Claim Missing Document
Check
Articles

Found 19 Documents
Search

Pelatihan Daring Pembuatan Masker Berbahan Kain Untuk Tenaga Kerja Jasa Konstruksi Dalam Mengembangkan Usaha Kecil dan Menengah Garmen Suparji; Ekohariadi; Aisyah Endah Palupi; Mochamad Firmansyah Sofianto
Ekobis Abdimas Vol 2 No 1 (2021): Juni
Publisher : Fakultas Ekonomi, Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/ekobisabdimas.2.1.3900

Abstract

Sejak awal bulan Maret 2020, dunia dihebohkan dengan wabah pandemi akibat penyebaran Virus Corona (Covid-19) yang menyebabkan beragam kepanikan, baik bidang usaha, bidang pendidikan, bidang kesehatan, atau bidang jasa konstruksi. Penyebaran covid-19 yang banyak melewati saluran pernafasan (hidung) dan mulut, maka kebutuhan akan masker menjadi sangat luar biasa. Peluang bagi usaha kecil dan menengah (UKM) untuk menambah bidang usaha khususnya masker lebih khusus lagi adalah masker untuk pekerja bidang jasa pelaksanaan konstruksi /kontraktor. Menambah bidang baru tentu membutuhkan pengetahuan dan keterampilan yang relevan. Salah satu cara untuk membantu UKM adalah memberikan pelatihan baik pendalaman pengetahuan maupun keterampilan. Tujuan dari kegiatan ini adalah melaksanakan pelatihan dan pendampingan dalam rangka mengembangkan bidang usaha bagi UKM khususnya produksi masker untuk pekerja jasa konstruksi khususnya kontraktor. Metode yang digunakan dalam kegiatan ini adalah pelatihan dan pendampingan baik daring maupun luring. Subjek kegiatan adalah usaha mandiri Sdri Miftahul Ikhyaril Ulum Desa Sumbergedang Kecamatan Pandaan Kabupaten Pasuruan. Teknik pengumpulan data dengan kuesioner dan pendalaman dengan wawancara. Instrumen yang digunakan adalah angket dan pedoman wawancara. Responden dari angket ini adalah pekerja kontraktor PT. Linggarjati Utama dan PT. Pembangunan Graha Bumi Nusantara. Teknik analisis data menggunakan deskriptif kuantitatif. Hasil dari kegiatan ini adalah sebuah disain masker yang cocok untuk pekerja yang bekerja pada bidang jasa konstruksi khususnya kontraktor. Spesifikasi masker ini adalah bahan dari kain katun toyobo, cara menggunakannya tidak dengan ditali tetapi tinggal mengaitkan di telinga/kepala, bentuk agak cembung ke depan, dan pengikatnya dari bahan karet elastik. Hasil analisis data dari angket diperoleh skor rerata 3,4 dari 4 skala Likert, dan semua rerata skor setiap butir instrumen juga tidak beda jauh dengan rerata total dengan simpangan baku 1,7. Dengan demikian dapat dimaknai bahwa spesifikasi yang dimiliki masker ini dapat diwujudkan dengan sangat baik dan dapat diterima para pekerja dengan sangat baik
Item Test Analyze of Entrepreneurship Readiness Instrument for Vocational School Students in East Java Indonesia Hakim, Septian Rahman; Ekohariadi; Suparji; Harmanto; Wiwin, Elok
Studies in Philosophy of Science and Education Vol. 5 No. 1 (2024): March
Publisher : National Dong Hwa University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46627/sipose.v5i1.330

