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Journal : Jurnal Pendidikan Teknik Mesin

EFFECTIVENESS OF LEARNING WITH INTERACTIVE MULTIMEDIA TO IMPROVE LEARNING OUTCOMES USING THE COMMAND FUNCTION IN MAKING 3D CAD DRAWINGS Alvin Maulana Al Bahri; Ari Dwi Nur Indriawan Musyono; Dwi Widjanarko; Sudiyono
Jurnal Pendidikan Teknik Mesin Vol. 10 No. 2 (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.v10i2.5

Abstract

The SMK learning process should direct students to have insight into the world of business or industry, one of which is CAD-based Manufacturing Engineering Drawing subject skills, but it turns out that student learning outcomes are known under the KKM. The aims of this study were to find out 1) the feasibility of interactive multimedia according to media and material experts 2) students' perceptions of the usefulness of interactive multimedia 3) the effectiveness of interactive multimedia to improve learning outcomes. This study used a quantitative approach to numerical data with the One-Group Pretest-Posttest design. involving control and experimental groups. The population of class XI machining students at SMKN1 Losarang. Samples of XITP 1 and XITP 2 students. The pretest results mean 56.99, median 56 mode 50 standard deviation 13.93. The posttest mean 81.86, median 83 mode 86 standard deviation 7.01, there is an increase in posttest scores due to the effect of interactive multimedia on students easily practicing 3D CAD drawings. Conclusion 1) Interactive multimedia learning to make 3D CAD drawings is considered quite feasible by media experts and appropriate by material experts 2) Students' perceptions of interactive Multimedia learning to make CAD drawings are considered quite useful 3) Student learning outcomes after using interactive multimedia in making 3D CAD drawings considered effective.
DESIGN OF ELECTRONIC TEACHING MATERIALS BASED ON TEAM-BASED PROJECT LEARNING CONTAINING MULTIMEDIA Sudiyono; Rusiyanto; Ari Dwi Nur Indriawan Musyono; Febrian Arif Budiman; Angga Septiyanto; Rizki Setiadi; Khoirul Huda
Jurnal Pendidikan Teknik Mesin Vol. 10 No. 2 (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.v10i2.10

Abstract

Penelitian ini memiliki tujuan untuk mengembangkan bahan ajar elektronik yang berbasis Team Based Project Learning bermuatan multimedia yang layak dan efektif digunakan dalam pembelajaran. Aplikasi yang digunakan untuk mengembangkan bahan ajar elektronik tersebut adalah Flipbuilder. Penelitian ini merupakan penelitian pengembangan dengan metode ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Setelah bahan ajar elektronik tersebut disusun, selanjutnya dilakukan uji kelayakan dengan validasi oleh ahli materi dan ahli media, kemudian dilanjutkan dengan uji coba terbatas terhadap mahasiswa. Setelah dinilai layak untuk digunakan dalam pembelajaran, selanjutnya akan diukur efektifitas penggunaannya melalui tes yang dilakukan terhadap mahasiswa yang menerima atau menggunakan bahan ajar elektronik hasil pengembangan. Hasil penelitian menunjukkan bahwa pengembangan bahan ajar elektronik berbasis teambased project bermuatan multimedia pada kompetensi membubut ulir telah dilaksanakan dengan baik. Hasil revisi dari para ahli telah diaplikasikan ke dalam bahan ajar elektronik yang dibuat sehingga dapat digunakan dengan baik oleh mahasiswa. Selain itu bahan ajar elektronik juga terbukti sangat efektif untuk digunakan dalam pembelajaran. Hal ini terlihat dari hasil perhitungan N-gain yang memperoleh nilai 0,72 atau berada pada kriteria tinggi/ sangat efektif.
Development Of Character-Based Learning Methods In Computer Aided Design (CAD) Courses Ari Dwi Nur Indriawan Musyono; Murdani; Samsudi; M. Khumaedi; Sudiyono; Wahyudi; Sonika Maulana; Rizqi Fitri Naryanto
Jurnal Pendidikan Teknik Mesin Vol. 11 No. 1 (2024): 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.v11i1.24

Abstract

Competence as a mastery possessed by a person needs to be improved with the right method. This study aims to develop a character-based learning method in the Computer Aided Design (CAD) course, improve learning outcomes and determine the increase in competence. The method used is an experiment, with a classroom action research approach. The learning process is managed with group management based on character suitability. The sample is students who take the CAD course. The results of the study showed that the character learning management model received very good criteria. This criterion is based on statements from students and lecturers. The results of the learning process can be concluded that learning grouping can be used to improve the competence of student learning outcomes in sketch material. This can be seen from the first reflection test of 40 students, 9 (22%) met the competency standard, reflection II 31 (78%) students met the standard and reflection III only 1 student did not meet it, in addition there was an increase in learning outcomes from a score of 66 to 80.