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The Effect of Learning Model Based on Problems (PBM) on Student Learning Results Viewed from Creative Minds of Students Thoughts on Basic Competencies In Basic Settings In Settings of Bun Modifications Pratiwi, Eka Sakti; Munoto, Munoto; Maspiyah, Maspiyah
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.v2i3.2438

Abstract

The learning model that has been applied to the learning process in schools is a direct teaching model. In this learning model, teachers only provide concepts and students only accept these concepts. Although students have been given the opportunity to ask questions, in reality only a few are doing it. This is because many students do not master the material about the arrangement of the modified bun area, so they are afraid or confused about what will be asked, besides the students are less enthusiastic and less active in the classroom which then results in less optimal student learning outcomes. Because this learning is taught step by step, the demonstration is very dependent on students' observation skills. One alternative learning model that allows the development of students' thinking skills (reasoning, communication, and connections) in solving problems in the learning of the Modified Regional Bun Reorganization is Problem Based Learning (PBM). This type of research used in this study is experimental research with 2x2 factorial design. The sampling technique used in this study is a non-probability sampling (quota sampling). Data collection techniques in this study used tests of thinking ability, performance tests, and observations. The results of the study can be concluded that the use of PBM models is very appropriate to be used to improve student learning outcomes compared to using direct learning models with regard to facilities and infrastructure.
Application of It-Based Learning Media to Improve the Basic Skills of Sewing Technology Mutmainnah, Tri; Munoto, Munoto; Marniati, Marniati; Rijanto, Tri
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.v2i3.2439

Abstract

The purpose of this study was to determine the activities of students in the basic learning activities of sewing technology using video media, to determine the learning outcomes of basic students of sewing technology using video media, and to determine students' responses to the basic learning activities of sewing technology using video media. This type of research is Classroom Action Research (CAR). The learning method is implemented using the direct learning method. Data collection techniques use observation to get data about student activities, performance tests to determine student learning outcomes, and questionnaires to determine student responses. Data analysis using quantitative descriptive. The results showed that student activities which include preliminary, core, and closing activities were said to be very good with an average value of 93% in the first cycle and rose to 96% in the second cycle. Student learning outcomes reached 73% grade completeness in the first cycle and rose to 82% in the second cycle. The average percentage of success in cycle I and II was 77% in the good category. The results of students' responses stated that they agreed that video media made them have a high willingness to participate in learning by 56%, with 47% of students strongly agree that learning with video media was very interesting and not boring, 58% agreed that it was easier to understand learning materials with video media, and 39% agree that video media motivate students to excel.
Analysis of Industrial Practice Activities In Vocational Schools In Facing Industrial Revolution 4.0 Safitri, Endriana Retno; Nurlaela, Lutfiyah; Rijanto, Tri; Munoto, Munoto
International Journal for Educational and Vocational Studies Vol. 2 No. 5 (2020): May 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i5.2472

Abstract

Industry 4.0 is the state of the industry in the face of the 21st century when there is a massive change through technology that opens a barrier between the digital and physical worlds. There will be many types of jobs lost, and new types of jobs will emerge. Faced with this, high mastery skills are required by graduates. In vocational high schools the mastery of skills is done by sending students directly into industrial work practices. But are IWP activities really able to be used to improve skills in dealing with Industry 4.0? What types of skills students must master when dealing with industry 4.0 This article will conduct a study of various related literature about IWP and industry 4.0. The results of the study will link the effects resulting from IWP activities and needs in industry 4.0. The results of the study indicate that the IWP program in vocational high schools needs some improvement to be able to produce vocational high school graduates who are ready to face industry 4.0.
Influence of Blended Learning Against Computational Thinking Students on Basic Programming Subjects is Reviewed From Self-Efficacy Students Hakim, Zaima Faiza; Munoto, Munoto; Buditjahjanto, I.G.P.Asto; Rijanto, Tri
International Journal for Educational and Vocational Studies Vol. 2 No. 5 (2020): May 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i5.2502

Abstract

The study aims to know the computational thinking students who are taught using blended learning and students taught using a direct learning model. To find out the thinking of students with self-efficacy owned by students . This type of research is experimental research using factorial design. The results of the study found that (1) Computational thinking students taught using blended learning are higher than the computational thinking students taught using direct learning models; (2) Computational thinking students with self-efficacy higher height than computational thinking students with self-efficacy low on the basic programming subjects; and (3) There is an interaction between learning models (blended learning and direct learning models) and self-efficacy against computational thinking students in basic programming subjects.
Development by Apply Problem Based Learning Models to Increase Students Creativity of State Vocational High School 1 Cerme Satriawati, Asti; Nurlaela, Luthfiyah; Munoto, Munoto; Rijanto, Tri
International Journal for Educational and Vocational Studies Vol. 2 No. 9 (2020): September 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i9.3301

