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Development of website-based culinary art learning media in improving practical skills in the culinary arts study program Fridiarty, Lelly; Putri, Yuzia Eka; Anugerah, Ajeng Inggit; Waruwu, Mawadda Azizah Sari
International Journal for Educational and Vocational Studies Vol. 4 No. 3 (2022)
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v4i3.9337

Abstract

This study is motivated by a lack of expertise in curving practice after learning theoretically. Of course, this makes learning conditions very difficult and ineffective with insufficient theoretical material to provide guidance to students in practice. Therefore, the research was conducted to develop a website-based learning media that can be accessed anytime and anywhere with the aim of improving curving skills in culinary arts courses. In this study, the Sugiyono development model has been simplified, the steps are:  (1) preliminary studies, (2) Product design, (3) Product Validation, (4) Product revision, (5) Product trial, (6) The final product. The sample in this study were students of the 3rd semester of the Catering Study Program. The sample in this study were students of the 3rd semester of the Catering Study Program. Data analysis techniques by analyzing the results of media and material expert validation questionnaires and analyzing the effectiveness of website media on students. It is known from the research results, website-based learning media in Culinary Arts courses are good and feasible to use.
Glideapp Based E-module Learning Media Innovation as a Support For Student Practicum in Basic Boga Courses Agustina, Dian; Mutiara, Erli; Ginting, Laurena; Anugerah, Ajeng Inggit
Jurnal Visionary : Penelitian dan Pengembangan dibidang Administrasi Pendidikan Vol. 13 No. 2 (2025): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/vis.v13i2.15755

Abstract

Technology affects the progress of education, where its development has an impact on the learning process including in higher education. Showing the idea or introduction of new things renewal of new discoveries that are different from existing or previously known. one of them is about the existence of electronic-based media used in the learning process. Electronic-based modules or e-modules become media by utilizing technology. Glideapps-based e-modules are an alternative in learning without print media. By innovating teaching media from manual to electronic-based learning resources, this study was conducted to determine the feasibility of e-modules as an alternative teaching material that can support the learning process by utilizing technological advances, because it contains material, images, and videos so that students can easily understand the material. In practice, students are given the freedom to access various things related to learning, including activities in class or laboratory practicum in basic culinary learning. This is the basis that it is very necessary by utilizing this technology to facilitate the course of learning, with glideapps-based e-modules as teaching materials to support practicum in basic food courses. This type of research is a type of development research conducted using the 4-D development model (Define, Design, Develop, and Disseminate). It is known that the results of research on the development of glideapps-based e-module media by obtaining media feasibility from material expert validation got a percentage of 85.80% with a very feasible category, then media expert validation got a percentage of 80.65% with a feasible category, and student responses got a percentage of 93.03% with a very feasible category. Based on the results obtained from this study, it is concluded that the glideapps-based e-module is feasible to use.Keywords: Technology, E-Module, Glideapps, Basic Boga, 4D
Pengembangan Media Pembelajaran Seni Kuliner Berbasis Prize untuk Meningkatkan Hasil Belajar Mahasiswa Pendidikan Tata Boga Siti Sutanti; Erli Mutiara; Ajeng Inggit Anugerah; Dian Agustina Dalimunthe
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 8, No 3 (2025): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v8i3.107453

Abstract

Culinary Arts is one of the Culinary Arts Education courses that studies the art of making food garnishes. Prezi learning media is a media that makes it easier for students to learn Culinary Arts. This study aims to: 1) Develop Prize-based Culinary Arts media; 2) Determine student responses to Prize-based Culinary Arts media. Research method research and development (R&D). Research period March-May 2025. Prize-based Culinary Arts Media was validated by two (2) expert lecturers and two (2) expert lecturers in media. The sample size was 100 Culinary Arts Education students class of 2024 as media users. Data collection used a questionnaire. The data analysis technique was descriptive qualitative. The results of the study showed that the media can be disseminated and implemented in Culinary Arts courses. The results of the validation by material experts and media experts stated that the Prezi learning media was included in the very feasible category with an average value of 94.57 percent. The students' response to this media was also very good, with an average value of 82.50%, indicating that Prize-based media is effective and well received in culinary arts learning. This research recommendation is used as teaching material for lecturers in Culinary Arts learning to provide a variety of learning atmospheres for students to continue to foster high learning interest and motivation.Seni Kuliner merupakan matakuliah Pendidikan Tata Boga yang mempelajari tentang seni membuat garnish makanan, dapat dipelajari dengan lebih mudah melalui media pembelajaran Prezi. Penelitian ini bertujuan: 1) Mengembangkan media Seni Kuliner berbasis Prize; 2) Mengetahui respon mahasiswa terhadap media Seni Kuliner berbasis Prize. Metode penelitian research and development (R&D). Waktu Penelitian Maret-Mei 2025. Media Seni Kuliner Berbasis Prize divalidasi oleh dua (2) orang Dosen ahli materi dan dua (2) orang Dosen ahli media. Jumlah sampel 100 orang mahasiswa Pendidikan Tata Boga angkatan 2024 sebagai pengguna media. Pengumpulan data menggunakan angket. Teknik analisis data secara deskriptif kualitatif. Hasil penelitian menunjukkan bahwa media dapat disebarluaskan dan di implementasikan pada mata kuliah Seni Kuliner. Hasil validasi  ahli materi dan ahli media, menyatakan media pembelajaran Prezi termasuk kategori sangat layak dengan nilai rerata 94,57 persen. Respon mahasiswa terhadap media ini juga sangat baik, dengan nilai rerata 82,50%, menunjukkan bahwa media berbasis Prize efektif dan diterima dengan baik dalam pembelajaran seni kuliner. Rekomendasi  penelitian  ini  digunakan  sebagai  bahan  ajar  dosen  dalam  pembelajaran Seni Kuliner  untuk  memberikan  variasi  suasana  belajar  bagi  mahasiswa  untuk tetap menumbuhkan minat belajar dan motivasi belajar yang tinggi