Abstract

Vocational High Schools (SMK), recognized as a solution to address unemployment in Indonesia, simultaneously face the challenge of having the highest open unemployment rate (TPT) compared to other educational levels, standing at 10.38%. Enhancing the quality of questions assessing entrepreneurial readiness is a pivotal approach in tackling this issue. Various factors contribute to students' preparedness for entrepreneurship. This study aims to identify these components by surveying 176 respondents. Employing the Entrepreneurial Readiness Test and analyzing it through Classical Test Theory (CTT) and the Rasch Analysis Model, the research revealed that entrepreneurial mental attitude, risk-taking ability, creativity, motivation, and entrepreneurial skills significantly influence students' readiness for entrepreneurship. The analysis yielded IMS (Infit mean-square) scores ranging from 0.88 to 1.17 and OMS (Outfit mean-square) values between 0.86 to 1.35, indicating a fit for all 50 items in the entrepreneurial readiness test.
PENERAPAN GOOGLE CLASSROOM DENGAN MODEL PEMBELAJARAN FLIPPED CLASSROOM TERHADAP HASIL BELAJAR SISWA DI SMK UNITOMO SURABAYA Chusnuraafi, Happy Indra; Ekohariadi; Joko; Marniati
Jurnal Citra Pendidikan Vol. 2 No. 3 (2022): Jurnal Citra Pendidikan
Publisher : Pusat Penelitian dan Pengabdian kepada Masyarakat STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jcp.v2i3.810

Abstract

Abstract Research that uses a reverse learning model (Flipped Classroom) is an implementation of Blended Learning. This study aims to find out how to apply Google Classroom with the Flipped Classroom learning model in schools on student motivation, student activities, and student learning styles. This study started from distributing questionnaires, collecting data, analyzing data and drawing conclusions. This study used a quantitative approach with an experimental research model with a student population at SMK UNITOMO Surabaya. Data analysis using multiple linear regression using SPSS. Based on the test results, the data shows the F value of 3.164 which is greater than the F table with a significant value of 0.039. So, it can be concluded that from student motivation, student activities, and student learning styles have a significant impact on student learning outcomes using the Flipped Classroom learning model using the Google Classroom application at SMK UNITOMO Surabaya.. Abstrak Penelitian yang menggunakan model pembelajaran terbalik (Flipped Classrom) yaitu merupakan implementasi dari pembelajaran Blanded Learning. Penelitian ini bertujuan untuk mengetahui bagaimana menerapkan Google Classroom dengan model pembelajaran Flipped Classroom di sekolah terhadap motivasi siswa, aktivitas siswa, dan gaya belajar siswa dengan begitu penelitian ini diharapkan siswa akan mendapatkan hasil belajar yang memuaskan. Penelitian ini dimulai dari menyebarkan angket, pengumpulan data, analisis data serta mengambil kesimpulan Penelitian ini menggunakan pendekatan kuantitatif dengan model penelitian eksperimen dengan populasi siswa di SMK UNITOMO Surabaya. Analisis data menggunakan regresi linier berganda dengan mengunakan SPSS. Berdasarkan hasil pengujian, data menunjukan nilai F sebesar 3,164 lebih besar dari F tabel dengan nilai signifikan sebesar 0,039. Jadi, dapat disimpulkan bahwa dari motivasi siswa, aktivitas siswa, dan gaya belajar siswa bersignifikan terhadap hasil belajar siswa dengan menggunakan model pembelajaran Flipped Classroom dengan menggunakan aplikasi Google Classroom di SMK UNITOMO Surabaya. .
PENERAPAN GOOGLE CLASSROOM DENGAN MODEL PEMBELAJARAN FLIPPED CLASSROOM TERHADAP HASIL BELAJAR SISWA DI SMK UNITOMO SURABAYA Chusnuraafi, Happy Indra; Ekohariadi; Joko; Marniati
Jurnal Citra Pendidikan Vol. 2 No. 3 (2022): Jurnal Citra Pendidikan
Publisher : Pusat Penelitian dan Pengabdian kepada Masyarakat STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jcp.v2i3.810

