Dwi Wijanarko
Industrial Engineering Departement Diponegoro University Jl. Prof. Sudarto, SH Tembalang, Semarang 50239 Telp (024) 76740052

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Journal : Journal of Vocational and Career Education

Development of Gamification Learning Media Based on Google Sites Website for Technical Drawing Projection Material in Vocational Schools Mukhadik, Fahrul; Wijanarko, Dwi; Qudus, Nur
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

The conventional use of media induces boredom among students, largely due to the limited exploration of creativity among teachers in crafting innovative and engaging learning materials using digital technology in teaching and learning processes. One application of digital technology involves developing gamification media based on the Google Sites website for technical drawing projection material in 10th grade in SMK. This research applies the Research and development (R&D) method. The research design chosen was the ADDIE model, which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The unit of analysis for this research is the development of gamification learning media based on the Google Sites website. The instruments used in this research were (1) assessment sheet and (2) feasibility questionnaire. The validity of the assessment sheet is obtained from CVR calculations and reliability using the ICC formula. The validity of the effectiveness questionnaire uses rcount and reliability uses the Cronbach's Alpha formula. The data analysis used in this research is (1) categorical to determine the level of eligibility; (2) and N-Gain difference test using the t test. The research results show that the feasibility test for responses from media experts and material experts is very feasible, while the effectiveness test is quite effective and significant in increasing student understanding. Therefore, it can be concluded that the development of gamification learning media on the Google Sites website can improve understanding among the students.
Development of Android-Based Interactive Learning Media on the Application of Electronic Systems in Automotive Technology Susilo, Budhi; Wijanarko, Dwi; Sutopo, Yeri
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

Student understanding of the material is still relatively low, one of the causes being the impractical use of learning media that leverages information and communication technology. One utilization of information and communication technology is the development of Android-based interactive learning media on the application of electronic systems in automotive technology, a core subject in the automotive engineering expertise program at vocational high schools. This research aims to improve the understanding of students regarding the subject matter. The research method uses R&D (research and development) with the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The instruments used are: (1) The product, which is an Android-based interactive learning media application called SAC, focusing on the application of electronic systems in automotive technology; (2) The product is deemed suitable based on the Content Validity Index (CVI) score from media experts, which is 0.92, and the Percentage of Agreement (PA) of 96%, while the CVI score from material experts is 0.96 and PA 98%; (3) The product trial results show a high level of effectiveness based on the Independent Sample t Test for N-gain Score with a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant difference in effectiveness between the experimental and control groups; and (4) The reproducibility coefficient (Kr) and scalability coefficient (Ks) test results are 95% and 90%, respectively, indicating that the Android-based interactive learning media on the application of electronic systems in automotive technology is very practical.
Development of a Gamified Website Using the Rapid Application Development (RAD) Method for Computational Thinking Elements in Vocational High Schools Latifah, Luluk; Wijanarko, Dwi; Anis, Samsudin
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

The competency in computational thinking elements among students at SMK Al-Musyawirin is still lacking. The learning outcomes, averaging 75, are below the minimum passing criteria. Currently, the teaching method relies solely on textbooks, resulting in insufficient understanding of the material by the students.  To address this issue, there is a need for an educational medium that can enhance students comprehension of the subject matter, such as a website. This study aims to develop a gamified website as a learning medium to improve students understanding of computational thinking elements. The website was developed using the Rapid Application Development (RAD) method, which involves stages of requirements planning, RAD design workshop, and implementation. The instruments used were: (1) black-box questionnaire; (2) material feasibility questionnaire; (3) User Acceptance Testing questionnaire; and (4) objective tests. The validity of the instruments was calculated using CVR, while their reliability was measured using Cronbach's Alpha, ICC, and Spearman-Brown. Finally, test reliability was assessed using the Spearman-Brown formula. Data analysis employed categorical analysis for media and material feasibility, as well as user acceptance levels. The effectiveness of the website was measured using N-Gain and t-tests. Results indicated that the website is feasible in terms of media and material, well-received by students, and effective and significant in improving computational thinking competencies, particularly in the conversion between number systems (binary, decimal, hexadecimal).