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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF DENGAN PENDEKATAN PROJECT BASED LEARNING PADA MATA PELAJARAN INSTALASI PENERANGAN LISTRIK DI SMK YPM 1 TAMAN Krisnawati, Gresi; Munoto, Munoto; Wrahatnolo, Tri; Fransisca, Yulia
Jurnal Pendidikan Teknik Elektro Vol. 10 No. 03 (2021): Jurnal Pendidikan Teknik Elektro (Desember 2021)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1342.364 KB) | DOI: 10.26740/jpte.v10n03.p379-389

Abstract

Penelitian pengembangan ini memiliki tujuan untuk menghasilkan media pembelajaran interaktif yang valid, praktis dan efektif untuk digunakan pada proses belajar mengajar di kelas. Jenis penelitian pengembangan yang digunakan adalah Research and Development (R&D) dan dengan model pengembangan ADDIE (Analysis, Design, Develop, Implement, and Evaluation). Subjek penelitian ini adalah 12 peserta didik kelas XI TITL 1 di SMK YPM 1 Taman. Instrumen pengumpulan dan analisis data yang digunakan terdiri dari lembar validasi media pembelajaran, soal pretest-posttest dan RPP, lembar angket respon peserta didik, serta lembar penilaian hasil belajar. Hasil kevalidan penelitian berdasarkan validasi media pembelajaran dengan rata-rata sebesar 81,25%, validasi soal pretest-posttest dengan peringkat rata-rata sebesar 79,26% dan validasi RPP dengan rata-rata sebesar 79,17%, sehingga produk yang dikembangkan termasuk kategori valid. Hasil kepraktisan media pembelajaran yang dikembangkan melalui angket respon dari peserta didik diperoleh peringkat rata-rata sebesar 89,58% dan masuk dalam kategori sangat baik. Hasil keefektifan media pembelajaran yang dikembangkan berdasarkan hasil analisis melalui pemberian pretest-posttest diperoleh uji gain sebesar 0,62 termasuk kategori sedang. Hasil analisis uji-T diperoleh thitung (-10,226) > ttabel (1,80), karena adanya peningkatan hasil posttest. Sehingga dapat disimpulkan bahwa media pembelajaran interaktif mata pelajaran instalasi penerangan listrik layak digunakan pada peserta didik kelas XI di SMK.
PENGEMBANGAN TRAINER PENGENDALI PENGASUTAN DAN PENGEREMAN DINAMIK MOTOR LISTRIK AC 3 FASA BERBASIS IOT (INTERNET OF THINGS) MENGGUNAKAN ESP32 DENGAN INTERFACE APLIKASI BLYNK DI KELAS XI TITL SMKN 1 DRIYOREJO Firdaus, Muhammad Riqi; Joko, Joko; Munoto, Munoto; Aribowo, Widi
Jurnal Pendidikan Teknik Elektro Vol. 11 No. 01 (2022): Jurnal Pendidikan Teknik Elektro (April 2022)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (689.149 KB) | DOI: 10.26740/jpte.v11n01.p11-21

