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Pengaruh Metode Project Based Learning dalam Pembelajaran Tatap Muka Terbatas Terhadap Hasil Belajar Peserta Didik Kelas X Jurusan Teknik Komputer dan Jaringan SMK Negeri 2 Makassar Muhammad Nauval Pattiroi; Massikki Massikki; Yasdin Yasdin
Seminar Nasional LP2M UNM SEMINAR NASIONAL 2022 : PROSIDING EDISI 3
Publisher : Seminar Nasional LP2M UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (355.437 KB)

Abstract

Abstrak. Program Studi Pendidikan Teknik Informatika dan Komputer, Fakultas Teknik, Universitas Negeri Makassar (dibimbing oleh Massikki dan Yasdin). Penelitian ini bertujuan untuk mengetahui gambaran hasil belajar siswa kelas X TKJ yang diajar melalui penggunaan metode pembelajaran konvesional dibandingan metode project based learning dalam pembelajaran tatap muka terbatas terhadap hasil belajar peserta didik dan mengetahui pengaruh metode project based learning dalam pembelajaran tatap muka terbatas terhadap hasil belajar peserta didik di kelas X TKJ SMK Negeri 2 Makassar. Penelitian ini menggunakan metode kuantitatif dengan menggunkan quasi eksperimen dengan jumlah sampel 59 siswa kelas X TKJ SMK 2 Makassar. Teknik pengumpulan data ini menggunakan dokumentasi dan tes. Teknik analisis data yang digunakan adalah analisis statistik deskriftif dan teknik analisis statistik inferensial. Hasil penelitian ini menujukkan bahwa: (1) gambaran hasil belajar peserta didik yang diajar melalui pembelajaran konvensional pada kelas kontrol yang dimana pada pretest menunjukkan rata-rata (mean) hasil belajarnya yaitu 63.44, sedangkan pada posttest rata-rata (mean) hasil belajarnya yaitu 72.07, (2) gambaran hasil belajar peserta didik yang diajar melalui project based learning dalam PTM terbatas menunjukkan pada kelas eksperimen yang dimana pada pretest menunjukkan rata-rata (mean) hasil belajar yaitu 63.66, sedangkan pada posttest rata-rata (mean) hasil belajarnya yaitu 79.83, dan (3) ada pengaruh metode project based learning dalam pembelajaran tatap muka terbatas terhadap hasil belajar peserta didik kelas X TKJ SMK Negeri 2 Makassar yang ditunjukkan dengan nilai signifikansi yang dihasilkan adalah 0,001. Nilai ini lebih kecil dari pada taraf α 5% dalam hal ini 0.001 < 0,05. Kata Kunci: Project Based Learning, Pembelajaran Tatap Muka Terbatas, Hasil Belajar, Teknik Jaringan Dan Komputer.
The Effectiveness of Capture The Flag as a Network Security Practical Intervention on Students' Self-Efficacy and Learning Outcomes A. St.Khadijah Ridwan; Ummu Radiyah; Muhammad Ihksan Malik; Muhammad Nauval Pattiroi; Muslika; Nining Ulul Fajri; Nirwana Amir
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.11191

Abstract

This study aimed to evaluate the effectiveness of Capture the Flag (CTF) competitions in improving self-efficacy and learning outcomes in network security education. Specifically, it explored whether participation in CTF competitions enhances students' confidence in their cybersecurity abilities and their understanding of network security concepts compared to traditional practical exercises. A quasi-experimental design was used with 60 undergraduate students enrolled in a network security course. Participants were randomly assigned to an experimental group (CTF competition) and a control group (traditional practical exercises). Data were collected through pre-test and post-test measures of self-efficacy, a final exam, and a practical skills assessment. The experimental group participated in a two-week CTF competition, while the control group engaged in structured, instructor-guided exercises. The results indicated that the experimental group showed a significant increase in self-efficacy (from 3.2 to 4.0) and performed better on both the final exam (85% vs. 75%) and the practical skills assessment (88% vs. 78%) compared to the control group. These findings suggest that CTF competitions positively impact students’ confidence and technical skills in network security. The study’s quasi-experimental design limits the ability to draw causal conclusions. Additionally, the relatively small sample size and single-institution setting reduce the generalizability of the findings. Future studies with larger and more diverse samples are needed to confirm these results. This study contributes to the growing body of research on gamification in cybersecurity education, showing that CTF competitions can effectively enhance both self-efficacy and learning outcomes. It highlights the value of integrating such competitions into curricula to improve student engagement and preparedness for real-world cybersecurity challenges