Claim Missing Document
Check
Articles

Found 39 Documents
Search

Development of 3D Animation Video-Based Learning Media Using SketchUp in Building Construction and Utility Subjects Mareti Gulo; Envilwan Berkat Harefa; Arisman Telaumbanua; Aprianus Telaumbanua
Edumaspul: Jurnal Pendidikan Vol 7 No 2 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The problems found by researchers through observations of the learning process at SMK Negeri 1 Lotu, namely the learning process using media is still not optimal. The aim is to develop learning media in class XI-DPIB based on 3D animated videos using SketchUp in the subject of Building Construction and Utilities to understand the Feasibility, Practicality, and Effectiveness of Media Products. This type of research uses the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The instruments used in this research were validation questionnaires for feasibility tests, student response questionnaires for practicality tests, and essay tests to test the effectiveness of learning outcomes. The results of this study are in the form of animated video-based media using SketchUp in the Building Construction and Utilities subject. Very Eligible Criteria based on the assessment of material experts 93%. Based on the assessment of linguists 92%. Based on the design expert's assessment of 90.59%. Practicality The media is categorized as very practical based on 91% individual trials and 93% field trials. The criteria are very effective with an effective percentage of 93% media. So it can be concluded that the 3D animated video-based learning media using SketchUp that was developed is very feasible, practical and effective for use in the learning process. suggestions from researchers (1) for students, it is hoped that the presence of 3D animated video-based media can increase effectiveness and critical thinking in visible image material, (2) for teaching staff it can add innovation in using media (3) for researchers, they can use this research as the next research to determine the feasibility of the product.
Development of Interactive Power Point Based Learning Media on Principles of Land Measurement for Construction Carolus Carles Rejeki Gulo; Envilwan Berkat Harefa; Arisman Telaumbanua; Adrianus Zega
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The problem found by researchers through observations of the learning process at SMKNegeri 1 Mandrehe Barat, namely that the learning process using media is still not optimal.The aim is to develop power -based learning media for class X DPIB I n t e r a c t i v ePoint on the material Principles of Land Measurement for Construction Work to determinethe Feasibility, Practicality and Effectiveness of Media Products.This type of research usesthe ADDIE ( Analize, Design, Development, Implementation, Evaluation ) model. Theinstruments used in this research were validation questionnaires for feasibility tests, studentresponse questionnaires for practicality tests, and essay tests to test the effectiveness oflearning outcomes. Power Point -based media on material on Principles of LandMeasurement for Construction Work. Very Eligible Criteria based on 90% material expertassessment. Based on 98% language expert assessment. Based on a Design expertassessment of 92%. Media Practicality is categorized as very practical based on 90%individual trials and 91% field trials. The criteria are very effective with an effective mediapercentage of 94%. So it can be concluded that the Power Point- based learning mediadeveloped is very feasible, practical and effective for use in the learning process.suggestions from researchers (1) for students it is hoped that with Power Point- based mediato increase effectiveness and critical thinking in the material Principles of LandMeasurement for Construction Work, (2) for teaching staff it can add innovation in usingmedia (3) for researchers , can use this research as subsequent research to determine thefeasibility of the product.
Development of multimedia-based learning media on safety and occupational health and environment (K3LH) material Bijaksana Harefa; Envilwan Berkat Harefa; Arisman Telaumbanua; Aprianus Telaumbanua
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The problem found by researchers through observations on the learning process at SMK Negeri 1 Mandrehe Barat, namely the learning process using media is still not optimal. The purpose of developing learning media in class XI-DPIB Based on Multimedia in the subjects of Basics of Building Construction and Land Measurement Techniques to determine the Feasibility, Practicality, and Effectiveness of Media Products. This type of research uses the ADDIE model (Analize, Design, Develompment, Implementation, Evaluation). The instruments used in this study were validation questionnaires for feasibility tests, student response questionnaires for practicality tests, and test essays for testing the effectiveness of learning outcomes. The results of this research are in the form of animated video-based media in the subjects of Basic Building Construction and Land Measurement Techniques. Very Feasible criteria based on 90% material expert assessment. Based on the assessment of linguists 98%. Based on the expert judgment of 95% Design. Media practicality is categorized as very practical based on 93% individual trials and 93% field trials. The criteria are very effective with a media effective percentage of 93%. So it can be concluded that the multimedia- based learning media developed is very feasible, practical, and effective to be used in the learning process. Suggestions from researchers (1) for students are expected with the existence of multimedia-based media to increase effectiveness and critical thinking in visible image material, (2) for educators can add innovation in using media (3) for researchers, can use this research as the next research to determine the feasibility of the product.
Development of interactive learning media based on Lectora Inspire on the basics of building construction and soil measurement techniques Petrus Desniatman Zega; Envilwan Berkat Harefa; Aprianus Telaumbanua; Arisman Telaumbanua
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research was based on a preliminary study at SMK Negeri 1 Mandrehe Barat, it was found that students were passive and monotonous in learning process activities and had not used interactive learning media which means the learning process was not optimal. The solution to this problem is to use interactive learning media based on Lectora Inspire in the learning process. The purpose of this research is to develop valid, practical and effective interactive learning media based on Lectora Inspire.This type of research is Research and Development (R&D) development research using the ADDIE model (Analize, Design, Developtment, Implementation, Evaluation). The instruments used in this study were validation questionnaires for feasibility tests, student and teacher response questionnaires for practicality tests, and essay question tests for testing the effectiveness of learning outcomes.The types of data used in this study are qualitative data and quantitative data. Qualitative data in the form of comments, and suggestions given by validators to the learning media developed. While quantitative data is in the form of questionnaire results from validators, student and teacher response questionnaires and learning outcome tests. Based on the results of the study, the interactive learning media based on Lectora Inspire developed has been tested and declared valid both in terms of material validity 95%, language validity 94%, and design validity 92. Furthermore, interactive learning media is also very practical to use by students based on the percentage of individual tests of 93%, field trials of 94%, and teacher responses of 93% practicality of 95.47% and the percentage of practicality results from teachers of 93.81%. Interactive learning media is also effective in increasing students' learning ability with an average score of 89% and is in the high category. So it can be concluded that the interactive learning media developed has met the expectations or research objectives.
Analysis of the Technology Acceptance Model (TAM) on the Use of Software for Students in the Building Engineering Education Program Arisman Telaumbanua; Aprianus Telaumbanua; Rena Ria Zalukhu
Edumaspul: Jurnal Pendidikan Vol 7 No 2 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to analyze the Technology Acceptance Model (TAM) regarding the usage of software among students of the Building Engineering Education Program. The research method to be used is associative research method. The population in this study consists of students of the Building Engineering Education Program at the Faculty of Teacher Training and Education, Universitas Nias, who are active in the Odd Semester of the Academic Year 2023/2024. This population comprises students in the 3rd, 5th, and 7th semesters, with a total of 61. The data analysis method used is Structural Equation Modeling (SEM). The research results conclude that perceived ease of use significantly influences behavioral intention to use regarding the usage of software for students of the Building Engineering Education Program, perceived usefulness significantly influences behavioral intention to use regarding the usage of software for students of the Building Engineering Education Program, and behavioral intention to use significantly influences perceived usage regarding the usage of software for students of the Building Engineering Education Program.
Analysis of the Application of Problem Based Learning Model to Students’ Problem Solving Skills on the Material of the Stages of Foundation Work Implementation in SMK Good Meicel Mendrofa; Envilwan Berkat Harefa; Aprianus Telaumbanua; Arisman Telaumbanua
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i2.8336

