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Pengembangan Perangkat Pembelajaran Water Flow Control dalam Mata Kuliah Sistem Kontrol Proses di Jurusan Teknik Elektro UNESA Yulia Fransisca; Rifqi Firmansyah
INAJEEE (Indonesian Journal of Electrical and Electronics Engineering) Vol. 2 No. 1 (2019)
Publisher : Department of Electrical Engineering, Faculty of Engineering, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/inajeee.v2n1.p12-16

Abstract

Abstrak Penelitian ini bertujuan membuat perangkat pembelajaran dan jobsheet pada mata kuliah sistem kontrol proses. Selain untuk membuat perangkat juga untuk menguji kelayakan dan respon mahasiswa terhadap hasil penelitian. Penelitian ini menggunakan metode R&D (research and development) terdiri dari sepuluh langkah-langkah, akan tetapi kami hanya melakukan hingga tujuh tahapan saja berikut: 1) analisis potensi dan masalah, 2) perencnaan, 3) pengembangan produk awal, 4) validai produk awal, 5) revisi produk awal, 6) uji coba produk, dan 7) analisis dan pelaporan. Variable yang digunakan dalam yaitu laju aliran air. Untuk menguji tingkat kelayakan perangkat pembelajaran dan jobsheet, di dapatkan dari penilaian dosen yaitu tiga dosen FT UNESA sepuluh mahasiswa sistem kontrol dan instrumentasi angkatan 2016. Berdasarkan hasil penelitian diperoleh kesimpulan, penilaian terhadap perangkat untuk keseluruhan sangat baik dengan penilaian 88,33% dan penilaian jobsheet untuk sangat baik dengan penilaian 89,33%. Respon mahasiswa dinyatakan baik dengan penilaian 83,66%. Dengan hasil tersebut dapat disimpulkan bahwasannya perangkat dan jobsheet  cocok diaplikasikan sebagai media ajar pada mata kuliah sistem kontrol proses.
Pengaruh Aplikasi Every Circuit pada Pelajaran DLE Terhadap Hasil Belajar Kelas X SMKN 1 Driyorejo Arrori Ashar Hidayad; Yulia Fransisca
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 3 (2024): Vol. 12, No 3, September 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i3.128188

Abstract

Pendidikan merupakan aspek penting dalam kehidupan. Setiap orang berhak untuk berkembang dalam dunia pendidikan. Pendidikan yang berkualitas dapat diwujudkan salah satu caranya melalui penerapan model pembelajaran yang tepat. Proses pembelajaran dengan model Project Based Learning memerlukan penggunaan aplikasi elektronik seperti Every Circuit untuk menunjang keterampilan siswa di bidang teknologi dan persaingan global yang semakin meningkat. Pada penelitian ini diperoleh hasil belajar ranah kognitif berupa hasil posttest rata-rata hasil belajar kelas eksperimen sebesar 86,38 lebih tinggi dibandingkan kelas kontrol yang hanya sebesar 75,97. Hasil belajar ranah psikomotorik pada kelas eksperimen memperoleh rata-rata sebesar 84,58, lebih tinggi dibandingkan pada kelas kontrol yang hanya memperoleh rata-rata 65,83. Sedangkan hasil belajar ranah afektif pada kelas eksperimen memperoleh rata-rata 87,4 dan kelas kontrol 80,86. Berdasarkan Uji N-Gain Score pada kelas eksperimen diperoleh nilai sebesar 0,7459 yang berarti g > 0,7 sehingga dapat dikategorikan pembelajaran menggunakan penerapan aplikasi every rangkaian pada kategori tinggi. Hasil analisis angket respon siswa yang diberikan pada kelas eksperimen yang berjumlah 36 siswa pada saat pembelajaran selesai memperoleh rata-rata respon sebesar 90,1% yang menunjukkan bahwa respon tersebut sangat tertarik untuk melaksanakan pembelajaran.Kata kunci : Every Circuit, Project Based Learning, Peserta Didik Education is an important aspect of life. Everyone has the right to develop in the world of education. Quality education can be realized one way through the application of appropriate learning models. The learning process using the Project Based Learning model requires the use of electronic applications such as Every Circuit to support students' skills in the field of technology and increasing global competition. In this study, the cognitive domain learning results were obtained in the form of posttest results, the average experimental class learning result was 86.38, higher than the control class which was only 75.97. Learning outcomes in the psychomotor domain in the experimental class got an average of 84.58, higher than in the control class which only got 65.83. Meanwhile, the learning outcomes in the affective domain in the experimental class got an average of 87.4 and the control class 80.86. . Based on the N-Gain Score Test in the experimental class, a value of 0.7459 was obtained, which means g > 0.7 so that it can be categorized as learning using the application of the every circuit application in the high category. The results of the analysis of the student response questionnaire that was given to the experimental class with a total of 36 students when the learning was completed received an average response of 90.1%, which shows that the response was very interested in carrying out the learning.Keywords: Every Circuit, Project Based Learning, Student.
Pengembangan Training Kit Solar Tracker Berbasis Arduino untuk Meningkatkan Kreativitas dan Motivasi Belajar Peserta Didik Achmad Yogi Pramana; Joko Joko; Tri Rijanto; Yulia Fransisca
Educational Journal Vol. 1 No. 4 (2026): MAY-JULY
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/h094b049

