Articles
The Effect of Team Assisted Individualization (TAI) Model and Project Based Learning (PJBL) on Learning Outcomes of Interactive Media Design Subjects of Vocational Students
Siti Mutoharoh;
Rahmania Sri Untari;
Cindy Cahyaning
Proceedings of The ICECRS Vol 8 (2020): Educational and Psychological Conference in the 4.0 era
Publisher : International Consortium of Education and Culture Research Studies
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DOI: 10.21070/icecrs2020484
The study aims to know difference before and after applying of Team Asisted Individualization ( TAI) and of Project learning based ( PJBL) to result learn student. Research [done/conducted] [by] [in] SMKN 1 BEJI with class subjek of XI and multimedia1 of XI multimedia 3.. This research use quantitative research method with type research of Quasi Experiment ( Eksprimen Design) with Desain Nonequivalent Control Group Design. used Device [at] this research represent Control Group design posttest pretest. Technique data collecting use sheet of tes that is and pretest of posttest. Technique analyse data use to [count/calculate] normalitas,dan rata-rata,uji test Paired Sample Test. Result of from calculation of mean obtain;get class value of Eksprimen 79 and class Control 72. While data collecting technique use Test of Paired Sampel T-Tes result of research cover influence of Applying Of Model of Team Assisted Individualization ( TAI) and of Project Based Learning ( PJBL) with value of Signifikasi 0,00 < 0,05. While [at] result of test of Paired Sampel T-Tes influence of applying of model of Team Assisted Individualization ( TAI) and of Project Based Learning ( PJBL) prove that with value of signifikasi 0,00. Pursuant to data analysis to result of this research can be said that [by] result learn student there are difference before and after using Model of Team Assisted Individualization ( TAI) and of Project Based Learning ( PJBL) Subject of desain media of interaktif class of XI multimedia.
Development of Interactive Learning Videos to Increase Learning Motivation in Graphic Design Lessons in Vocational Schools
Muhammad Arief Rohman;
Fitria Nur Hasanah;
Rahmania Sri Untari Untari
Proceedings of The ICECRS Vol 8 (2020): Educational and Psychological Conference in the 4.0 era
Publisher : International Consortium of Education and Culture Research Studies
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DOI: 10.21070/icecrs2020485
This study aims to find out the increase in learning motivation through the use of Interactive Learning Videos Graphic Design students of class X TKJ in SMK. The research method used is R & D research using the ADDIE development model. The sample is class X TKJ in SMK Muhammadiyah 1 Taman. Developed media declared 79% feasible with high criteria as a medium can be used for research. Based on the results of the use of interactive learning video media makes a difference in student motivation. Before using interactive learning videos, the results of the students with 56-70 grade range (medium) are being categorized C. Using interactive learning videos; students get the results to a range of grades 71-85 with good qualifications and categorized B. They also get the results of the range of grades 86-100 with very good qualifications and categorized A. In conclusion; the interactive learning video graphic design is feasible to be used as a learning medium for students of class X TKJ in SMK Muhammadiyah 1 Taman. With the use of interactive learning videos there is an increase in motivation class X TKJ to learn on graphic design subjects.
Scenario Problem Based Learning on the Critical Thinking Ability of Vocational High School Students using the Piagetian Approach
Chendi Pirwanto Putra;
Rahmania Sri Untari;
Fitria Nur Hasanah;
Elma Yunita
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 8, No 1: JANUARI 2023
Publisher : Graduate School of Universitas Negeri Malang
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DOI: 10.17977/jptpp.v8i1.21303
Abstract: Students' low critical thinking skills in the learning process can affect the quality and results of student learning. This study aims to determine the influence of students' critical thinking skills by applying problem-based learning scenarios in primary computer and network subjects. This study used the Pre Experimental Design research with the One Group Pretest-Posttest Design. The subjects of this study were students of class X TKJ as the experimental group. The data collection technique used in this research is a critical thinking instrument. The data analysis used is a descriptive quantitative analysis using the Paired-Samples T-Test. The results showed that the problem-based learning scenario had no significant effect on the thinking skills of class X TKJ students.
Contribution of E-Book Implementation to Learning Achievement in Informatics Courses in Antartika
Muhammad Afifuddin Al Islami;
Rahmania Sri Untari;
Fitria Nur Hasanah;
Dicka Y Kardono
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 8, No 2: FEBRUARY 2023
Publisher : Graduate School of Universitas Negeri Malang
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DOI: 10.17977/jptpp.v8i2.21391
This study aimed to determine (1) the contribution of E-Books to Informatics class X RPL subject to student achievement at SMK Antarctica 1 Sidoarjo (2) How significant is the contribution to student achievement in Informatics class X RPL at SMK Antarctica 1 Sidoarjo after using the E-Book. This research uses a quantitative method with the type of pre-experimental design one research group pretest-posttest design to compare the results obtained from the pretest and posttest. The population used was 36 students, and the sample was taken using a saturated sampling technique, meaning that all population members were taken to be tested. The data analysis used was descriptive statistical analysis. Based on the results obtained from the implementation of the E-Book in class X RPL 1 SMK Antartika 1 Sidoarjo, it can be concluded that there is a significant contribution to students by increasing student achievement.
