (2-tailed) value of 0.065 > 0.05, so the decision making in the Independent Sample t-test, concluded that the null hypothesis (Ha) was accepted and the alternative hypothesis (Ha) rejected. Ho is a hypothesis which states that there is no correlation or influence between variables and other variables, while Ha is a hypothesis which states that there is a correlation or influence between variables and other variables. Based on the research result, it means that there is no difference in learning outcomes between students taught by digital immigrant teacher and digital native teacher. This research proves that digital native teachers and digital immigrant teachers are equally qualified.
PERANCANGAN MODEL PEMBELAJARAN TEAMS GAME TOURNAMENT MONOPOLI BUDAYA NTT MENGGUNAKAN GENIALLY Jhon Enstein; Khatrin Juliani Taku Neno; Femberianus Sunario Tanggur
HINEF : Jurnal Rumpun Ilmu Pendidikan Vol 1 No 2 (2022): HINEF : JURNAL RUMPUN ILMU PENDIDIKAN (EDISI AGUSTUS 2022)
Publisher : FKIP Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1491.986 KB) | DOI: 10.37792/hinef.v1i2.628

Abstract

This study aims to introduce the cultural diversity of East Nusa Tenggara (NTT) Province through the TGT (Team Game Tournament) NTT cultural monopoly in Elementary School Students of East Nusa Tenggara. This application was designed using the type of research and development (R&D) with the GDLC (Game Development Life Cycle) software development method. There were some stages applied in this research. It was started from Initiation, preproduction, production, Testing (Alpha testing, Beta testing), and release. The NTT Cultural Monopoly Game ran according to its function and it was acceptable to be used by teachers and students. This game increased new concept, new insight and references related to Interactive Learning media. Keywords: Learning Model, Teams Game Tournament, Cultural Monopoly, Game Development Life Cycle, Interactive Learning Media.
ANALISIS KECERDASAN PSIKOMOTORIK MAHASISWA PPL PROGRAM STUDI PENDIDIKAN INFORMATIKA DALAM MANAJEMEN PEMBELAJARAN TIK DI SEKOLAH Khatrin Juliani Taku Neno
HINEF : Jurnal Rumpun Ilmu Pendidikan Vol. 2 No. 1 (2023): HINEF : JURNAL RUMPUN ILMU PENDIDIKAN (EDISI JANUARI 2023)
Publisher : FKIP Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/hinef.v2i1.850

Abstract

Abstract. This study aims to analyze the psychomotor intelligence of PPL students in the Informatics Education study program in ICT learning management at SMK N 1 Kupang. The research method used is descriptive qualitative. The research object was psychomotor intelligence and the research subjects were 4 (four) PPL students in the Informatics Education Study Program, Faculty of Teacher Training and Education (FTTE) Universitas Citra Bangsa (UCB) and 4 (four) tutor teachers at SMK N 1 Kupang. Collecting data in this study using interview technique triangulation, observation and documentation. Data analysis techniques were carried out through the stages of data reduction, data presentation and conclusion/verification. The results showed that the psychomotor intelligence of PPL students in the Informatics Education Study Program FTTE UCB was good. It can be seen from the way they demonstrate the practicum material properly, as well as the variability of movements, views, intonation and volume of voice that are appropriate in managing learning in class. Abstrak. Penelitian ini bertujuan untuk menganalisis kecerdasan psikomotorik mahasiswa PPL program studi Pendidikan Informatika dalam manajemen pembelajaran TIK di SMK N 1 Kupang. Metode penelitian yang digunakan adalah kualitatif deskriptif. Objek penelitian adalah kecerdasan psikomotorik dan subjek penelitian adalah 4 (empat) orang mahasiswa PPL program studi Pendidikan Informatika Fakultas Keguruan dan Ilmu Pendidikan (FKIP) Universitas Citra Bangsa (UCB) dan 4 (empat) orang guru pamong SMK N 1 Kupang. Pengumpulan data dalam penelitian ini menggunakan triangulasi teknik wawancara, observasi dan dokumentasi. Teknik analisis data dilakukan melalui tahap reduksi data, penyajian data dan penarikan kesimpulan/verifikasi. Hasil penelitian menunjukkan bahwa kecerdasan psikomotorik mahasiswa PPL program studi Pendidikan Informatika FKIP UCB sudah baik. Terlihat dari cara mereka mendemonstrasikan materi praktikum dengan baik, juga variabilitas gerak, pandangan, intonasi dan volume suara yang tepat dalam mengelola pembelajaran di kelas.
PENERAPAN MULTIMEDIA INTERAKTIF UNTUK MENINGKATKAN PEMAHAMAN KONSEP MENGINSTAL WINDOWS 10 SISWA SMKN 1 LOBALAIN Yonly Benufinit; Khatrin Taku Neno
Jurnal Informatika Kaputama (JIK) Vol 7 No 2 (2023): Volume 7, Nomor 2, Juli 2023
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jik.v7i2.124

