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Use of -Based Interactive Learning Media Visuals in Science Learning Hasanah, Uswatun; Sudira, Putu
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.35364

Abstract

The fundamental problem in implementing education at the education level is that the learning process is generally too oriented to mastery of subject matter, not to the substance, meaning, or value it contains. This study aims to analyze the success of using visual-based interactive media or image media in science learning. This type of research is an actual experiment with a quantitative approach. The subjects in this study were 50 students consisting of 2 separate classes, the number of female students was 30, and the number of male students was 20. The method of data collection in this study used student learning outcomes pre-test and post-test. The instrument used is a test of learning outcomes and student response questionnaires. The technique used to analyze the data is the descriptive qualitative and quantitative analysis and inferential statistics. The results showed that the average score of learning science after using visual-based interactive learning media was 75.93, with a standard deviation of 16.19. The lowest score for students is 40, and the highest score is 99. Visual-based interactive media is effectively used to improve student learning outcomes in science. The research implication is that visual-based interactive media can be used by teachers in teaching so that they can help students learn. 
Online Project-Based Learning (O-PjBL): Effectiveness in Teachers Training and Coaching in Vocational Education Sudira, Putu; Nurtanto, Muhammad; Masrifah, Nani; Nurdianah, Evi; Mutohhari, Farid
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.41195

Abstract

Vocational teachers need effective and interactive classroom management during online learning. This study aims to describe the concept of training, measure the perception of vocational teachers, and measure effectiveness during training and coaching of vocational teachers in online learning using project-based learning (O-PJBL). This study applies a combined evaluative method with the Plan-DO-Check-Evaluation (PDCA) stage to explore the concept of training and coaching, then test the perception and effectiveness of applying the quasi-experimental method. A total of 70 vocational teachers were involved in the study. Data were collected using observation sheets, online questionnaires with a scale of 1-4, and pretest-posttest questions. The data were analyzed based on the activities of vocational teachers and inferential statistical analysis. The results of the research are (1) the implementation of vocational teacher training and development with the PDCE approach resulting in project-based online learning based on the characteristics of the subject; (2) the perception of vocational teachers on aspects of content relevance, content suitability, presentation quality, content mastery, and time allocation is very good with a significance value based on gender is 0.892, employment status is 0.456, and age range is 0.142; and (3) there was a positive increase in the understanding of the material and the quality of learning tools. The quality of future vocational learning is determined by teachers who are up to date with changes.
Mobile-Based Application to Integrate Vocational Learning and Career Learning in Mechatronics Engineering Vocational High School Nurdianah, Evi; Sudira, Putu; Daryono, Rihab Wit
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.43669

Abstract

A new learning paradigm is needed by Vocational High Schools (SMK) to adapt vocational learning to the needs of the world of work in the era of industrial revolution 4.0. Changes in the structure of employment patterns due to the loss of existing jobs and the emergence of new job opportunities required the need to strengthen vocational schools as education for occupation and also as education for career development. Especially in mechatronics engineering vocational high school, which was closely related to industrial technology 4.0. This study aims to produce a mobile-based application to support the integration of vocational learning and career learning activities in mechatronic engineering vocational high schools. Product development used the research and development methods with the development stages was adapting the Holistic 4D model, namely the Define, Design, and Develop stages. Data was collected using observation sheets and questionnaires that had been validated by experts. The data analysis method used is quantitative data analysis. The results of expert reviews and operational trials showed that the learning media application developed was in the very feasible category with an average assessment score of 3.55. This result showed that the mobile-based application developed was feasible and can be used for the career development of vocational students with mechatronic engineering competence. Mobile-based application developed can be used to facilitate learner-centred projects, such as self-directed learning, collaborative learning, and project management.
The Effectiveness of Blended Learning Combined the Team Game Tournament on the Learning Outcomes of Electrical Engineering Students Arga, Hardhika Nur; Nugraha, Ariadie Chandra; Sudira, Putu; Daryono, Rihab Wit
Jurnal Pendidikan Indonesia Vol 11 No 2 (2022): June
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (373.682 KB) | DOI: 10.23887/jpiundiksha.v11i2.41572

Abstract

The pandemic condition forced schools to carry out online learning.As a result, learning becomes ineffective. This study aims to determine the effectiveness of the learning model and the differences in learning outcomes in the subject of Basic Electromechanical Work using the blended learning model of the flipped classroom combined with the team game tournament with the lecture learning model. This study uses a quasi-experiment approach. The research subjects were 68 students of class X Electrical Engineering. The research design used a non-equivalent control group design. Data analysis used description analysis, prerequisite test, and hypothesis. Hypothesis testing using the Mann-Whitney and Wilcoxon tests. The results showed that the flipped classroom learning model was more effective than the lecture model, indicated by an increase in the pretest-posttest score of 3.74 and the control class of 2.24. The flipped classroom model has a significant difference in learning outcomes compared to the lecture model. For students, the use of flipped classroom learning makes it easier and increases interest in learning so that they become more creative and critical which has an impact on increasing students' cognitive, affective and psychomotor abilities. The application of the team game tournament as a learning medium is able to attract students' interest in the learning process.
Implementation of the Education and Training Program seen from the CIPPO Perspective Widayanto, Luthfi Dhimas; Soeharto, Soeharto; Sudira, Putu; Daryono, Rihab Wit; Nurtanto, Muhammad
Journal of Education Reseach and Evaluation Vol 5 No 4 (2021): November
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (422.159 KB) | DOI: 10.23887/jere.v5i4.36826