Abstract

Tujuan penelitian ini adalah untuk mengembangkan produk yang layak pada trainer pengasutan dan pengereman dinamik motor listrik AC 3 fasa berbasis IOT (Internet of Things) pada kelas XI TITL yang layak meliputi validitas, kepraktisan, dan keefektifan di SMK Negri 1 Driyorejo. Kelayakan media pembelajaran berupa Trainer dan jobsheet ditinjau dari hasil kevalidan, kepraktisan, dan keefektifan. Pengembangan trainer dan jobsheet menggunakan model pengembangan Research andiDevelopment (R&D). Dan desain penelitian yang digunakan yaitu One-Shot Case Study. Uji coba trainer dan jobsheet dilakukan pada peserta didik pada Kelas XI TITL 1 di SMK Negri 1 Driyorejo dengan peserta didik sebanyak 15. Instrumennyang digunakan yaitu lembar validasi trainer, jobsheet, angket respon peserta didik, angket respon guru, dan tenik analisis data penilaian hasil belajar kognitif dan psikomotorik. Dari hasil penelitian menunjukkan kevalidan dengan presentase trainer sebesar 90,00% dan hasil jobsheet sebesar 85,48%. Untuk hasil kepraktisan dinyatakan dengan sangat praktis. untuk presentase respon guru yaitu 86,46%, dan presentase respon peserta didik sebesar 92,04%. Sedangkan untuk keefektifan trainer dan jobsheet dapat dikatakan sangat efektif, hasil belajar peserta didik ranah kognitif mendapat nilai rerata 83.00%, dan nilai rata-rata ranah psikomotor 81,66%. Rerata skor kognitif dan psikomotor adalah 82,33%. Berdasarkan hasil kevalidan, kepraktisan, dan keefektifan, dari penelitian ini maka menghasilkan trainer dan jobsheet yang sesuai ditinjau dari hasil kevalidan, kepraktisan, dan keefektifan. Selain itu kontribusi dari penelitian ini dapat menjadi masukan guru dalam memperbaiki kualitas pembelajaran.
PENGEMBANGAN TRAINER PENGENDALI MOTOR LISTRIK 3 FASA MENGGUNAKAN NodeMCU ESP32 DENGAN INTERFACE APLIKASI BLYNK SEBAGAI SISTEM MONITORING ARAH PUTARAN MOTOR DI KELAS XI TITL 2 SMKN 1 SIDOARJO Prasojo, Daniel Ezra; Joko, Joko; Munoto, Munoto; Fransisca, Yulia
Jurnal Pendidikan Teknik Elektro Vol. 11 No. 01 (2022): Jurnal Pendidikan Teknik Elektro (April 2022)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (735.509 KB) | DOI: 10.26740/jpte.v11n01.p23-33

Abstract

KEEFEKTIFAN PENGGUNAAN GOOGLE CLASSROOM DALAM MENUNJANG PEMBELAJARAN JARAK JAUH (STUDI LITERATUR) Karim, Burhanudin; Kholis, Nur; Munoto, Munoto; Ismayati, Euis
Jurnal Pendidikan Teknik Elektro Vol. 11 No. 01 (2022): Jurnal Pendidikan Teknik Elektro (April 2022)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (186.732 KB) | DOI: 10.26740/jpte.v11n01.p61-67

Abstract

Adanya pandemi Covid-19 yang mengharuskan guru maupun peserta didik melakukan pembelajaran jarak jauh dari rumah memunculkan beberapa permasalahan, salah satunya yaitu media pembelajaran yang digunakan harus efektif guna menunjang pembelajaran jarak jauh. Tujuan dari studi literatur ini yaitu: (1) mengetahui keefektifan google classroom dalam proses pembelajaran jarak jauh; (2) mengetahui keefektifan google classroom apabila digabungkan dengan aplikasi lain dalam proses pembelajaran jarak jauh. Untuk mencapai tujuan dilakukan studi literatur yang diperoleh dari artikel penelitian ilmiah terbaru dengan menggunakan Google Schoolar dengan kata kunci google classroom. Setelah dilakukan identification, screening, dan egibility dari 30 artikel terdapat 7 artikel yang sesuai dengan tujuan penelitian. Hasil kajian literatur menjelaskan: (1) penggunaan google classroom pada pembelajaran jarak jauh cukup baik dengan presentase keberhasilan di atas 60%; (2) penggunaan media google classroom mendapatkan hasil lebih baik dengan dengan presentase di atas 70% apabila dikolaborasikan dengan pembelajaran tatap muka secara virtual karena beberap fitur dari google classroom belum mampu menutupi kelemahan yang dihadapi selama pembelajaran online.
PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN APLIKASI ROLE PLAYING GAME (RPG) PADA MATA PELAJARAN INSTALASI PENERANGAN LISTRIK Pahlevi, Valdivia Kusuma; Widyartono, Mahendra; Munoto, Munoto; Fransisca, Yulia
Jurnal Pendidikan Teknik Elektro Vol. 11 No. 01 (2022): Jurnal Pendidikan Teknik Elektro (April 2022)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (516.633 KB) | DOI: 10.26740/jpte.v11n01.p145-154