Abstract

Kurangnya pengetahuan siswa terhadap langkah-langkah menginstal sistem operasi saat kegiatan praktikum menuntut guru harus mengoptimalkan berbagai media untuk dapat meningkatkan pemahaman siswa. Penerapan multimedia interaktif untuk meningkatkan pemahaman konsep dalam menginstal windows 10 merupakan salah satu langkah dalam membantu siswa saat melaksanakan kegiatan praktikum di laboratorium komputer. Penelitian ini dimaksudkan untuk meningkatkan pemahaman konsep menginstal windows 10 bagi siswa berbasis video interaktif. Tujuan dari penelitian ini untuk mengetahui bagaimana proses penerapan multimedia interaktif bagi siswa untuk melihat tanggapan siswa dan hasil belajar siswa setelah penggunaan multimedia interaktif pada kegiatan praktikum di jurusan TKJ. Penelitian ini termasuk ke dalam jenis penelitian ex-post facto (Kerlinger, 1993). Dalam penelitian ini diperlukan instrumen penelitian yang meliputi penerapan multimedia interaktif berkaitan dengan tingkat kepuasan dan hasil belajar siswa, kemudian data yang diperoleh diolah dengan analisis inferensial. Teknik pengumpulan data dilakukan dengan cara kuesioner dan tes. Dalam penelitian ini variabel bebas (X) adalah penerapan multimedia interaktif dalam praktikum menginstal windows 10. Untuk variabel terikat (Y) dalam penelitian ini yaitu hasil belajar siswa setelah penerapan multimedia interaktif. Hasil pengisian angket penerapan multimedia interaktif diperoleh 82% siswa pada tingkat sangat setuju. Kemudian hasil tes online setelah penerapan multimedia interaktif diperoleh rata-rata sebesar 92,96 %. Berarti semua siswa dikatakan puas dan memahami tahapan dalam menginstal windows 10 setelah penerapan multimedia interaktif untuk meningkatkan pemahaman konsep menginstal windows 10.
PENGARUH PROGRAM PELATIHAN DASAR KOMPUTER TERHADAP KEMAMPUAN MENGOPERASIKAN MICROSOFT OFFICE DI SMP N 5 KUPANG TIMUR Khatrin Juliani Taku Neno; Jhon Enstein
HINEF : Jurnal Rumpun Ilmu Pendidikan Vol. 2 No. 2 (2023): HINEF : JURNAL RUMPUN ILMU PENDIDIKAN (EDISI AGUSTUS 2023)
Publisher : FKIP Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/hinef.v2i2.985

Abstract

One of the basic skills in the current digitalization era is the skill to operate a computer, especially operating Microsoft Office. The problems found in the field are the lack of school facilities in providing computers, lack of computer ownership by each student and limited learning time to deepen Microsoft Office practicum. One solution to overcome this is to hold a basic computer training program. Therefore, the purpose of this study was to determine the extent of the influence of the training program on computer operating skills. This research is a quantitative research with a type of experimental design. The sample in this study was 22 class VII students of SMP N 5 East Kupang. Data collection techniques were carried out by means of skills tests and non-tests (observation). The data analysis technique uses a prerequisite analysis test which consists of a normality test and a variance homogeneity test. Furthermore, using the N-Gain test to see the effect of basic computer training programs on students' skills in operating Microsoft Office. The results showed that the significance value of the paired samples test was 0.000 <0.05, which means that there was an influence on the basic computer training program on the ability of students at SMP N 5 Kupang Timur in operating Microsoft Office. It can also be seen from the N-Gain score of 58.2% that the basic computer training program conducted was quite influential in improving the skills of SMP N 5 Kupang Timur students in operating Microsoft Office.
The level of student independence in using YouTube to improve computer assembly skills at Vocational High School Khatrin Juliani Taku Neno
JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA "YPTK" PADANG Vol. 10 (2023) No. 2
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jpti.v10i2.179

