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Meningkatkan Penguasan Materi Program Linear Dua Variabel Melalui Metode Student Teams Achievement Divisions (STAD) Dengan Media Geogebra Djatmiko
Didactical Mathematics Vol. 4 No. 1 (2022): April 2022
Publisher : Program Studi Pendidikan Matematika, Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (819.715 KB) | DOI: 10.31949/dm.v4i1.2411

Abstract

Penelitian ini bertujuan untuk mengetahui peningkatan Program Linear Dua Variabel bagi siswa Kelas XI IPS 2 di SMA Negeri 23 Bandung melalui pemanfaatan Metode Student Teams Achievement Divisions (STAD) dengan media geogebra. Jenis penelitian ini adalah penelitian tindakan kelas (Classroom Action Research) yang dilakukan secara kolaboratif antara peneliti dengan guru. Penelitian dilaksanakan dalam dua siklus, masing-masing siklus terdiri dari empat komponen yaitu perencanaan, tindakan, pengamatan dan refleksi. Teknik dan Alat Pengumpulan data yang digunakan dalam penelitian ini adalah wawancara, observasi, dokumentasi dan tes. Analisis data dilakukan dalam 3 tahap yaitu reduksi, penyajian data serta menarik kesimpulan. Hasil penelitian menyimpulkan Metode Student Teams Achievement Divisions (STAD) dengan media geogebra juga dapat meningkatkan hasil belajar pada mata pelajaran Matematika di kelas
E-Vokids (English Vocabulary for Kids): Aplikasi Berbasis Augmented Reality untuk Media Pembelajaran Bahasa Inggris Virninda, Andi Nurul; Djatmiko; Adelynn Calysta; Risman
Jurnal Pembelajaran Inovatif Vol. 8 No. 1 (2025): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.081.02

Abstract

This research aims to develop an English vocabulary learning application using augmented reality to find the application's feasibility test outcomes. The research methodology used is Research and Development (R&D) with a prototype development model consisting of several stages: Analysis, Design, Coding, and Testing. The results of this research are an augmented reality-based application, E-Vokids (English Vocabulary for Kids), as an English learning application used on Android-based smartphones. With a test percentage of 100% and marker testing, it is concluded that the markers used are very decent; the results of the application testing, which consists of functionality testing, are also very decent. The feasibility test is based on user responses from 30 students of SMPS Makassar Raya Obtained a "very decent" With an average feasibility percentage of 85.35, the application is categorized as very decent. Based on the results of this research, the E-Vokids are viable to be used as an English vocabulary learning application.
Fostering 21st Century Skills Through Product-Based Learning with a Focus on Collaboration in Higher Education Andrianto, Rico Eko; Khotimah, Khusnul; Laksana, Ilham; Maulana, Iwan; Amarulloh, Adhitya; Rabbani, Arsyananda; Djatmiko
Journal of Education Reseach and Evaluation Vol 9 No 3 (2025): August
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v9i3.102337

Abstract

Universities are no longer sufficient to emphasize only cognitive aspects. However, they must also be able to facilitate students in developing practical skills relevant to the needs of the workplace and society. This study aims to analyze the effect of Product-Based Learning (PBL) on the collaboration skills of vocational students in the Visual Communication Design (VCD) program. The method was a quasi-experimental posttest-only control group design with a sample of 72 students, divided into experimental (PdBL) and control (Project-Based Learning) groups. The instruments were questionnaires and observations of six aspects of collaboration skills. Data analysis used a t-test and Cohen's d effect size calculation. The results showed that implementing product-based learning significantly improved students' collaboration skills, reflected in their ability to work in teams, share roles, and constructively resolve conflicts. Students also showed positive developments in 21st-century skills, such as effective communication, creative problem-solving, and critical thinking skills in designing and producing products relevant to real needs. The effect size confirms that PdBL has a very strong impact on improving collaboration skills. The novelty of this research lies in the quantitative analysis of the effect size of PdBL in vocational education in Visual Communication Design (DKV), a practice rarely studied before. The implication is that PdBL can be an effective strategy for strengthening 21st-century soft skills, particularly collaboration, while also addressing the needs of the creative industry and Society 5.