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Pengaruh Model Pembelajaran VAK terhadap Hasil Belajar Keterampilan Mengetik Cepat (10 Jari) Siswa SMK Hamida, Zuhrotun Nisail; Novi Trisnawati
Journal of Mandalika Literature Vol. 6 No. 4 (2025)
Publisher : Institut Penelitian dan Pengembangan Mandalika (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jml.v6i4.5273

Abstract

Penelitian ini bertujuan untuk mengetahui dan menganalisis pengaruh model pembelajaran Visual, Auditori, Kinestetik (VAK) terhadap hasil belajar siswa pada materi mengetik 10 jari kelas XI Manajemen Perkantoran dan Layanan Bisnis (MPLB) di SMKS PGRI 2 Sidoarjo. Temuan ini mendukung penggunaan model pembelajaran VAK untuk meningkatkan keterampilan praktik di SMK. Bentuk penelitian ini menggunakan Quasi Experimental Design dengan jenis Nonequivalent Control Group Design. Terdapat 2 kelas yang digunakan sebagai sampel yaitu kelas XI MPLB 1 sebagai kelas kontrol berjumlah 35 siswa. Teknik dan instrumen pengumpulan data menggunakan dokumentasi dan tes berupa pre-test dan post-test. Hasil penelitian ini menunjukkan bahwa Sig. (2 tailed) pada uji Independent Sample T-Test diperoleh nilai 0,005 <0,05. Maka H1 diterima dan H0 ditolak, sehingga dapat disimpulkan bahwa terdapat pengaruh model pembelajaran Visual, Auditori, Kinestetik (VAK) terhadap hasil belajar siswa pada materi mengetik 10 jari kelas XI MPLB SMKS PGRI 2 Sidoarjo.
PENGEMBANGAN MEDIA PEMBELAJARAN QUIZ GAME DENGAN FILTERS INSTAGRAM STORY BERBASIS AUGMENTED REALITY SEBAGAI ALTERNATIF MOTIVASI PEMBELAJARAN INFORMATIKA SISWA KELAS X MPLB DI SMK IPIEMS SURABAYA Achmad Reza Johan Maulana; Siti Sri Wulandari; Meylia Elizabeth Ranu; Novi Trisnawati
AT-TAKLIM: Jurnal Pendidikan Multidisiplin Vol. 2 No. 10 (2025): At-Taklim: Jurnal Pendidikan Multidisiplin (Edisi Oktober)
Publisher : PT. Hasba Edukasi Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71282/at-taklim.v2i10.1070

Abstract

learning media and determine the feasibility of the Quiz Game Learning Media with Instagram Story Filters based on Augmented Reality as an alternative to motivating Information Technology learning. It also seeks to ascertain students' motivational response in class X MPLB at SMK IPIEMS Surabaya. The type of research used is Research and Development (R&D), which adapts the development model by Reiser and Molenda, namely the ADDIE development model. There are five stages in developing this learning media: the analysis stage, the design stage, the development stage, the implementation stage, and the fifth stage, the evaluation stage. The trial of the Quiz Game Learning Media with Instagram Story Filters based on Augmented Reality was conducted on 20 students in class X MPLB at SMK IPIEMS Surabaya. Furthermore, it underwent a validity test by a media expert, specifically a lecturer in educational technology from a state university in Surabaya, and a content expert validity test by an Information Technology subject teacher at SMK IPIEMS Surabaya. The product feasibility results from the media expert showed a value of 92.5% (Very Feasible), while the two content experts yielded a total score of 93.75% (Very Feasible), and the student response score was 93.75% (Very Feasible). In conclusion, the trial and validation of the Quiz Game Learning Media with Instagram Story Filters based on Augmented Reality as an alternative motivation for Information Technology learning for class X MPLB students at SMK IPIEMS Surabaya are highly suitable as a tool or alternative motivational media for students in learning Information Technology subjects.
SAACCESS (SIMPAN ARSIP DENGAN ACCESS) APPLICATION DEVELOPMENT AT 11TH STATE SENIOR HIGH SCHOOL SURABAYA Aris Jaka Purnama; Brillian Rosy; Meylia Elizabeth Ranu; Novi Trisnawati
Journal of Social and Economics Research Vol 5 No 2 (2023): JSER, December 2023
Publisher : Ikatan Dosen Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54783/jser.v5i2.313

Abstract

Archives are the center of memory in every activity in the office. Archives function as a memory center, proof of the existence of the institution, and for the benefit of other institutions. Therefore, there must be good management or management of archives from creation to shrinkage. The main obstacle is the decreasing physical letter storage space, but it’s not possible to build a special building for physical letter storage space. Using the type of research with R&D (Research and Development) and prototype development research methods. Development of this archival application uses a Microsoft Access-based application. This research goes through a research procedure starting with information gathering, designing the product quickly, building a prototype, and the final step is that the application is ready to use with an evaluation that has been carried out by experts. The subject is 2 peoples from 11th Senior High School Surabaya administration staff. The trial was conducted in December 2023 and January 2024. The application feasibility results based on material expert validators and media expert validators get a score of 96%. While the results of application feasibility based on administrative staff get a score of 88.8%, which shows the interpretation of “Very Feasible”. The development of Microsoft Access-based digital archiving applications uses a prototype development model. The SAAccess application received a feasibility score of 96% from both the material expert validator and the software developer. SAAccess also received a score of 88.8% from the administrative staff of 11th Senior High School Surabaya. It can be concluded that SAAccess is effectively used to manage letters in 11th Senior High School Surabaya digitally.