GAME EDUKASI BERBASIS ANDROID SEBAGAI MEDIA MENGHAFAL KOSAKATA 3 BAHASA
Rahmania Sri Untari;
Akbar Wiguna;
Rugaya Meis Andhiarini;
Arnita Fentrin Pratama;
Ellyana Hawa
METRIK SERIAL HUMANIORA DAN SAINS (E) ISSN: 2774-2377 Vol. 2 No. 1 (2021)
Publisher : Bekasi: Konsorsium Cendekiawan Indonesia
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Peningkatan kualitas menghafal tidak lepas dari pengembangan sumber belajar melalui inovasi teknologi. Game edukasi merupakan salah satu sumber belajar yang mampu meningkatkan kemampuan mengafal siswa KB/TK. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran game edukasi berbasis android dan menilai keefektifan aplikasi dalam menghafal. Peneliti menggunakan model pengembangan 4D. Penelitian ini dilakukan di KB/TK Aisyiyah 34 Malang. Berdasarkan hasil validasi oleh ahli materi dan media menunjukkan bahwa game edukasi berbasis android sangat bagus dan layak untuk digunakan. Keefektifan penerapan game edukasi berbasis android berpengaruh siginifikan terhadap kemampuan siswa dalam menghafal kosakata 3 bahasa.
2013 Curriculum Report Application Development at SMK DIAN Indonesia: Pengembangan Aplikasi Raport Kurikulum 2013 Di SMK DIAN Indonesia
Asy’Ari, Mochammad Hasyim;
Untari, Rahmania Sri;
Hasanah, Fitria Nur
Indonesian Journal of Education Methods Development Vol. 3 (2018): August
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/ijemd.v2i0.583
In SMA Dian Indonesia the report card data entry process is still constrained by the complexity of the application flow that is used. Each subject teacher gives a grade to the homeroom teacher to be processed into a report card. This made it difficult for the homeroom teacher to process the data provided by the subject teacher so that the process of processing report cards was hampered."This study aims to determine the process of developing the 2013 Curriculum Report Card Processing Application at Dian Indonesia High School. Based on the results of the analysis, it was obtained 90% in the very feasible category by media experts, and from the teacher the average validity was obtained 80.7% with the feasible category. So it can be concluded that the development of the 2013 Curriculum Report Card Processing Application is very suitable for use at Dian Indonesia High School.
OPBL Learning Model on Problem Solving Ability in Basic Programming Subjects in Vocational High Schools: Model Pembelajaran OPBL Terhadap Kemampuan Pemecahan Masalah Pada Mata Pelajaran Pemrograman Dasar di Sekolah Menengah Kejuruan
Andhita, Krisna;
Untari, Rahmania Sri
Indonesian Journal of Education Methods Development Vol. 18 No. 1 (2023): February
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/ijemd.v21i.726
Basic Programming subjects are compulsory subjects at SMK 1 Walisongo, especially for the Multimedia major. The purpose of this study is to improve students' problem solving abilities. The research model used is experimental quantitative. The results showed that there was an effect between the pre-test using the problem based learning model with average 76,95 and the post-test using the open problem based learning with average 87,80 that occurred in class X MM as many as 20 students. Teachers pose problems and students solve problems based on their understanding of analysis, with students being given the freedom to present their own arguments through questions about basic programming topics. With the increasing value of learning, open problem-based learning model learning is the right learning model for teachers.
Open Problem-Based Learning (OPBL) Scenario on 2D Text Animation Using Polya Approach
Untari, Rahmania Sri;
Liansari, Vevy;
Su’udiah, Firdaus
Jurnal Ilmu Pendidikan Vol 26, No 1 (2020): June
Publisher : Universitas Negeri Malang
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DOI: 10.17977/um048v26i1p22-28
Animation, with its various roles, has become a crucial technology of science. The roles of OPBL is to provide students with opportunities to exercise creative thinking, express critical ideas, build collaboration skill and use technology which will add their value at workplace as well as in real life. The research is conducted to compare students’ problem-solving skill before they received OPBL treatment and after they did. The research was conducted using the quasi-experiment method. Paired sample t-test examination was used to analyze the data. The research suggested that there is a significant difference in the students' problem-solving skill before they received OPBL treatment and after they did, and that the difference is highly influenced by the syntax or learning model scenario. Cooperative learning made student group learning more structured in alignment with the learning topic assigned.
Android-Based Educational Games for Online Learning at PG/Kindergarten
Untari, Rahmania Sri;
Wiguna, Akbar;
Andhiarini, Rugaya Meis;
Pratama, Arnita Fentrin
Jurnal Ilmu Pendidikan Vol 27, No 2 (2021): December
Publisher : Universitas Negeri Malang
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DOI: 10.17977/um048v27i2p81-85
Technology becomes a part of today’s lifestyles. Improving the quality of memorizing is significantly related to the development of learning resources through technological innovation. Educational games are one of the learning resources that can improve the memorization skills of PG/Kindergarten students. The purpose of this study was to develop an Android-based educational game as learning media and assess their effectiveness. The development model used was the ADDIE model. This research was conducted at Daar Al Husna PG/Kindergarten in Malang. Validation by material and media experts showed that the Android-based educational developed was very good and worthy of use. The effectiveness of the application of this Android-based educational game was assessed through pretest and posttest score
Designing Android based Mobile Application for Earth Layer Learning at Junior High School
Shofiyah, Noly;
Untari, Rahmania Sri;
Saputra, Yofanka Eko Ardian
Jurnal Ilmu Pendidikan Vol 28, No 1 (2022): June
Publisher : Universitas Negeri Malang
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DOI: 10.17977/um048v28i1p37-43
The complexity of science topics makes it difficult for students to understand all science concepts correctly. Mobile devices can help students to be more focused and efficient in learning. The study aimed to develop the android - based mobile application about the earth layer and include its natural disaster concept. The development model used was the 4D Model. This research produces a product in the form of Earth Panel Cellular Application. The expert validation average score of 3.38, which is in the excellent category, shows that the earth layer application is suitable for usage. The application's effectiveness can be quite effective in enhancing students’ cognitive learning outcomes based on the gained sig. The significance of application is said to be quite effective in improving cognitive learning outcomes with a value of 0.000 less than 0.05