Claim Missing Document
Check
Articles

Found 13 Documents
Search

Model Problem Based Learning Berbantuan Media Sway untuk Meningkatkan Keaktifan Belajar Siswa pada Mata Pelajaran Dasar-Dasar Desain Komunikasi Visual Materi Desainer yang Kreatif di SMKN 1 Dukuhturi Darmi Herawati; Basori Basori; Astika Wulansari
Journal of Informatics and Vocational Education Vol 6, No 2 (2023): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i2.65895

Abstract

Keaktifan siswa yang rendah menjadi penghambat lancarnya kegiatan pembelajaran, selain itu rendahnya keaktifan siswa menjadi penghalang tercapainya tujuan pembelajaran. Penelitian ini bertujuan untuk meningkatkan keaktifan siswa dalam mengikuti pembelajaran mata pelajaran Dasar-Dasar Desain Komunikasi Visual materi Desainer yang Kreatif yang dapat diamati dari aktivitas siswa dalam melakukan diskusi dalam kelompok, penyampaian pendapat, penyajian hasil pekerjaan kelompok, dan perhatiannya dalam pembelajaran. Subjek penelitian ini dilakukan kepada peserta didik kelas X DKV 2 di SMKN 1 Dukuhturi. Dalam penelitian ini metode yang digunakan adalah penelitian tindakan kelas, dengan teknik pengumpulan datanya menggunakan rubrik dan observasi. Hasil penelitian ini pada setiap siklusnya menunjukkan siswa mengalami peningkatan keaktifan dalam pembelajaran yaitu, pada siklus I memperoleh rata-rata keaktifan sebesar 65,54 dan pada siklus II memperoleh rata-rata keaktifan sebesar 75,00.Kata kunci: Keaktifan Siswa, Problem Based Learning, Desain Komunikasi Visual, Desainer yang Kreatif.
PENGARUH EMISI GAS BUANG SEPEDA MOTOR 4 TAK PADA HYDROGEN ECO BOOSTER TERHADAP PENGGUNAAN TIPE ELEKTROLISER DAN JENIS LARUTAN Abdul ‘Aziz Manggala Saputra; Ranto Ranto; Basori Basori
Nozel : Jurnal Pendididikan Teknik Mesin Vol 1, No 3 (2019)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/nozel.v2i3.46917

Abstract

The purpose of this research are: (1) Investigate the influence of the type of electrolyzer on Hydrogen Eco Booster towards the level of exhaust emissions (CO and HC) 4 stroke motorcycle. (2) Investigate the influence of the kind of solvent on Hydrogen Eco Booster towards the level of exhaust emissions (CO and HC) 4 stroke motorcycle. (3) Investigate the influence of the type of electrolyzer and the kind of solvent on Hydrogen Eco Booster towards the level of exhaust emissions (CO and HC) 4 stroke motorcycle. This research was conducted at the Automotive Laboratory of Mechanical Engineering Education, Teacher Training and Education Faculty Sebelas Maret University of Surakarta used a Honda Supra X 125 motorcycle, year of manufacture 2013. This study is an experimental research. The method of collecting data used in the research is measurement method. The data obtained from the test results were analyzed using Two-Way Anova Test and followed by One-Sample T Test and Scheffe Test. The results of this research are: (1) There is a significance effect on the type of electrolyzer on Hydrogen Eco Booster towards to decrease the level of exhaust emissions (CO and HC) 4 stroke motorcycle, (Sig-value of CO gas=0.001 < α=0.05) and (Sig-value of HC gas=0.000 < α=0.05). (2) There is a significance effect on the kind of solvent on the Hydrogen Eco Booster towards to decrease the level of exhaust emissions (CO and HC) 4 stroke motorcycle, (Sig-value of CO gas=0.000 < α=0.05) and (Sig-value of HC gas=0.000 < α=0.05). (3) There is a significance effect interaction between the type of electrolyzer and the kind of solvent on the Hydrogen Eco Booster towards to decrease the level of exhaust emissions (CO and HC) 4 stroke motorcycle, (Sig-value of CO gas=0.000 < α=0.05) and (Sig-value of HC gas=0.000 < α=0.05). The lowest CO gas obtained on the Wet Cell type using the kind of solvent KOH with a decrease of 84.41%. The lowest HC gas obtained on the Dry Cell type using the kind of solvent NaOH with a decrease of 69.62%.
The Influence of Game-Based Learning Assisted by Wordwall on Informatics Learning Outcomes Raihan Bima Agwicahya; Basori basori; Agus Efendi
Journal of Informatics and Vocational Education Vol. 8 No. 1 (2025): Journal of Informatics and Vocational Education - March
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v8i1.3479

Abstract

The research was conducted with the aim of knowing the difference in the effect of the application of game-based learning assisted by Wordwall on the learning outcomes of the informatics class VII SMP Negeri 3 Colomadu. The design of this research is a quasi-experiment. The population used was all seventh-grade students of SMP Negeri 3 Colomadu. The sampling technique used was cluster random sampling, so that the samples used were 32 students from class VII A as the experimental class group and 32 students from class VII B as the control class group. The technique used is by giving tests which include a pretest and a posttest. Prerequisite test by doing the normality test with the Kolmogorov-Smirnov and the homogeneity test with Levene. Data analysis is by independent sample t-test and paired sample t-test with a significant value limit of 0.05 and N-Gain Score, with the help of the SPSS 25 application program. The results obtained show that there is an influence on the application of game- based learning aided by Wordwall on the learning outcomes of the informatics class VII SMP Negeri 3 Colomadu. It can be seen from the calculation of the independent sample t-test, which shows a significance value of 0.036 <0.05, and the paired sample t-test results show a value of 0.000 <0.05. These results show that the use of game-based learning assisted by Wordwall has an effect on learning outcomes. The results on the N-Gain Score also show that the score obtained by the experimental group is higher than the control group, namely 0.4212 > 0.1630. From these results, the experimental group obtained a score that is moderate. These findings suggest that digitally gamified review platforms can serve as effective pedagogical supplements in technology-integrated classrooms, warranting further investigation across diverse subject areas and school contexts.