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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.