Abstract

This research aims to determine the level of achievement in aspects of implementation, understanding of learning, and student learning success in using YouTube independently to improve computer assembly skills in class XI students in the Computer Network and Telecommunications Engineering skills program at SMKN 6 Kupang. This research is a quantitative descriptive type. The research population was 60 class XI students. Data was taken using a closed questionnaire. The instrument was validated with Expert Judgment, while Crobanch Alpha was used to find reliability values. The data obtained was analyzed using descriptive statistics in the form of mean values. The research results show: (1) The learning process using YouTube as a learning resource can increase learning independence with an achievement level of 93.49%. (2) Using YouTube can increase understanding of computer assembly procedures with an achievement level of 96.38%. (3) Utilizing YouTube can improve computer assembly skills with an achievement level of 97.40%.
EFEKTIVITAS METODE SDEP (SIMULASI, DEMONSTRASI, EKSPERIMEN, PRESENTASI) PADA PRAKTIKUM INTERNET OF THINGS SISWA SMK Taku Neno, Khatrin Juliani
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 9, No 2 (2024)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v9i2.4514

Abstract

Lack of innovation and variety of learning methods in class XI TKJ SMK N 1 makes the IoT learning process less than optimal. The classroom atmosphere during learning is less conducive, learning time is wasted a lot and learning outcomes are less effective. The average student learning outcomes in IoT practicums do not meet the KKM score ≤ 70. This is due to the learning methods used are still limited to lectures, demonstrations and practicums. This study aims to determine the significance and effectiveness of the SDEP method in internet of things practicum for SMK students. The research method used was a true experimental design in the form of a posttest only control group design. The population and samples taken were students of class XI TKJ SMK N 1 Kupang totaling 147 students. Based on the analysis results obtained a significance value of 0.000 0.05, which means that there is a significant difference between the average student learning outcomes in classes using the CDP learning method and classes using the SDEP learning method. The N-Gain score also shows 57.7%, which means that the SDEP learning method is effective enough to be used in internet of things practicum for XI TKJ students at SMK N 1 Kupang.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID MENGGUNAKAN KODULAR PADA MATA PELAJARAN BIOLOGI KELAS VII SMP NEGERI 5 TAEBENU SATAP Taku Neno, Khatrin Juliani; Benufinit, Yonly; Amheka, Aranci
HINEF : Jurnal Rumpun Ilmu Pendidikan Vol. 3 No. 2 (2024): HINEF : JURNAL RUMPUN ILMU PENDIDIKAN (EDISI AGUSTUS 2024)
Publisher : FKIP Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/hinef.v3i2.1354

Abstract

This study aims to describe the feasibility and effectiveness of android-based biology learning media using kodular in class VII of SMP Negeri 5 Taebenu Satap. This type of research is quantitative with the method used is research and development (R&D). The population of class VII students of SMP Negeri 5 Taebenu Satap is 34 people. The sample is 17 people. The instruments used in this study are instruments in the form of observation, interviews, questionnaires, tests and documentation studies. The development model of this learning media was developed based on the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The data analysis method used is the one group pretest-posttest design experimental method. The output of this android-based learning media is in the form of an Application (Apk) that can be accessed using android, making it easier for students in the learning process. Based on the results of the trials conducted, the validation data obtained by material experts with an average of 98.3% is in the very good category, so that the material in the media is said to be very valid, while the validation results of media expert 1 media expert 2 with an average of 92.5% are in the very good category, and student responses to learning media with an average of 86.3% are in the Very Good category, so that android-based learning media is said to be very valid. Based on the results of the pretest and posttest calculated using the N-Gain Score with an average of 0.7889 is in the high category, and the N-Gain Percent value with an average of 78.89% is in the effective category. It can be concluded that android-based biology learning media in the biology subject of class VII of SMP Negeri 5 Taebenu Satap is feasible and effective.
Pelatihan pengenalan dasar-dasar komputer bagi anak SD di Desa Nekbaun-Amarasi Barat Taku Neno, Khatrin Juliani
Devotion: Jurnal Pengabdian Masyarakat Vol. 2 No. 2 (2024): April
Publisher : Institut Agama Kristen Negeri Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52960/dev.v1i1.329

