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IMPLEMENTASI PEMELIHARAAN DAN PERBAIKAN ALAT-ALAT BENGKEL SMK DI BANDAR LAMPUNG BERBASIS INDUSTRI Ridho Aritonang; Bz. Septeiyawan Abdullah; Olivia Laras Sati; Ardani Ahsanul Fakhri; Appriyana Hari Murti; Wahyu Eka Sulistia Sari; Efri Meldianto; Eliza Bahora; Elisa Mayang Sari; Iswahyuni Wulandari
Jurnal Pendidikan Teknik Mesin Vol. 10 No. 1 (2023): Jurnal Pendidikan Teknik Mesin
Publisher : Program Studi Pendidikan Teknik Mesin Fakultas Keguruan dan Ilmu Pendidikan Universitas Sriwiajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jptm.v10i1.146

Abstract

Penelitian ini bertujuan untuk mengetahui kualitas: (1) perencanaan, (2) pelaksanaan, dan (3) pengawasan pada tata kelola bengkel praktik SMK jurusan Teknik Pemesinan di Kota Bandar Lampung. Penelitian ini merupakan penelitian kuantitatif dengan metode penelitian survei. Responden pada penelitian ini adalah ketua jurusan, guru produktif, dan teknisi sedangkan pada PT. SUNTER INTI MEGAH adalah kepala bengkel, teknisi dan operator. Teknik pengumpulan data yang digunakan adalah: kuesioner, wawancara, dan observasi. Statistik deskriptif digunakan sebagai teknik analisis. Hasil penelitian menunjukkan bahwa: (1) perencanaan pada PT. SUNTER INTI MEGAH mempunyai kualitas baik dengan mean 3,18 sementara pada smk mempunyai kualitas baik dengan mean 2,81; (2) pelaksanaan pada PT. SUNTER INTI MEGAH mempunyai kualitas sangat baik dengan mean 3,30 sementara pada smk mempunyai kualitas baik dengan mean 2,68; dan (3) pengawasan pada PT. SUNTER INTI MEGAH mempunyai kualitas baik dengan mean 3,13 sementara pada smk mempunyai kualitas baik dengan mean 2,61. Berdasarkan penelitian ini, SMK dapat mengetahui sampai dimana tata kelola yang sudah dilakukan dan Industri dapat memberikan gambaran serta solusi terhadap SMK untuk menjadi lebih baik lagi.
GAMIFICATION IN E-LEARNING: ITS IMPACT ON MOTIVATION AND LEARNING ACHIEVEMENT Baso Intang Sappaile; Elisa Mayang Sari; Abdun Wijaya
Berajah Journal Vol. 6 No. 4 (2026): Berajah Journal
Publisher : CV. Lafadz Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47353/bj.v6i4.712

Abstract

With e-learning becoming more and more common at all educational levels, the advancement of digital technology has fueled the transformation of the learning process. Low student involvement and motivation, however, continue to be obstacles to the adoption of online learning. Gamification, or the use of game elements in an educational setting to improve learning, is one popular strategy to deal with this problem. The purpose of this study is to examine how gamification in e-learning affects learning outcomes and student motivation. A literature study was the research methodology employed, looking at numerous pertinent books, scholarly publications, and scientific papers about gamification in digital learning environments. According to the study's findings, gamification components including points, badges, levels, challenges, leaderboards, and reward systems can boost students' motivation both internally and externally. Additionally, by making learning more engaging and pleasurable, gamification enhances academic accomplishment, learning persistence, active involvement, and engagement. However, the learning design, student characteristics, and how well the game components fit the intended learning objectives all affect how effective gamification is. In order to maximize the advantages of e-learning-based learning processes, gamification must be implemented in a methodical manner. This study advances a more comprehensive knowledge of gamification's function as a cutting-edge tactic to raise the caliber of online education in the age of educational reform.
IMPLEMENTASI PEMBELAJARAN STEM TERINTEGRASI MELALUI DEMONSTRASI TEKNOLOGI, SIMULASI DESMOS, DAN PRAKTIK ENGINEERING PADA SISWA SMA Stevanus Trionanda; Elisa Mayang Sari; Ilham Nur Dimas Yahya; Subkhan; Charlotha; Michael Salim Wijaya
Haga : Jurnal Pengabdian Kepada Masyarakat Vol 5 No 1 (2026): Haga: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Nias Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57094/haga.v5i1.5495