Abstract

Abstract Research that uses a reverse learning model (Flipped Classroom) is an implementation of Blended Learning. This study aims to find out how to apply Google Classroom with the Flipped Classroom learning model in schools on student motivation, student activities, and student learning styles. This study started from distributing questionnaires, collecting data, analyzing data and drawing conclusions. This study used a quantitative approach with an experimental research model with a student population at SMK UNITOMO Surabaya. Data analysis using multiple linear regression using SPSS. Based on the test results, the data shows the F value of 3.164 which is greater than the F table with a significant value of 0.039. So, it can be concluded that from student motivation, student activities, and student learning styles have a significant impact on student learning outcomes using the Flipped Classroom learning model using the Google Classroom application at SMK UNITOMO Surabaya.. Abstrak Penelitian yang menggunakan model pembelajaran terbalik (Flipped Classrom) yaitu merupakan implementasi dari pembelajaran Blanded Learning. Penelitian ini bertujuan untuk mengetahui bagaimana menerapkan Google Classroom dengan model pembelajaran Flipped Classroom di sekolah terhadap motivasi siswa, aktivitas siswa, dan gaya belajar siswa dengan begitu penelitian ini diharapkan siswa akan mendapatkan hasil belajar yang memuaskan. Penelitian ini dimulai dari menyebarkan angket, pengumpulan data, analisis data serta mengambil kesimpulan Penelitian ini menggunakan pendekatan kuantitatif dengan model penelitian eksperimen dengan populasi siswa di SMK UNITOMO Surabaya. Analisis data menggunakan regresi linier berganda dengan mengunakan SPSS. Berdasarkan hasil pengujian, data menunjukan nilai F sebesar 3,164 lebih besar dari F tabel dengan nilai signifikan sebesar 0,039. Jadi, dapat disimpulkan bahwa dari motivasi siswa, aktivitas siswa, dan gaya belajar siswa bersignifikan terhadap hasil belajar siswa dengan menggunakan model pembelajaran Flipped Classroom dengan menggunakan aplikasi Google Classroom di SMK UNITOMO Surabaya. .
Developing a Website Pocket Book with PjBL to Enhance UI/UX Basic Competence Pratiwi, Nawang Indar; Ekohariadi
Journal of Education Technology and Information System Vol. 1 No. 02 (2025): Journal of Education Technology and Information System (JETIS)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jetis.v1i02.35627

Abstract

The advancement of information and communication technology has provided opportunities to develop innovative and interactive learning media. One of the main challenges in teaching UI/UX material to 11th – grade DKV student at SMK PGRI 2 Sidoarjo is how to deliver the material effectively so that student can master the basic competencies. A web-based pocketbook learning media with the Project Based Learning (PjBL) model is expected to be a solution to enhance studentd understanding of UI/UX subjects in the 11th-grade DKV class at SMK PGRI 2 Sidoarjo. This research employs the Research and Development (R&D) method using the ADDIE model. The result show that the use of a web-based pocketbook media with the PjBL model successfully improved students’ basic competencies in UI/UX material. Student demonstrated improvement in their understanding of basic UI/UX concept, user interface design skill, and collaboration abillities. Additionaly, this media received positive feedback from both students and teachers, particularly in terms of accesibility, interactivity, and the availability of easily accesible material throught the web platform. The use of the web-based pocketbook learning media proved effective in improving student learning outcomes, especially in UI/UX material that requires a practical and interactive approach. The applied PjBL model provided students with the opportunity to learn through hands-on experience in working on projects, which ultimately enhanced their concepts and skills.
Developing Web-Based E-LKPD with PjBL Model to Student Competence in Scripting Fadiyatul Muqtashidah; Ekohariadi
Journal of Education Technology and Information System Vol. 1 No. 02 (2025): Journal of Education Technology and Information System (JETIS)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jetis.v1i02.35738