Abstract

Basic ability to operate a computer is an essential skill in the digital era, especially for elementary school children. Early introduction to technology not only improves logical thinking skills and access to information, but also prepares children for a future that is increasingly dependent on technology. However, there is a gap in access to computer education, especially in areas with limited facilities and resources, such as in Nekbaun-Amarasi Barat Village. Therefore, this service activity was carried out with the aim of reducing the digital divide through a training program to introduce computer basics for elementary school children in Nekbaun-Amarasi Barat Village. This training was carried out for three consecutive days, using lecture, discussion, question and answer, demonstration and practice methods. The results of service activities show that this training is effective in improving children's basic technical skills in operating computers. Apart from that, this program has also succeeded in increasing the awareness of parents and teachers about the importance of digital literacy. Thus, this program provides short-term benefits in the form of improving technical skills and long-term impacts by opening up more opportunities in education and future careers for children. This service activity emphasizes the importance of basic technology introduction programs to support the creation of a more technologically literate society and reduce the digital divide in remote areas.
SOSIALISASI PENGUATAN MATERI KEJURUAN BISNIS DIGITAL Khatrin Juliani Taku Neno; Jhon Enstein
Pengabdian Masyarakat Ilmu Pendidikan Vol. 3 No. 1 (2023): Vol. 3 No. 1 (2023): JURNAL PEMIMPIN - PENGABDIAN MASYARAKAT ILMU PENDIDIKAN -
Publisher : FKIP Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/pemimpin.v3i1.851

Abstract

Abstrak Jumlah pengguna teknologi terus meningkat dari tahun ke tahun, juga pandemi covid-19 beberapa waktu lalu akhirnya memaksa sebagian besar bidang dalam kehidupan manusia untuk bergeser dari metode konvensional ke digital, tidak terkecuali bidang bisnis. Selain untuk menyesuaikan diri dengan arus teknologi, peluang bisnis lebih terbuka lebar saat sekarang lewat jalur ini karena tidak terbatas waktu dan ruang. Hal inilah yang menjadi alasan penting seorang wirausahawan maupun calon wirausahawan untuk memahami bisnis digital, tidak terkecuali kompetensi keahlian pemasaran SMK N 1 Kupang. Berdasarkan hasil observasi, Kompetensi Keahlian Pemasaran ini akan menambahkan konsentrasi keahlian bisnis digital. Namun, pendidik dan tenaga kependidikan SMK N 1 Kupang masih belum memiliki pemahaman kompetensi yang dapat menunjang terbentuknya konsentrasi tersebut. Terlebih peserta didik juga belum memiliki gambaran terkait konsentrasi baru yang seharusnya mereka pilih tersebut. Oleh karena itu, tim pengabdian masyarakat bermaksud untuk menawarkan solusi yakni dengan memberikan sosialisasi penguatan materi kejuruan bisnis digital. Abstract The number of technology users continues to increase from year to year, also the Covid-19 pandemic some time ago finally forced most areas of human life to shift from conventional to digital methods, including the business sector. In addition to adjusting to the flow of technology, business opportunities are now wide open through this route because they are not limited by time and space. This is an important reason for an entrepreneur or prospective entrepreneur to understand digital business, including the competence of marketing expertise at SMK N 1 Kupang. Based on the results of observations, this Marketing Skills Competency will add to the concentration of digital business skills. However, educators and educational staff at SMK N 1 Kupang still do not have an understanding of the competencies that can support the formation of this concentration. Moreover, students also do not have an idea regarding the new concentration they should choose. Therefore, the community service team intends to offer a solution, namely by providing socialization to strengthen digital business vocational materials.