Abstract

The limited interactive learning media regarding renewable energy in vocational schools has an impact on the low creativity and learning motivation of students. This study aims to develop a feasible, practical, and effective Arduino-based Solar Tracker Training Kit. Using the ADDIE model Research and Development (R&D) method, this research was conducted at SMKN 3 Jombang with 36 subjects of grade XI Industrial Electronics Engineering through a one-group pre-test post-test design. Data were collected through observation, interviews, questionnaires, and tests using validation sheet instruments, response surveys, and evaluation questions. Data analysis applied descriptive statistics percentages, N-Gain tests, and Wilcoxon tests because the data were not normally distributed (< 0.05). The results showed that the product was "Very Feasible" according to material experts (89.28%) and media experts (91.66%), and "Very Practical" based on student responses (82.36%). This tool was proven to be effective in increasing creativity (N-Gain 0.79) and learning motivation (N-Gain 0.82) in the high category. The Wilcoxon test confirmed the findings with a significant difference between pre-test and post-test scores (Asymp. Sig. < 0.05). It was concluded that this media is feasible and effective for implementation in vocational schools. Future development is recommended to integrate an IoT-based monitoring system and develop specific teaching modules.  
Pengaruh Penggunaan Media Software Simurelay dalam Meningkatkan Kemampuan Berpikir Komputasional dan Kreativitas Peserta Didik Annas Khoir Dwi Nikmaturrohman; Joko Joko; Tri Rijanto; Yulia Fransisca
Educational Journal Vol. 1 No. 4 (2026): MAY-JULY
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/sezw1d06

Abstract

This study examines the effect of Simurelay software-based learning media on students&#x2019; computational thinking skills and creativity in the context of Electric Motor Installation subject at vocational secondary school. A quasi-experimental design with a Nonequivalent Control Group Design was employed involving 60 tenth-grade students (TITL) at SMKN 1 Driyorejo, divided equally into an experimental group using Simurelay (n = 30) and a control group using PowerPoint (n = 30). Data were collected through validated pretest and posttest instruments and analysed using N-Gain scores, independent sample t-test, and MANOVA. Results indicate that Simurelay did not produce a statistically significant effect on computational thinking (Sig. = 0.708 > 0.05), whereas it yielded a significant effect on creativity (Sig. = 0.011 < 0.05). N-Gain scores for both variables were categorised as moderate in both groups. These findings suggest that simulation-based media is more appropriate for cultivating creativity through open-ended exploration, while the development of computational thinking demands more systematic, algorithm-oriented, and long-term pedagogical strategies.
PENGEMBANGAN MODUL PEMBELAJARAN TRAINER KIT ARDUINO BERBASIS PROJECT BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PEMROGRAMAN MIKROKONTROLER DAN ALGORITMA DI SMKN 1 SIDOARJO Ryan Rasidi Purwanto; L. Endah Cahya Ningrum; Fendi Achmad; Yulia Fransisca
Jurnal Pendidikan Teknik Elektro Vol. 16 No. 01 (2027): Jurnal Pendidikan Teknik Elektro (April 2027)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The problems identified in this study include the limited availability of practicum media and teacher-centered learning, which results in students being less active and having difficulty understanding programming concepts in an applied manner. These limitations are found in subjects that focus on analog systems, causing students of Grade XI Audio and Video Engineering at SMKN 1 Sidoarjo to struggle to understand Microcontroller Programming and Algorithms. This study aims to develop a module and Arduino trainer kit learning media based on Project-Based Learning to improve students’ learning outcomes in the Microcontroller Programming and Algorithms course. The research employed a Research and Development (R&D) method, along with the Shapiro-Wilk test, focusing on media development and comparison between two classes. The research instruments consisted of expert validation sheets, student response questionnaires, and learning outcome tests. The data were analyzed using quantitative descriptive techniques, normality testing, t-test, and N-Gain calculation. The results showed that the validation score of the teaching module was 94%, the student worksheet was 98%, and the questionnaire was 99%, indicating that the developed module is categorized as highly valid. The practicality level reached 81%, categorized as very practical. The effectiveness test results showed an improvement in students’ learning outcomes after the implementation of the Project-Based Learning module. Based on these findings, the developed learning module is feasible and effective in improving the learning outcomes of Grade XI TAV students. Keywords: learning module, Arduino trainer kit, project based learning, learning outcomes.
Development of Mind Meister-Based Learning Media in the Basics of Electronics Engineering Subject at SMK YPM 1 Taman to Improve Learning Motivation Nizar Sampramudya Yafie; Fendi Achmad; Meini Sondang Sumbawati; Yulia Fransisca
Journal of Educational Technology Studies and Applied Research Vol 2 No 3 (2026): [6] - 2026 April
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/ge0hya98

Abstract

A decline in student learning motivation persists, largely due to the use of outdated instructional media and teaching models that cause students to become easily bored with the material. To address this issue, the use of website-based instructional media using mind meister platform was proposed as a solution. This study implemented mind meister to assess the extent to which this tool could boost learning motivation in the "fundamentals of electronic engineering" subject. A quasi-experimental design was employed, utilizing observations, interviews, and questionnaires to gather data on student interest. The results demonstrated the practicality of the instructional media and a significant increase in learning motivation; an average score of 2.77 (or 69.19%) was achieved, placing it in the "practical" category. Furthermore, normality tests for learning motivation yielded Sig. (2-tailed) values of 0.062 and 0.111 (both > 0.05), satisfying the prerequisites for parametric statistical analysis. An independent samples t-test comparing the experimental and control groups resulted in a Sig. (2-tailed) value of 0.000 (< 0.05). Regarding effectiveness, a 4.38% difference was observed between the experimental group (using mind meister) and the control group (using PowerPoint), with the experimental group demonstrating superior levels of engagement and learning motivation. Ultimately, the use of modern instructional media helps mitigate the decline in student learning motivation.