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KONTRIBUSI PEMBELAJARAN BERBASIS PROYEK DAN MINAT BELAJAR PADA KEMAMPUAN BERFIKIR KREATIF SISWA PEMBELAJARAN PRODUK KREATIF DAN KEWIRAUSAHAAN Farel Candra; Waskito Waskito; Nelvi Erizon; Rizky Ema Wulansari
Jurnal Vokasi Edukasi (VomEk) Vol 5 No 4 (2023): Jurnal Vokasi Mekanika
Publisher : Departemen Teknik Mesin Fakultas Teknik Unversitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/vomek.v5i4.586

Abstract

Pendidikan adalah upaya pelatihan terhadap individu untuk membangun pengetahuan, keterampilan juga kemampuan berfikir kreatif siswa. Kemampuan berfikir kreatif sangat diperlukan untuk meningkatkan keahlian pada diri siswa. Siswa yang mempunyai keterampilan berpikir kreatif akan memiliki pola pikir dan daya tangkap yang tinggi jika dibandingkan siswa yang tidak mempunyai keterampilan berpikir kreatif. Untuk meningkatkan kemampuan berfikir kreatif siswa, guru di sekolah menerapkan pembelajaran berbasis proyek. Penelitian ini mengungkapkan kontribusi Project-based Learning dan minat pembelajaran pada kemampuan berfikir kreatif siswa pembelajaran Produk Kreatif dan Kewirausahaan di SMK. Penelitian memakai metode survey berjenis penelitian korelasi, subjek research ini ialah siswa kelas XI teknik las di SMKN 1 Guguk, SMKN 2 Payakumbuh, dan SMKN 1 Bukittinggi dengan total sampel 59 siswa. Teknik mengambil sampel ialah propotional random sampling. Instrumen research ialah angket dengan 45 butir pernyataan tentang pembelajaran berbasis proyek, minat pembelajaran, dan keterampilan berfikir kreatif. Hasil research memperlihatkan: (1) Project-based Learning kontribusi signifikansi pada kemampuan berfikir kreatif siswa sebesar 28% dengan nilai r = 0,530 dan bernilai signifikan = 0,001<0,05 jadi Ha terterima dan Ho tertolak. (2) Minat belajar berkontribusi signifikan terhadap kemampuan berfikir kreatif siswa sebesar 34% dengan nilai r = 0,588 dan bernilai signifikan = 0,001<0,05 apabila Ha terterima dan Ho tertolak. (3) Pembelajaran berbasis proyek dan minat belajar berkontribusi secara simultan terhadap kemampuan berfikir kreatif siswa sebesar 35% dengan nilai r = 0,593 dan bernilai Sig. F change = 0,001<0,05 maka Ha terterima dan Ho tertolak.
Development of Interactive Media to Improve CNC Machine Malfunction Handling Skills of TU 3A Based on Immersive Gamification Raihan Ramadhan; Rizky Ema Wulansari; Eko Indrawan; Dony Novaliendry; Dimas Aulia Saputra
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.13088

Abstract

This research was conducted to design and produce an electronic module (e-module) for CNC Programming that integrates a project-based learning (PjBL) approach with an immersive gamification strategy, optimized for use on Android-based devices. The study employed a Research and Development (R&D) methodology, adopting the 4D framework consisting of the stages of define, design, develop, and disseminate. Data were obtained from expert validators, lecturers, and students to evaluate the e-module in terms of its validity, practicality, and effectiveness. The validation results indicated that the e-module achieved excellent validity, with average scores of 0.917 for media quality and 0.950 for material quality. The practicality evaluation yielded ratings of 96.94% from lecturers and 91.90% from students, both categorized as very practical. The effectiveness test produced an N-Gain value of 0.69, which reflects a moderate improvement in students’ learning performance. Furthermore, the t-test analysis (Sig. 0.001 < 0.05; t-count 3.806 > t-table value) demonstrated a statistically significant difference between the experimental and control groups. Overall, the developed PjBL-based e-module with immersive gamification features was found to be valid, practical, and effective, serving as an interactive learning medium that fosters student engagement and aligns with 21st-century educational demands.
Project-Based Module Development in the Electrical Circuit Course Jean Dwi Ritia Sari; Ambiyar Ambiyar; Riki Mukhaiyar; Rizky Ema Wulansari
Jurnal Penelitian Pendidikan IPA Vol 10 No 4 (2024): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i4.7385

Abstract

Education is one of the efforts of awareness to realize cultural inheritance from past generations to new generations. Vocational education must prepare graduates who are easily absorbed by the industrial world and the business world, specifically for solving this problem, one solution is improving the learning model. The project-based learning model is able to form soft skills, gain knowledge to solve problems critically and creative thinking skills. The results of the research carried out were obtained, among other things, from each material validation statement, the experts stated that the module was valid and suitable for use. The results of media expert validation showed that the module was declared media valid. The response of lecturers in the electrical circuits course to the electrical circuits learning module gave a good response, namely the practicality level of the module was 78%, where the module was declared practical. A questionnaire distributed to students taking the Electrical Circuits course with 10 statements stated that the module received a score of 80%, where a score of 80% indicated that the module they used was practical for learning the Electrical Circuits course. The analysis carried out to see the results of the Paired T Test obtained a significant level of 0.000 < 0.05 which shows that there is a significant difference between the pretest and posttest results. It was concluded from this effectiveness test that there was a difference in the results before and after receiving treatment using Project-based Module Development in the Electrical Circuits Course.
Developing Android App-Based Interactive Learning Media for Mechanical Engineering Basics: Enhancing Vocational School Student Learning Outcomes Arief Juneirul Pratama; Arwizet K; Hasan Maksum; Rizky Ema Wulansari
Jurnal Penelitian Pendidikan IPA Vol 10 No 7 (2024): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i7.7567