Abstract

The problem in this study is that students‘ problem solving skills are still lacking, marked by students’ difficulty in analysing problems in depth before trying to solve them, due to the lack of opportunities for students to solve problems regularly and resulting in students not having sufficient skills. The purpose of the study was to analyse the application of the Problem Based Learning model to students' problem solving skills in vocational schools. The type of research is experimental research. This research was conducted at SMK Negeri 1 Hiliserangkai. The research population was all students of class XI-BKP SMK Negeri 1 Hiliserangkai in the 2023/2024 academic year consisting of 2 classes. This study used a randomised pretest posttest experiment control group design. The research instrument was a problem solving ability test in the form of a description test. Before being determined as a research instrument, the test was validated to the building engineering vocational teacher and tested at SMK Negeri 1 Botomuzoi for the purpose of testing the feasibility of the test. Research results: 1) The average result of students' problem solving ability using the Problem Based Learning learning model is 77.83 classified as good; 2) The average result of students' problem solving ability using the conventional model is 68.25 classified as sufficient; 3) The results of hypothesis testing obtained tcount = 2.23 and ttable = 2.001. Because thitung does not lie in the interval - ttabel ≤ t ≤ ttabel. So the hypothesis that reads: ‘there is a significant effect of the Problem Based Learning model on students‘ problem solving skills on the material of the stages of foundation work implementation at SMK Negeri 1 Hiliserangkai.’ accepted at the 95% confidence level or 5% significant level (α=0.05). Researchers suggest that teachers should apply the Problem Based Learning model in learning, especially to present vocational material such as the stages of foundation work implementation.
Development of 3D Animation Video-Based Learning Media Using Sketchup in Calculating the Volume of Building Construction at SMK Negeri 1 Sogaeadu Ipar Jaya Laia; Envilwan Berkat Harefa; Aprianus Telaumbanua; Arisman Telaumbanua
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Estimasi biaya konstruksi dan properti salah satu mata pelajaran di SMK Negeri 1 Sogaeadu khususnya pada materi menghitung volume konstruksi bangunan gedung, peneliti menemukan beberapa permasalahan hasil belajar peserta didik kurang optimal. Hal ini dapat dilihat dari nilai ujian yang menunjukan banyak peserta didik yang mendapatkan nilai di bawah kriteria ketuntasan minimal (KKM) yang telah di tetapkan yaitu 70, Tujuan pengembangan media pembelajaran berbasis video animasi 3D menggunakan SketchUp di kelas XI-BKP pada mata pelajaran estimasi biaya konstruksi dan properti adalah untuk mengevaluasi kelayakan, kepraktisan, dan keefektifan produk tersebut. Penelitian ini menggunakan model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Instrumen yang digunakan adalah angket validasi untuk uji kelayakan, angket respon siswa untuk uji kepraktisan, dan esai tes untuk uji keefektifan hasil belajar. Hasil penelitian menunjukkan dari beberapa uji coba yang dilakukan dengan menggunakan angket yang digunakan oleh peneliti untuk mengetahui kelayakan, kepraktisan, dan keefektifan bahwa media berbasis video animasi menggunakan SketchUp sangat layak digunakan dengan penilaian ahli materi 89%, ahli bahasa 95,55%, dan ahli desain 92,3%. Kepraktisan media juga sangat tinggi dengan hasil uji coba perorangan 88% dan uji coba lapangan 91%. Media ini juga sangat efektif dengan tingkat efektivitas 95,1%. Berdasarkan hasil penelitian yang dilakukan dapat disimpulkan bahwa media pembelajaran berbasis video animasi 3D menggunakan SketchUp dalam menghitung volume konstruksi bangunan gedung di SMK Negeri 1 Sogaeadu kelas XI-BKP pada mata pelajaran estimasi biaya konstruksi dan properti dengan materi menghitung volume konstruksi bangunana gedung telah disusun menggunakan model ADDIE sangat layak, praktis, dan efektif digunakan dalam proses pembelajaran disekolah.
Pengaruh Penggunaan Financial Technology terhadap Keberlangsungan Umkm di Pasar Beringin Kecamatan Gunungsitoli Telaumbanua, Arisman; Idarni Harefa; Serniati Zebua; Gulo, Heniwati
Arus Jurnal Sosial dan Humaniora Vol 5 No 3: Desember (2025)
Publisher : Arden Jaya Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57250/ajsh.v5i3.1934