Abstract

Penelitian ini bertujuan untuk menghasilkan aplikasi Role Player Game (RPG) sebagai media pembelajaran yang dapat meningkatkan hasil belajar siswa dalam mata pelajaran Instalasi Penerangan Listrik pada kelas XI SMK YPM 1 TAMAN. Penelitian ini menggunakan metode Pre-Experimental dengan menggunakan desain penelitian One Group Pretest-Posttest (Tes awal-Tes akhir kelompok tunggal). Subjek dalam penelitian ini adalah siswa kelas XI TITL 1 yang berjumlah 12 siswa sebagai kelas eksperimen kelompok tunggal di SMK YPM 1 TAMAN. Perolehan hasil validasi perangkat pembelajaran RPP sebesar 82% , Media Pembelajaran sebesar 80%, dan Soal Pretest-Posttest sebesar 72%. Sehingga rata-rata persentase validasi perangkat pembelajaran sebesar 79,33% dan dapat dikatakan layak digunakan dalam pembelajaran. Penelitian ini menggunakan uji validitas dan uji reliabilitas untuk memenuhi kriteria valid dan reliabel. Uji validitas dari 20 butir soal yang diujikan terdapat 2 soal tidak valid dengan rtabel 0,576. Pada uji reliabilitas didapatkan hasil 0,929 > 0,6 sehingga instrumen dapat dinyatakan reliabel. Teknik analisis data yang digunakan adalah uji normalitas distribusi Kolmogorovsmirnov dan uji hipotesis dengan menggunakan Uji-T Paired Sample Test. Berdasarkan analisis Uji-T Paired Sample Test diperoleh thitung sebesar (-10,164), dengan taraf signifikansi 0,05. Diketahui nilai dari ttabel dengan taraf signifikansi 0,05 yaitu 1,79. Dari perhitungan Uji-T tersebut thitung 10,164 lebih besar dari ttabel 1,79 , sehingga dapat dinyatakan menolak H0 dan menerima H1 dimana hasil rerata nilai posttest siswa lebih besar dari rerata nilai pretest siswa. Dapat disimpulkan bahwa media pembelajaran Role Player Game (RPG) layak digunakan untuk siswa kelas XI di SMK YPM 1 Taman.
Development of Psychomotor Domain Assessment Instrument on Brake System Competence in SMKN 1 Jetis Mojokerto Ariyanto, Sudirman Rizki; Munoto, Munoto; Muhaji, Muhaji
International Journal for Educational and Vocational Studies Vol. 1 No. 6 (2019): October 2019
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v1i6.1648

Abstract

Many factors influence the low number of skilled vocational high school graduates. One factor that is the leading cause is the lack of instruments that can be used in the learning process, especially authentic instruments, to assess students' abilities in the psychomotor domain. Students who are dominant in the cognitive sphere are not necessarily skilled in the psychomotor realm, especially when using the equipment and making improvements to the brake system. The purpose of this study is to develop an assessment instrument that is appropriate to be used by the teacher in evaluating the psychomotor domain's abilities, specifically for the brake system competency. This research is development research that uses ADDIE models as a reference for research. ADDIE model has five stages of development that need to be considered, including analysis; (2) design; (3) development; (4) implementations; and (5) evaluation. Based on the results of the analysis and discussion of the psychomotor domain assessment instrument for the competency of the brake system that was developed to be suitable for use in the learning process. Feasibility is proven from the results of the validation of experts who get an assessment of 4.66 with a very valid category. The instrument reliability test results that get the Cronbach's alpha value of 0.895, and the value of inter-observer reliability is 0.740. In addition, the instrument is also practical when used in the learning process. This was evidenced by the acquisition of practicality test value of 3.31 and entered in the practical category.
The Effect of Business Center on Entrepreneurial Readiness for Vocational Students Mafahir, Muhammad Alil; Rijanto, Tri; Munoto, Munoto; Nurlaela, Lutfiyah
International Journal for Educational and Vocational Studies Vol. 2 No. 3 (2020): March 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i3.2157

