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HASIL BELAJAR MATERI KOMPUTER DAN JARINGAN DASAR: SEBUAH EFEK DARI MINAT BELAJAR DAN FASILITAS BELAJAR: Learning Outcomes of Basic Computer and Network Materials: An Effect of Learning Interest and Learning Facilities Neti Neti; Paulina Cindi; Kordelinda Wati; Wita Afrianty; Evita Rizeki
Jurnal Pendidikan dan Sastra Inggris Vol. 2 No. 2 (2022): Agustus: Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v2i2.332

Abstract

The main objective of this study is to identify the factors that have the greatest impact on the overall quality of education received by students. Interest in learning and the availability of educational facilities are two characteristics that are considered to affect the results. Multiple Linear Regression was used to understand this finding. Information was collected using questionnaires and test results, and then given to students, with 26 of them representing the entire population of grade 10 SMK Al-Falah. The findings collected include the fact that 1) there is an influence of interest in learning on learning achievement / learning outcomes 2) Learning facilities do not have a substantial impact on the results of the learning process. 3) The level of interest in learning and the facilities available for learning both have a major influence on the results of the learning process. The most significant component in improving basic computer and network learning outcomes is maintaining interest in the material being studied.
Pengembangan media pembelajaran role-playing game (RPG) pada elemen routing statis kelas XI SMK Negeri 1 Sanggau Nurbani Nurbani; Sri Koriaty; Fachry Wahyu Hidayat; Evita Rizeki; Ardilla Al Fath Ain Ramadhanty; Ferry Andriyanto; Warni Apriani Oda; Dina Oktavyani; Fauzan Dwi Hartanto; Ririn Celvina
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 2 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i2.10446

Abstract

Routing Statis sering dianggap sulit dipahami oleh siswa karena terbatasnya alat bantu dan media pembelajaran yang menarik. Penelitian ini bertujuan untuk: (1) Mengembangkan media pembelajaran berbasis Role-Playing Game (RPG) pada materi Routing Statis; (2) Mengetahui kelayakan media pembelajaran berbasis RPG pada materi tersebut; dan (3) Mengidentifikasi respon siswa setelah diimplementasikan media pembelajaran berbasis RPG di kelas XI SMK Negeri 1 Sanggau. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang mencakup tahapan Analysis, Design, Development, Implementation, dan Evaluation. Teknik pengumpulan data melibatkan wawancara, angket, dan dokumentasi, sedangkan analisis data dilakukan secara deskriptif kualitatif dan kuantitatif. Hasil validasi ahli materi memberikan skor rata-rata 90% dengan kategori "sangat layak," validasi ahli media memperoleh skor rata-rata 92% dengan kategori "sangat layak," dan respon siswa terhadap media pembelajaran ini menunjukkan skor rata-rata 89%, yang juga termasuk dalam kategori "sangat layak." Media pembelajaran ini terbukti dapat meningkatkan motivasi belajar siswa dengan menghadirkan elemen interaktif, seperti NPC, quest, dan evaluasi berbasis game. Kata kunci: Pengembangan, Media Pembelajaran, Role-Playing Game (RPG).