Abstract

The government's role as a facilitator offers Competency-Based Training (CBT) programs to overcome these problems. This program is held to answer the needs of the community to develop themselves to master certain competencies to be absorbed in the industry. This study aims to evaluate the achievement of the implementation of training programs at UPT BLK Surabaya and to provide recommendations for the next training program. This research is evaluation research using the CIPPO (context, input, process, product, and outcome) model. The research instrument is a questionnaire validated through expert judgment, and given to two groups of respondents: the training participants and instructors. The research respondents were 199 consisting of 180 training participants, 19 instructors. The research findings are as follows. (1) The context aspect, which is the suitability of the program with the objectives of the institution, the needs of the community and industry, was stated good by the participants and very good by instructors and supported by the completeness of legal basic documents and the characteristics of the training program. (2) The input aspect, which is infrastructure, selection process, instructors competence, curriculum, and funds were stated well by the participants and very good by instructors. (3) The process aspects, which are planning, implementation, and supervision, are in accordance with the SOP applied by the government. The implementation of the training program was stated well by the participants and very good the instructors. (4) The product aspect, which is the competence of the participants, was stated very well by participants and instructors. (5) In the aspect of outcome, the percentage of the absorption rate of graduates in the business sector and industrial sector is 37%. The recommendation to the aspect of infrastructure is to increase the number and cleanliness of bathrooms.
Needs Analysis and Design of Digital Electronics AR with the PjBL Model Hartati; Putu Sudira; Dedi setiawan
Jurnal Penelitian Pendidikan IPA Vol 11 No 6 (2025): June
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i6.9756

Abstract

The rapid advancement of educational technology, particularly in vocational education, has opened new opportunities to address learning challenges in complex technical subjects. This study aims to analyze the needs and design Augmented Reality (AR)-based learning media for the Digital Electronics subject using the Project-Based Learning (PjBL) model. The AR media is designed to assist students in understanding abstract and complex concepts in Digital Electronics, such as logic circuits and digital systems, in an interactive and visual manner. The research method employed is Research and Development (R&D) following the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. Needs analysis results indicate that students face difficulties in understanding digital electronics concepts without additional visualization. Furthermore, both teachers and students expressed high interest in using AR technology to support a more effective and engaging learning process. PjBL-based AR media is expected to enhance students’ conceptual understanding and practical skills in Digital Electronics, as well as provide a deeper learning experience through applicative projects. By demonstrating this synergy between AR and PjBL, the study establishes a foundation for integrating immersive technologies into science and technology education, thereby enriching conceptual understanding while cultivating critical thinking, creativity, and other essential 21st-century competencies.
Co-Authors Abdurrahman, A. Achmad Samsudin Agung Widiyantoro Ahmad Fathoni Alias Masek Anwar, Choyrul Arga, Hardhika Nur Daryono, Rihab Wit Dedi setiawan Dedi Setiawan Desmira Desmira, Desmira Dewi, Shabrina Syntha Dwiki Muda Yulanto Eka Tuah, Yayan Adrianova Endang Triastuti Fathoni, Ahmad Faya Izma Alayda Felestin Felestin, Felestin Fitriani, Winda Sari Fu'adi, Fu'adi Hakiki, Muhammad Hartati Hasibuan, Mhd Akbar I Gusti Kade Siladana Ike Yunia Pasa Irwanto Irwanto Iskandar, Ranu Ismail, Mohd Erfy Isnaini Febriarini, Nurul Isnantyo, Fajar Danur Juliandarini Juliandarini Kun Setyaning Astuti Kusuma, Wahyu Mustafa Lucky Al Hafzy Maneetien, Nopadon Martias Martias Masrifah, Nani Mochamad Bruri Triyono Mochammad Baharudin Siddiq Mohammad Naufal Fahmi Muhamad Arpan Muhammad Irfan Luthfi Muhammad Nurtanto Mustofa Abi Hamid Mutiara Nugraheni Mutohhari, Farid Nugraha, Ariadie Chandra Nur Kholifah Nurdianah, Evi Nuryake Fajaryati Nuur Wachid Abdul Majid Pardjono, P. Pipit Utami Pramudya Dwi Aristya Prihandini, Tinesa Fara Prihandini, Tinesa Fara Priyanto, Priyanto Rabiman, Rabiman Rahmani AR, Muhammad Bayu Rahmiati Ruwaida Riyawan Susanto rizal, yosi Rizbudiani, Adilla Desy Rizqillah, Muhamad Aqil Saifurrahman, Muhammad Septiari Nawanksari Septiono Eko Bawono Sinaga, Enny Keristiana Sitorus, Heri Franata Soeharto Soeharto Soenarto Soenarto Subramaniam, Tamil Selvan Sudji Munadi Suyitno Suyitno Taku Neno, Khatrin Juliani Tsauri, Chamdan Nor Ihwan Tuah, Yayan Adrianova Eka Uswatun Hasanah Wahyu Mustafa Kusuma Wahyu Noviansyah Wan Mat, Wan Ameran bin Wardan Suyanto WARJU Widayanto, Luthfi Dhimas Widiyantoro, Agung Widodo, Widodo Winna Dharmayanti Yayan Adrianova Eka Tuah Yoga Sahria Yuniar Indrihapsari Zainal Arifin