Abstract

In August 2017, there were 7.4 million educated unemployed including vocational graduates. Why are there so many educated unemployed. Are there no vocational high school (SMK) graduates who can become entrepreneurs? The Vocational High School is the right place to develop entrepreneurship education. This study aims to determine the extent of the influence of the Business Center that can increase vocational entrepreneurship readiness. This research was conducted through a literature review and relevant research results and continued through a Focus Group Discussion (FGD). The data analysis technique used is descriptive-qualitative analysis technique. The study found that the Business Center can increase the entrepreneurial readiness of vocational students, which means that increasing the entrepreneurial readiness of vocational students can be done through improving skills through the Business Center.
Student Readiness Vocational High School toward Industrial Revolution 4.0 Prabowo, Samsul Yudi; Susuila, I Wayan; Muhaji, Muhaji; Rijanto, Tri; Munoto, Munoto; Nurlaela, Lutfiyah
International Journal for Educational and Vocational Studies Vol. 2 No. 3 (2020): March 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i3.2160

Abstract

The 4.0 industrial revolution is currently underway, the Industrial Revolution 4.0 is an industry that combines automation technology with cyber-physical technology. In accordance with the objectives of the Industrial Revolution 4.0 which was coined by Professor Klaus Schwab, a German economist and founder of the World Economic Forum, that the world would be focused on increasing production by utilizing the latest technology. Technological progress is faster then humans should be able to adapt faster. The challenges and opportunities of industry 4.0 greatly impacted people's lives, one of which was the problem of unemployment. The purpose of this study was to determine the readiness of Krian 1 Vocational School Students to face the Industrial Revolution 4.0. Criteria for measuring industry readiness 4.0 A method that compares the skills possessed by vocational students and the demands of life in the 21st century that have been reviewed by several experts. The study found that: (1) improvement of the learning process in vocational schools in the context of facing the 21st century and the 4.0 revolution and (2) improving the quality of teachers related to 21st century skills demands.
The Application of Problem-Based Learning Method for Hygiene Sanitation Learning Eyes Siregar, Azwar; Nurlela, Luthfiyah; Marniati, Marniati; Rijanto, Tri; Munoto, Munoto
International Journal for Educational and Vocational Studies Vol. 2 No. 2 (2020): February 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i2.2331

Abstract

The post-millennial generation or currently known as the Z generation, is the generation born in the 2000s, the future generation born in the Internet age. This post-millennial generation does not like rigid rules, tends to think creatively and openly and is very easy to comment on. An important point in dealing with the post-millennial generation by providing specific direction for understanding ethics in social life. In the learning process, post millennial generation has visual characteristics, tries and sees the results of the process, wants the teacher as a facilitator, learning starts with "how", and is very easy to get information / knowledge. This is a challenge in determining the right learning strategy for them. With the problem-based learning method it is expected that students / vocational high school (SMK) students will be able to create something different to produce rewards in the form of money as well as personal satisfaction and freedom. Students are required to understand the importance of maintaining health by maintaining and protecting food hygiene, through controlling environmental factors that can or can cause illness and health problems.
The Effect of Industrial Work Practices on Vocational Students Self-Efficacy Hidayati, Ika Novia Nur; Rijanto, Tri; Munoto, Munoto; Nurlaela, Lutfiyah
International Journal for Educational and Vocational Studies Vol. 2 No. 3 (2020): March 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i3.2430

Abstract

Education in SMK if harmonized with the business world and industry world (BW/IW) is a synergistic relationship that greatly supports improving the quality of education in SMK, producing graduates who will be used by BW/IW. Industrial work practice is a stage of professional preparation in which a student studies in the industrial world for a certain period of time. Self-efficacy is a child's natural need to think highly of himself. The first conclusion produced was the implementation of the apprenticeship to meet the needs of workers in accordance with the field, the collaboration between the school and the industrial world, the readiness of student knowledge and good communication between the school and the business world. After that the aspect of the evaluation in the apprenticeship program is a change in student scores when tested, a positive response from the industrial world and an evaluation of the guidance of the assistant teacher internship. Secondly, self-efficacy has a positive effect on prakerin in vocational student entrepreneurship activities.