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The Effectiveness of Using Films to Increase Entrepreneurial Interest and Learning Outcomes in Creative Product and Entrepreneurship Subjects Rahmawati, Annisa; Widowati, Trisnani; Harlanu, Muhammad
Journal of Vocational and Career Education Vol. 9 No. 2 (2024): December 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v9i2.29803

Abstract

This study aims to examine: 1) the difference in the increase of entrepreneurial interest among students using films as a teaching media in the Creative Products and Entrepreneurship subject, 2) the difference in the improvement of learning outcomes among students using films as a teaching media in the Creative Products and Entrepreneurship subject, and 3) the effectiveness of films in enhancing both entrepreneurial interest and learning outcomes in the Creative Products and Entrepreneurship subject. This research follows a quantitative approach with a quasi-experimental design. The study population consists of eleventh-grade students at SMKN 1 Salatiga from vocational programs in beauty, fashion, and culinary arts. A simple random sampling method was employed to select the sample. The experimental group was exposed to films as a teaching media, while the control group did not receive this treatment. Data on learning outcomes were gathered through written tests, and data on learning interest were obtained through closed questionnaires. The findings of this study are as follows: 1) a noticeable difference exists in the entrepreneurial interest between students who used films as a media and those who did not, 2) there is a significant difference in the improvement of learning outcomes between students who used films and those who did not, and 3) films have proven to be effective in improving both entrepreneurial interest and learning outcomes in the Creative Products and Entrepreneurship subject at SMKN 1 Salatiga.
PENERAPAN PEMBELAJARAN CASE METHOD DAN TEAM BASED PROJECT MELALUI STRATEGI KELAS KOLABORATIF DENGAN MITRA DI LUAR KAMPUS (Upaya Akselerasi Pencapaian Indikator Kinerja Utama Perguruan Tinggi (IKU) Ke tujuh) Harlanu, Muhammad; Suryanto, Agus; Achmadi, Taofan Ali; Syah, Mario Norman
Bookchapter Pendidikan Universitas Negeri Semarang Vol. 9 (2025)
Publisher : Bookchapter Pendidikan Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1529/kp.v9i1.315

Abstract

Metode pembelajaran yang harus diterapkan saat ini mengacu pada Indikator Kinerja Utama (IKU) ke 7, persentase mata kuliah S1 dan diploma yang menggunakan metode pembelajaran pemecahan kasus (case method) atau pembelajaran kelompok berbasis project (teambased project) sebagai sebagian bobot evaluasi. Penelitian ini bertujuan untuk menganalisis: 1) Membuat Model Determinan Model Determinan Penerapan Pembelajaran Case Method Dan Team Based Projcet Melalui Strategi Kelas Kolaboratif Dengan Mitra Di Luar Kampus, 2) Menganalisis Faktor-faktor yang berpengaruh terhadap Model Determinan Penerapan Pembelajaran Case Method Dan Team Based Projcet Melalui Strategi Kelas Kolaboratif Dengan Mitra Di Luar Kampus. Penelitian ini menggunakan metode kuantitatif dengan desain survei. Penggunaan metode dan desain penelitian tersebut diimpementasikan dalam prosedur (langkah-langkah) penelitian. Dalam pengumpulan data menggunakan instrumen penelitian berbentuk kuesioner yang sudah dinyatakan valid dan reliabel. Selanjutnya data yang berhasil dikumpulkan diolah/dianalisis menggunakan statistik deskripsi dan inferensial dengan teknik analisis jalur (path analysis). Selanjutnya dilakukan pembahasan terhadap hasil analisis dibahas dan terakhir yaitu dibuat kesimpulan. Kesimpulan hasil penelitian : 1) Penggunaan Model Case Method di perguruan tinggi secara signifikan berhubungan dengan peningkatan kinerja utama perguruan tinggi, 2) Pelaksanaan Kelas Kolaborasi dengan Mitra memiliki korelasi positif dengan peningkatan kinerja utama perguruan tinggi, 3) Ada pengaruh yang signifikan antara variabel penggunaan Model Team-Based Project terhadap Indikator Kinerja Utama (IKU) perguruan tinggi, 4) Penggunaan Model Case Method secara signifikan berhubungan dengan pelaksanaan Kelas Kolaborasi dengan Mitra, 5) Penggunaan Model Team-Based Project juga berhubungan positif dengan pelaksanaan Kelas Kolaborasi dengan Mitra.
The Influence of Parental Parenting on the Character Formation of Elementary School Students Kafara, Ibnu Ahmad Rifa'i; Harlanu, Muhammad; Sumartiningsih, Sri; Yuwono, Agus
Journal of English Language and Education Vol 10, No 4 (2025)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v10i4.1016