Abstract

This study is to provide valid, practical, and effective Android application-based interactive learning media for the Basics of Mechanical Engineering subject in class X Mechanical Engineering at SMK Dhuafa Padang. This medium is intended to boost students' comprehension, motivation, and independence, allowing them to achieve better learning outcomes. The research approach employed is Research and Development (R&D), using a 4D development model (define, design, develop and disseminate). The primary data utilized in this study came from validators, teachers, and students. Data was analyzed descriptively to characterize the validity, practicality and effectiveness of the learning media developed. The validity test findings show that this learning medium, which had a media aspect score of 0,892 and a material aspect score of 0,950, was deemed valid by expert review. This media was also declared practical with a practicality score of 96,94% from teacher responses and 92,25% from student responses. In the effectiveness test, the Gain Score was 0,68, placing it in the medium category. Meanwhile, the t-test shows a Sig value (2-tailed) of 0.002 (2-tailed < 0,05) and a tcount value of 3,372 (tcount ˃ ttable), indicating a significant difference in learning outcomes between students who use this learning media (experimental class) and those who do not use the media (control class). Thus, this Android application-based interactive learning media is declared valid, practical and effective for use in the DDTM learning process.
Analysis of the Implementation of the Teaching Factory Program in Vocational High School Aulya Chasovy; Nizwardi Jalinus; Waskito; Rizky Ema Wulansari
Jurnal Penelitian Pendidikan IPA Vol 10 No 7 (2024): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i7.7569

Abstract

A production-based learning approach known as "Teaching Factory" is used in vocational schools. It is based on industry standards and processes conducted in an environment akin to that of the industry. However, based on previous research, there are several obstacles faced in implementing Teaching Factory in Vocational High Schools. This research aims to find out how the implementation of the Teaching Factory in Padang Vocational High School by conducting dissemination, planning, implementation, monitoring and evaluation. The samples in this research were SMK Negeri 1 West Sumatra, SMK Negeri 2 Padang, and SMK Negeri 9 Padang. Based on the results, it was found that first, there was no significant impact on the implementation of dissemination on the results of monitoring and evaluation of the Teaching Factory program at Padang Vocational High School, with percentage of 1.70%. Second, there is no significant change from planning on the results of monitoring and evaluation of the Teaching Factory program at Padang Vocational High School, with percentage of 11.90%. Third, there is a significant change from implementation on the results of monitoring and evaluation of the Teaching Factory program at Padang Vocational High School, with percentage of 27.10%. This shows that the success of a program can be achieved with good implementation
The Practicality of STEAM Based Augmented Reality (AR) Learning Media for Vocational High School Students in Robotic System Subject Dio Alvendri; Risfendra Risfendra; Resmi Darni; Rizky Ema Wulansari
Jurnal Penelitian Pendidikan IPA Vol 10 No 10 (2024): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i10.8586

Abstract

This study aims to create and implement STEAM-based Augmented Reality (AR) learning media for the class XI robotics systems curriculum at SMK N 1 West Sumatra. The research follows a Research and Development (R&D) approach using the ADDIE development model. Participants included class XI students and robotics systems teachers. Data collection methods comprised questionnaires and interviews, with descriptive data analysis employed to assess the validity and practicality of the developed learning media. The findings indicate that the STEAM-based AR learning media is effective. According to media expert validation, the average score was 0.88 (≥ 0.66), categorizing it as valid. Material expert validation yielded an average score of 0.85 (≥ 0.66), also marking it as valid. The practicality assessment showed that teacher responses averaged 90.14%, and student responses averaged 92.03%, both rated as very practical. Consequently, the STEAM-based AR learning media is considered suitable for class XI robotics systems at SMK N 1 West Sumatra, based on the validity and practicality tests
The Effect of Workplace Health and Safety on Eleventh Grade Student Learning Outcomes in the Lathe Machining Engineering Subject at State Vocational School 1 Lembah Melintang Muhammad Azis Fuadi; Fiki Efendi; Eko Indrawan; Rizky Ema Wulansari
Jurnal Vokasi Mekanika (VoMek) Vol 7 No 2 (2025): Jurnal Vokasi Mekanika
Publisher : Unversitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/vomek.v7i2.858

Abstract

The adoption of occupational safety and health (OHS) in vocational education environments, especially Vocational High Schools (SMK), is a crucial element in supporting a safe and effective practical learning process. However, observations at SMKN 1 Lembah Melintang showed that the implementation of OHS principles was not optimal, including the absence of consistency in utilizing personal protective equipment (PPE) and the unavailability of structured practice SOPs. Based on these conditions, this research endeavors to explore the effect of implementing OHS measures on students’ educational outcomess in the Lathe Machining Engineering subject for grade 11. the research applies a quantitative methodology with an associative analysis technique. The study population was all 31 students of grade 11 Machining Engineering, who were also sampled through total sampling techniques. Data acquisition was performed via questionnaires and documentation, then analyzed employing validity, reliability, normality, linearity, simple linear regression, and t-test analyses with SPSS. The outcome of the study showed that a significant positive correlation between the implementation of OHS and student learning outcome. The computed correlation coefficient indicated 0.708 and the determination value (R²) of 0.501 indicate that K3 contributes 50.1% to the variation of learning outcomes. The t-test shows a t-value of 5.395 > t-table 1.699 which strengthens the significance of the influence. Thus, it can be concluded that K3 has a key element in supporting improvements in student performance in learning the practice of lathe machining techniques