Abstract

Perkembangan Financial Technology (FinTech) telah membawa perubahan fundamental dalam ekosistem transaksi keuangan, termasuk bagi sektor Usaha Mikro, Kecil, dan Menengah (UMKM) sebagai tulang punggung perekonomian nasional. Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan FinTech terhadap keberlangsungan UMKM di Pasar Beringin (Eks Terminal Lama), Kecamatan Gunungsitoli. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei terhadap 64 pelaku UMKM yang dipilih melalui teknik purposive sampling. Data dikumpulkan menggunakan kuesioner berskala Likert dan dianalisis dengan regresi linear sederhana melalui bantuan perangkat lunak SPSS versi 25. Hasil pengujian menunjukkan bahwa penggunaan FinTech berpengaruh positif dan signifikan terhadap keberlangsungan UMKM, yang ditunjukkan oleh nilai uji t yang lebih besar dari t tabel pada taraf signifikansi 5%. Selain itu, koefisien determinasi mengindikasikan bahwa variasi keberlangsungan UMKM secara substansial dipengaruhi oleh intensitas pemanfaatan FinTech. Temuan ini mengonfirmasi bahwa FinTech berperan strategis dalam meningkatkan efisiensi transaksi, memperluas akses pasar, serta memperkuat daya saing UMKM. Dengan demikian, optimalisasi pemanfaatan FinTech perlu terus didorong melalui penguatan literasi digital, penyediaan infrastruktur teknologi, serta dukungan kebijakan yang berkelanjutan guna memperkokoh keberlangsungan dan kemandirian UMKM di tingkat lokal.
Peran Pembelajaran Berbasis CAD terhadap Penguasaan Kompetensi Gambar Teknik di Pendidikan Vokasi: Tinjauan Literatur (2021–2025) Telaumbanua, Arisman; Zalukhu, Rena Ria
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.5510

Abstract

Digital transformation and increasing industry demands have urged vocational education to strengthen technical drawing competencies through Computer-Aided Design (CAD)–based learning. This article reviews literature published between 2021 and 2025 to map the contributions of CAD-based instruction to the mastery of technical drawing competencies, effective pedagogical strategies, assessment approaches, and enabling and constraining factors influencing its implementation in vocational education settings. The review employed a structured literature review approach and was reported in accordance with PRISMA 2020 principles to ensure transparency and replicability. A total of 32 studies that met the inclusion criteria were synthesized thematically. The findings indicate that CAD-based learning plays a significant role in: (1) improving drawing accuracy, standard consistency, and drafting productivity through 2D/3D visualization and efficient revision processes; (2) strengthening spatial visualization skills and projection understanding through the integration of CAD with orthographic projection principles and the support of augmented reality (AR) technologies; (3) enhancing students’ work readiness by aligning learning activities with CAD/BIM-based industrial workflows and digital documentation practices; (4) increasing learner engagement and motivation when combined with project-based learning, problem-based learning, case methods, and interactive multimedia; and (5) requiring adequate teacher competencies, access to hardware and software licenses, and instructional designs that effectively manage learners’ cognitive load. This article proposes a vocational CAD learning implementation framework that integrates competency-oriented objectives, industry-based authentic tasks, cognitive load scaffolding, and performance-based assessment rubrics as a reference for developing technical drawing instruction in vocational education.