Abstract

This research departs from the fact that there are still few studies that discuss how parenting at home affects the character development of children in elementary school. In fact, parenting at home plays a big role in shaping children's values, attitudes, and behaviors, both at school and in daily life. This study aims to explain the influence of parental parenting on the character development of elementary school students through literature studies. The method used is qualitative descriptive with data collected from various academic journals through platforms such as Google Scholar and Publish or Perish. The results of the analysis show that parental parenting has a significant effect on the formation of children's character, both in the school environment and in daily life. These findings confirm the importance of collaboration between schools and parents in designing parenting styles that support children's character development. In addition to enriching theoretical studies on family-based character education, this study also provides practical recommendations for the development of more effective parenting.
Car seatbelt monitoring system using real-time object detection algorithm under low-light and bright-light conditions Suryanto, Agus; Wicaksono, Dwi Haryo; Mulwinda, Anggraini; Harlanu, Muhammad; Syah, Mario Norman
SINERGI Vol 29, No 3 (2025)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/sinergi.2025.3.018

Abstract

Seatbelt usage is essential for minimizing injury risk during vehicular accidents. The monitoring seatbelt system in modern vehicles can be easily tricked into not displaying the warning alert. Car seatbelt detection, utilising real-time object detection, is employed to monitor seatbelt usage. However, the accuracy of such systems needs to be further evaluated under low-light and bright-light conditions. This study aims to develop a car seatbelt monitoring system using a real-time object detection algorithm, which will be tested in low-light and bright-light scenarios. The system integrates a trained YOLOv5 model into embedded hardware, which interfaces directly with the vehicle’s ignition system, enabling or disabling engine start based on seatbelt usage. Notifications are also delivered through LEDs, a buzzer, and Telegram messages. This system has an accuracy of 95.75%, precision of 99.1%, recall of 96.2%, and an F1-score of 97.2%. The results show that the system can generate a better confidence score under bright-light conditions than under low-light conditions. This work offers tangible proof of the efficacy of applying intelligent object detection models for real-time driver monitoring, particularly in enhancing compliance through physical intervention and IoT-based alerts.
Rancang Bangun Alarm Deteksi Asap Rokok dan Kebisingan Pada Ruang Kelas Secara Otomatis Berbasis Mikrokontroler Ratnasari, Imas Dian; Hudallah, Noor; Harlanu, M.
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 3 No. 2 (2018): November 2018
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1292.089 KB) | DOI: 10.21831/elinvo.v3i2.18747

Abstract

Abstrak- Asap rokok dan kebisingan merupakan masalah yang sering terjadi di sekolah, sedangkan dalam penanganan masalah asap rokok dan kebisingan di sekolah belum maksimal karena belum terdapat alat yang mampu mendeteksi asap rokok sekaligus kebisingan yang diterapkan di sekolah. Pemantauan kondisi ruang kelas agar tetap kondusif perlu diadakan, maka dari itu dilakukan pengembangan alarm deteksi asap rokok dan kebisingan pada ruang kelas secara otomatis. Penelitian ini bertujuan untuk membantu guru dalam memonitoring kondisi di ruang kelas ketika ruang kelas sedang tidak ada guru. Metode penelitian yang digunakan adalah Research and Development (R&D), yang terdiri dari beberapa tahapan mulai yaitu dari potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, ambil data, analisis data, hasil dan pembahasan, simpulan serta selesai. Dalam penelitian dihasilkan alarm deteksi asap rokok dan kebisingan pada ruang kelas secara otomatis berbasis mikrokontroler yang terdiri dari Arduino Uno, sensor TGS 2600, sensor LM 358, Buzzer, LED, LCD dan Fan. Tahap pengujian meliputi uji coba kelayakan. Hasil analisis data dihasilkan persentase sebesar 82,63 dengan kategori valid. Hasil pengujian sensor asap rokok dan kebisingan sudah dikalibrasi sesuai kondisi sebenarnya. Alarm ini, bagian sensor asap rokok tidak dapat diimplementasikan di ruang kelas nyata, sedangkan bagian sensor kebisingan dapat diimplentasikan di ruang kelas nyata dengan menyetting tingkat kepekaan.  Saran untuk peneliti selanjutnya, bagian sensor asap rokok dapat dikembangkan, mampu mendeteksi asap rokok pada ruang kelas nyata. 
Integrasi SDGs dalam Media Pembelajaran Kejuruan Berbasis Internet of Things di SMKN 1 Semarang: Pengabdian Agus Suryanto; Muhammad Harlanu; Edi Sarwono; Ari Rahadini; Delta Setiyarini; Dhea Puspitasari; Dalilo Yogi Essy Pratama; Muhamad Firdaus
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.7780