Abstract

The development of technology and the demand of 21-st century skills encourage the need for STEM (Science, Technology, Engineering, and Mathematics) learning in order to develop students’ conceptual understanding, learning motivation, and critical thinking. However, the implementation of STEM learning in schools face problems such as limited integrated, interactive and practice-based learning activities. Therefore, this community service was carried out to give STEM learning through science material provision, technology demonstrations, mathematical simulations using the Desmos application, and simple engineering practices to Harapan High School students in Sungailiat. The activity was held using practice method, demonstration, hands-on practice, and mentoring involving 19 grade 10 students. Evaluation was conducted using questionnaires on understanding, learning motivation, and participant satisfaction which were then analyzed through Method of Successive Interval (MSI) conversion, validity test, reliability test, and Wilcoxon test. Furthermore, based the Wilcoxon test results showed a p value < 0.05 for all indicators, which indicates a increase on students’ conceptual understanding of STEM and learning motivation after participating in the program. Thus, this community service activity has successfully provided an interactive and applicable learning experience, and has the potential to become a STEM learning model that can be developed sustainably in schools.
Development of the edu-game media Lom's Ethnic Journey to enhance interest in learning Mathematics and Physics among students Elisa Mayang Sari; Novitasari Novitasari; Linda Fujiyanti; Riki Afriansyah; Arya Ramadhani
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 No. 3 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p126

Abstract

Abstrak:Secara umum pembelajaran Matematika dan Fisika masih dirasakan sulit bagi mahasiswa. Hal ini karena minat belajar mahasiswa pada kedua mata kuliah tersebut masih rendah. Hal ini dikarenakan metode pembelajaran yang monoton, dan penggunaan media yang terbatas. Penelitian ini bertujuan untuk meningkatkan minat belajar mahasiswa pada mata kuliah matematika dan fisika dengan mengembangkan media pembelajaran berbasis game edukasi yang bertemakan kearifan lokal "orang Lom," yaitu "Lom’s Ethnic Journey". Metode penelitian yang digunakan adalah design research meliputi expert review, one-to-one, small group, dan field test. Hasil penelitian menunjukkan bahwa game edukasi ini telah terbukti valid, praktis, dan memiliki efek potensial. Dari hasil efek potensial diperoleh user acceptance sebesar 86 persen dapat diterima dengan baik tanpa kendala saat digunakan di banyak jenis smartphone dan applicability organizational acceptance dalam peningkatan minat belajar mahasiswa sebesar 44 persen. Urutan minat belajar yang peningkatannya dari tertinggi ke terendah antara lain, adanya kemauan belajar, adanya pemusatan perhatian dan pikiran terhadap pembelajaran, adanya upaya yang dilakukan untuk merealisasikan keinginan untuk belajar, dan adanya perasaan senang mahasiswa dalam belajar.Abstract:Learning Mathematics and Physics is generally perceived as difficult for students, primarily due to low interest in these subjects. This is due to monotonous learning methods and limited use of media. This research aims to increase students' interest in mathematics and physics courses by developing educational game-based learning media with the theme of local wisdom "Lom people," namely "Lom's Ethnic Journey." The research method used was design research, which includes expert review, one-to-one, small group, and field tests. The study results show that this educational game has been proven valid and practical and has potential effects. The result of the potential effect is 86 percent of user acceptance, meaning it can be well received without problems when used in many types of smartphones. The implementation of organizational acceptance increased student interest in learning by 44 percent. The order of learning interest that increased from the highest to the lowest included the willingness to learn, the concentration of attention and mind on learning, the efforts made to realize the desire to learn, and the feeling of student happiness in learning.
IMPLEMENTASI AWAL SISTEM PEMBACAAN WATER METER OTOMATIS MENGGUNAKAN SENSOR FLOW METER DAN IOT Zilkia Rahma Januarsih; Ratta Billa Baggi; Ocsirendi Ocsirendi; Elisa Mayang Sari
Prosiding Seminar Nasional Inovasi Teknologi Terapan Vol. 6 No. 1 (2026): Prosiding Seminar Nasional Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The increasing demand for clean water requires a monitoring system that is more accurate and practical. Manual water meter recording still has several weaknesses, such as delayed readings, possible recording errors, and the lack of real-time monitoring. This study discusses the design of an Internet of Things (IoT)-based automatic water meter reading system using a flow meter sensor to measure water flow rate and volume. The system was developed using a YF-S201 flow meter sensor, an ESP32 microcontroller, and the Blynk application as a monitoring platform. The research process includes hardware design, microcontroller programming, sensor testing, and result analysis. The test results show that the system can display flow rate, water consumption volume, and estimated usage cost in real-time through the Blynk application. The system also produces readings that are fairly close to those of a conventional water meter. Therefore, the developed system can be an alternative solution to support water usage monitoring in a more efficient and remotely accessible way.