Abstract

This study is a research on the development of devices in basic culinary subjects by applying a problem based learning models to increase students creativity, consisting of: 1) analysis the validity of the device, 2) analysis the practicality of the device, and 3) analysis the effectiveness of the device. This research was conducted in three stages of the 4-D model, which are defined, design, and develop. A device that have been developed will be tested in 10th Culinary Art 1 and 10th Culinary Art 2 grade of state vocational high school 1 Cerme in even semester of academic year 2019/2020 with by using a research design of One Group Pre-test Post-test Design Learning tools developed include: syllabus, lesson plans scenario, student book, worksheet and key worksheet, affective (social skills), affective (character behavior), cognitive (product), cognitive (process), cognitive (scientific creativity), and psikomotor. The results showed that (a) learning tools that are developed are valid, (b) the learning process runs well, (c) student creativity learning outcomes produce an increase in the high category.
Pengembangan Media Pembelajaran Robot Transporter Pada Mata Kuliah Elektromekanik S1 Pendidikan Teknik Elektro IKIP PGRI Madiun Ardi, Pramudya; Munoto, Munoto; Buditjahjanto, Asto
JUPITER (JURNAL PENDIDIKAN TEKNIK ELEKTRO) Vol. 2 No. 1 (2017)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (151.952 KB) | DOI: 10.25273/jupiter.v2i1.1736

Abstract

Penelitian  ini  bertujuan untuk:   1)   mengetahui   validitas   media pembelajaran yang dikembangkan berupa media  pembelajaran  kit  Robot Transporter, 2) mengetahui respon mahasiswa  selama  penerapan media  pembelajaran yang dikembangkan, 3) mengetahui hasil belajar mahasiswa setelah penerapan  media  pembelajaran   yang  dikembangkan,   4)   mengetahui keterlaksanaan  media  pembelajaran  yang  dikembangkan. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian pengembangan dengan menggunakan model 4-D. Untuk uji  coba  produk menggunakan  one  group  pretest-posttest  design  yaitu  membandingkan   nilai pretest dan posttest. Nilai pretest diperoleh sebelum pembelajaran dengan menggunakan  robot transporter  dan nilai  posttest diperoleh  setelah   pembelajaran. Dalam penelitian ini diperoleh data  hasil  validasi  media  pembelajaran  sebesar 88,67% dan dikategorikan sangat layak  untuk  digunakan.  Untuk  hasil validasi butir soal diperoleh skor 86,62% dan dikategorikan sangat layak untuk digunakan. Sedangankan untuk  tes  hasil  belajar  diperoleh  nilai  rata-rata  pretest 35,63 dan 85  untuk  nilai  rata-rata  posttest.  Hasil  respon  mahasiswa  terhadap media –robot transporter diperoleh skor rata-rata sebesar 88% dan dikategorikan sangat baik maka media robot transporter layak digunakan  dalam  proses pembelajaran. Keterlaksanaan pembelajaran menunjukan hasil skor 4,6 dan masuk dalam  kategori  sangat baik,  sehingga media  robot  transporter  dalam  proses kegiatan  belajar  mengajar  bisa  terlaksana  dengan baik.
Pengembangan Media Pembelajaran Berbassis E-Learning Mata Kuliah Sistem Informasi Manajemen untuk Mahasiswa Akademi Komunitas Negeri Kabupaten Madiun Ayuningtyas, Vinanda U’un; Munoto, Munoto; Sumbawati, Meini Sondang
JUPITER (JURNAL PENDIDIKAN TEKNIK ELEKTRO) Vol. 2 No. 1 (2017)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (78.15 KB) | DOI: 10.25273/jupiter.v2i1.1737

Abstract

Penelitian ini bertujuan untuk: 1)  membuat e-learning yang memenuhi syarat layak atau valid sebagai media pembelajaran pada mata kuliah sistem informasi manajemen di Akademi Komunitas Negeri Kabupaten Madiun, 2) mengetahui hasil belajar mahasiswa yang lebih baik antara yang menggunakan media pembelajaran e-learning dengan yang menggunakan media pembelajaran powerpoint pada mata kuliah sistem informasi manajemen di Akademi Komunitas Negeri Kabupaten Madiun, 3) mengetahui respon mahasiswa terhadap media pembelajaran e-learning pada mata kuliah sistem informasi manajemen, 4) mendeskripsikan keterlaksanaan media pembelajaran e-learning yang dikembangkan di Akademi Komunitas Negeri Kabupaten Madiun. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian pengembangan dengan menggunakan model 4-D. Untuk ujicoba produk menggunakan intact group comparison yaitu membandingkan dua kelompok terdiri dari pembelajaran menggunakan media e-learning dan media powerpoint. Kedua kelompok diberi posttest pada akhir proses pembelajaran. Dalam penelitian ini diperoleh data hasil validasi media e-learning untuk aspek isi dikategorikan sangat valid dengan rata-rata hasil rating 85%, aspek tampilan dikategorikan sangat valid dengan rata-rata hasil rating 84% dan aspek bahasa dikategorikan valid dengan rata-rata hasil rating 79,3%. Sedangkan untuk tes hasil belajar diperoleh nilai rata-rata 85,5 untuk kelas eksperimen dan 79,5 untuk kelas kontrol. Hasil belajar mahasiswa dari kedua kelompok tersebut kemudian dibandingkan menggunakan uji t. Dari hasil uji t diperoleh dari thitung sebesar 3,747 sedangkan nilai ttabel dengan membandingkan kedua nilai thitung dan ttabel diketahui bahwa thitung>ttabel. Mengacu pada nilai thitung dan ttabel maka pengambilan keputusan hipotesis adalah terima H1 yaitu hasil belajar mahasiswa yang menggunakan media e-learning lebih tinggi daripada hasil belajar mahasiswa yang menggunakan media powerpoint. Hasil respon mahasiswa terhadap media e-learning rata-rata 3,396 dan dikategorikan sangat baik maka media e-learning layak digunakan dalam proses pembelajaran