Abstract

Peran strategis pendidikan vokasi diperlukan dalam menyiapkan sumber daya manusia yang kompeten, adaptif terhadap perkembangan teknologi, serta memiliki kesadaran terhadap keberlanjutan global. Kegiatan pengabdian ini bertujuan mengintegrasikan Sustainable Development Goals (SDGs) ke dalam media pembelajaran kejuruan melalui pengembangan simulasi Sistem Otomasi Gedung Hijau berbasis Internet of Things (IoT) di SMK Negeri 1 Semarang. Metode pelaksanaan menggabungkan Participatory Action Learning System dan Project Based Learning, meliputi analisis kebutuhan, perancangan dan pengembangan prototipe IoT berbasis ESP32, pelatihan guru dan siswa, serta implementasi pembelajaran di kelas. Kegiatan menghasilkan prototipe smart home yang dilengkapi sensor DHT11, kunci pintu otomatis berbasis motor servo, tujuh titik pencahayaan otomatis, dan dashboard monitoring berbasis Blynk. Guru dan siswa berpartisipasi aktif dalam merancang dashboard blynk, sehingga media ini dapat dioperasikan secara mandiri setelah pendampingan singkat. Kegiatan ini secara eksplisit mengaitkan praktik pembelajaran dengan SDG 4, SDG 7, SDG 11, dan SDG 13, sehingga memperkuat pemahaman aplikatif siswa terhadap teknologi hijau dan efisiensi energi. Model ini bersifat replikatif dan open-source, sehingga mendukung keberlanjutan pendidikan vokasi tanpa bergantung pada peralatan mahal.
Effects of the Digital Game-Based Learning (DGBL) on Students Academic Performance in Arabic Learning at Sambas Purbalingga Annas Nur Aziz; Subiyanto Subiyanto; Muhammad Harlanu
KARSA Journal of Social and Islamic Culture Vol. 26 No. 1 (2018)
Publisher : Universitas Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/karsa.v26i1.1518

Abstract

Arabic has been an official language of the United Nations since 1971. However, infrastructure, availability of technology by either students or teachers and professional training for teacher's technological usage in Arabic teaching are still lacking. This paper presents the effectiveness of Digital Game-Based Learning as media towards students’ academic performance in Arabic learning. DGBL was designed by ADDIE model. Quasi experimental Design was used as the method for the implementation phase. The sample of this study was 72 students of the first grade of junior high school. They were divided into two groups of 36 respectively: Group A as the experimental group and Group B as the control group. Group A was treated with DGBL method whereas Group B treated with The Non-DGBL method. The learning results showed that Group A performed significantly higher than Group B cause the results of t table is smaller than the result based on t-Test value (1,67 < 3,244). The Digital Game-Based Learning (DGBL) suggested being used as a tool to increase student’s academic performance in Arabic learning for high school students.
Analisis dan Perencanaan Pencahayaan Buatan pada Toko Kelontong Menggunakan DIAlux Evo 12.0 Ahmad Yusif; Riana Defi Mahadji Putri; Muhammad Harlanu; Tatyantoro Andrasto
Jurnal Penelitian Rumpun Ilmu Teknik Vol. 4 No. 2 (2025): Jurnal Penelitian Rumpun Ilmu Teknik
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juprit.v4i2.4931

Abstract

A grocery store must consider the comfort of people engaging in activities within it, one of which is lighting. Good lighting is an essential part of visual comfort. According to SNI 6197:2020, the standard illumination level for grocery stores is 300 lux. However, initial measurements revealed that during nighttime, the illumination level in the grocery store did not meet the standard, with an average measured illumination level of only 35 lux. Based on this issue, this study aims to determine the appropriate lighting design for grocery stores through analysis using the DIAlux EVO 12.0 software. This research employs the ADDIE research and development model, which comprises five stages: analysis, design, development, implementation, and evaluation. The results of the study, following development using the DIAlux EVO 12.0 software, indicate that five lighting points are required in the grocery store using Philips LED Bulb 19-watt Cool Daylight lamps. After implementation, re-measurements showed that the average nighttime illumination level reached 308 lux. Therefore, the research and development on lighting levels in the grocery store can be considered successful, as it significantly improved lighting in areas or conditions with illumination levels below the Indonesian National Standard.