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Journal : Journal of Informatics and Vocational Education

The Influence of Student Teams Achievement Division combined with Discovery Learning to Improve Student Learning Outcomes and Activeness Arief Hermanto; Agus Efendi; Nurcahya Pradana Taufik Prakisya
Journal of Informatics and Vocational Education Vol 3, No 3 (2020): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v3i3.48388

Abstract

This research aims to find out the influence of learning outcomes as well as the activeness of students in the classroom who apply the learning model of student teams achievement division combined with discovery learning with classes that apply conventional learning models. The method used is a quantitative quasi-experimental design using pretest-posttest control. The sample used in this study was 72 students consisting of 2 classes. The sampling techniques in this study used total sampling. Data is obtained from pretest and posttest results based on indicators of student learning outcomes and activeness. The results showed differences and improved learning outcomes and student activity that implemented the student teams achievement division learning model combined with discovery learning compared to conventional learning models. This is evidenced by the results of the first hypothesis test using a t-test that confirms that the posttest result is 0.00 which means the value is less than the error level of 0.05 so it can be concluded that the two classes have a significant difference (H0 rejected). Furthermore, the results of the second hypothesis test used again to test showed a score of 0.52 in the experiment class and a score of 0.28 in the control class which meant there was an increase in learning outcomes and liveliness in the experiment and control classes.
Persepsi Guru Terhadap Implementasi Project-Based Blended Learning di Masa Pandemi Covid-19: Studi Kasus Di Smk Negeri 1 Sawit Basori Basori; Agus Efendi
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.62570

Abstract

Penyebaran covid-19 yang sulit dikendalikan, mengakibatkan masalah di berbagai bidang. Salah satunya adalah di bidang pendidikan. Proses pembelajaran dipaksa harus menggunakan daring. Banyak kelemahan dalam pelaksanaan pembelajaran daring ini. Project-based Blended Learning merupakan salah satu alternatif pembelajaran di SMK saat pandemi. Tujuan penelitian iniuntukmengetahui persepsi guru terhadap PjBBL dan implementasinya. Metode yang digunakan adalah pendekatan kualitatif. Pengumpulan data menggunakan metode wawancara, observasi, dan angket daring. Wawancara dilakukan dengan wakil bidang kurikulum dan Guru. Analisis data menggunakan model analisis interaktif dari Miles and Huberman. Hasil penelitian menunjukkan adanya persepsi yang baik dari guru terhadap model PjBBL. Indikatornya adalah adanya pengetahuan yang baik tentang model, penerimaan terhadap model, dan dan keinginan untuk melaksanakan model PjBBL dalam proses pembelajaran.
Pengembangan Media Interaktif Berbasis Mobile Untuk Meningkatkan Minat Belajar Bahasa Arab Pada Siswa Kelas V MI Roudlotul Ulum Suwawal Salik Manahijassu'ada'; Dwi Maryono; Agus Efendi
Journal of Informatics and Vocational Education Vol 6, No 3 (2023): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i3.78457

Abstract

Penelitian ini bertujuan untuk (1) mengetahui hasil pengembangan serta kelayakan media interaktif berbasis mobile bagi siswa kelas V MI Roudlotul Ulum terhadap pembelajaran Bahasa Arab; (2) mengetahui respon pengguna terhadap media interaktif berbasis mobile sebagai media pembelajaran siswa kelas V MI Roudlotul Ulum terhadap pembelajaran Bahasa Arab. Penelitian ini merupakan jenis penelitian Research and Development (R&D) dengan model pengembangan yang digunakan adalah ADDIE. Instrumen yang digunakan dalam penelitian ini meliputi angket penilaian validasi uji ahli materi, ahli media, dan angket respon siswa (pengguna). Hasil penilaian ahli media menunjukkan bahwa kelayakan media pembelajaran memperoleh total skor sebesar 88% termasuk dalam kategori “Sangat Layak”. Kemudian hasil evaluasi ahli materi menunjukkan penerapan media pembelajaran memperoleh total skor 87% termasuk dalam kategori “Sangat Layak”. Hasil uji pengguna, aplikasi media pembelajaran interaktif memperoleh skor akhir sebesar 92%, termasuk dalam kategori “Sangat Baik”. Hasil pengujian menunjukkan bahwa media pembelajaran interaktif berbasis mobile yang dikembangkan sangat layak digunakan dalam pembelajaran bahasa Arab di MI Roudlotul Ulum Suwawal.
Development of Augmented Reality Learning Media for Plantae Material in Class X Biology Subjects Using Arttoolkit Yoga Putra Jaya; Agus Efendi; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.64253

Abstract

A lot of material discusses Plantae, so interesting learning is needed so that students can easily accept and understand the material provided. AR technology can facilitate learning Plantae in the classroom. This research develops AR-based "Plantar" media. The application was developed based on Android to make it easier for students to learn plantae material in biology subjects. Plantar was developed using the Ionic platform and ARToolkit as the AR feature development library. Plantar uses a PWA (Progressive Web App) type to open its use via a browser. Field tests were conducted on 36 Kebakkramat SMA students to assess presence, affordance, and usability. The results showed that the Plantar media received a very good rating and did not require repair. So that the general public can use the Plantar application, especially high school students, to study Plantae material in an exciting way using the AR feature. In the future, it is hoped that the Plantar application will be useful in helping the learning process of Plantae material. Keywords: Learning Media, Augmented Reality, ARToolkit