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Journal : Jurnal Scientia

Application of Problem-Based Learning Model to Improve Student Activities and Learning Outcomes Sarwandi; Norenta Sitohang; Mia Andriyani; Raudatul Izmi
Jurnal Scientia Vol. 11 No. 01 (2022): Education, Sosial science and Planning technique, August
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (295.421 KB) | DOI: 10.35337/scientia.Vol11.pp268-272

Abstract

The purpose of this study was to determine the activities and learning outcomes of students by applying the problem-based learning model in the Education Administration course at Budi Darma University. This research belongs to the type of classroom action research (Classroom Action Research) with the research subjects being students of the Information Technology Education study program with a total of 12 students, this research was conducted in two cycles and at the end of each cycle, there was a reflection on the actions that had been given. Data collection techniques in this study used observation sheets, questionnaires, and documentation. The results of this study indicate that the implementation of learning by applying the problem-based learning model can improve student activities and learning outcomes. This can be seen from the activeness of students in the first cycle with an average value of 62% and increased in the second cycle with an average value of 80%. Then from the results of student learning before applying the problem-based learning (pre-cycle) learning model with an average score of 12 students with 1 student who completed, after taking action in the first cycle with an average score of 39 with 5 students who completed, and after taking action in the second cycle with an average value of 73 with students who completed as many as 10 students. Judging from the activities and student learning outcomes, it is evident that the application of the problem-based learning model can improve student activities and learning outcomes.
DEVELOPMENT OF PROJECT-BASED LEARNING-BASED INTERACTIVE E-MODULES IN GRAPHIC DESIGN COURSES Sarwandi Wandi; Dito Putro Utomo
Jurnal Scientia Vol. 11 No. 02 (2022): Education, Sosial science and Planning technique, November
Publisher : Sean Institute

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

Abstract

This e-module was developed based on problems that occur during the learning process, the teaching materials used are still not optimal and some materials are not following the characteristics of students and learning objectives. Students are also less active in participating in the learning process and cannot collaborate in solving a problem, so it is necessary to develop relevant and innovative Project-Based Learning-Based Interactive E-Modules to help students more easily understand learning materials, be active in the learning process, and improve independence in learning. The method used in this research is research and development (R&D) by adopting the 4D (Four-D) development model which includes 4 steps, namely: define, design, develop, and disseminate. By definition five activities must be carried out, namely: 1) Initial analysis, 2) Student analysis, 3) Task analysis, 4) Concept analysis and 5) Formulation of learning objectives. In the design four activities must be carried out, namely: 1) Preparation of test standards, 2) Selection of media, 3) Selection of formats, and 4) Initial design. In development two steps must be done, namely: 1) Expert assessment, and 2) Development trial. And the last is dissemination, this stage is the dissemination stage to promote the product developed so that it is accepted by users, individuals, groups, and systems. The results of the research and development of project-based learning-based interactive e-modules can be seen from the validity tests of both media and materials that have been carried out with an average media validity value of 0.86 (valid), and an average material validity value of 0.78 (valid).