Abstract

The purpose of this research is to develop a website-based E-LKPD with a project-based learning model and then to improve students' psychomotor competence in Web Programming subjects, especially in client-side scripting materials using the E-LKPD. The design is carried out using the Research and Development (R&D) method and the ADDIE development model. The research was conducted at SMKN 1 Cerme with class XI TKJ 2 totaling 30 students as research subjects. Based on these conditions, this study will implement One Group Pretest-Posttest Design. The validation results obtained from the media validation test were 92% (very feasible), material validation was 93% (very feasible), teaching module validation or lesson plan was 87% (very feasible), and validation of pretest-posttest questions was 89% (very feasible). The validation results obtained an average of 90%, which can be concluded that the website-based E-LKPD application is very feasible to be applied in the learning process. The results of the hypothesis test analysis showed a significance of 0.001 where the result was less than 0.05. Based on these results, it can be concluded that H0 was rejected and H1 was accepted. Therefore, the application of website-based E-LKPD with a project-based learning model has a significant influence on students' psychomotor outcomes.
Creative Thinking dalam Implementasi dan Rancang Bangun Multiple Sensors berbasis Plug-and-Play Systems with Database Baskoro, Farid; Suprianto, Bambang; Anifah, Lilik; Ekohariadi; Nurdiansyah, Aristyawan; Rochman, Miftahur
JASEE Journal of Application and Science on Electrical Engineering Vol. 4 No. 01 (2023): JASEE-March
Publisher : Program Studi Teknik Elektro - Fakultas Teknik - Universitas Widyagama Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31328/jasee.v4i01.268

Abstract

The purpose of this study is to implement creative thinking from the aspect of innovation in developing multiple sensors in plug-and-play system with a database. The method used in this study was an experiment conducted by taking a sample of 5000 data. The location of the research was carried out in the telematics laboratory at Surabaya State University building A8 with room dimensions of 9 x 10 meters. The results of this study indicate a plug-and-play process developed by a scanning process to find connected PORTs without having to do configuration, showing a comparison of the DHT11 error value with a comparator that reaches 2.057 % on the temperature value, 0.829 % on the humidity value, 1.514 % on light intensity value, 1.429% on distance value, and provides 5000 data which includes temperature, humidity, light intensity, and distance data stored in database. Data on temperature, humidity, light intensity, distance, plug-and-play systems, GUI, and databases obtained by researchers are very useful for further research that will be developed to meet smart systems.
Pengembangan LMS berbasis Project-Based Learning untuk Mengukur Game Developer Siswa XI RPL SMKN 2 Surabaya Arianto, Billah Izzah; Ekohariadi
IT-Edu : Jurnal Information Technology and Education Vol. 10 No. 3 (2025): Volume 10 No 03 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/it-edu.v10i3.70807

Abstract

Transformasi digital di dunia pendidikan mendorong pemanfaatan teknologi untuk meningkatkan kualitas pembelajaran, salah satunya melalui pengembangan Learning Management System (LMS). Penelitian ini bertujuan mengembangkan LMS berbasis Moodle yang diintegrasikan menggunakan pendekatan Project-Based Learning (PjBL) guna mengukur dan mengembangkan kompetensi siswa sebagai game developer dalam mata pelajaran Pemrograman Gim. Penelitian dilakukan dengan metode Research and Development (R&D) dengan model ADDIE yang terdiri dari analisis kebutuhan, desain LMS, pengembangan LMS, implementasi dan evaluasi. Sasaran dalam penelitian ini yaitu 30 siswa dari kelas XI RPL di SMK Negeri 2 Surabaya. Penelitian ini menggunakan sejumlah instrumen, yaitu observasi, wawancara, validasi pakar, serta pretest dan posttest yang difokuskan untuk mengukur kemampuan kognitif dan psikomotorik. Validasi instrumen menunjukkan seluruh instrumen pembelajaran berada dalam kategori sangat valid, dengan skor antara 85% hingga 94%. Hasil uji Wilcoxon pada data kognitif menunjukkan nilai signifikansi < 0,001, menandakan peningkatan pemahaman yang signifikan. Uji statistik Paired Sample T-Test terhadap aspek psikomotorik ditunjukkan bahwa nilai Sig. (2-tailed) sebesar 0,001, yang berarti bahwa penggunaan LMS berdampak signifikan pada meningkatnya kemampuan psikomotorik siswa. Hasil penelitian ini menyatakan bahwa integrasi LMS Moodle dengan metode PjBL efektif dalam meningkatkan kompetensi game developer siswa.
Pengembangan LMS PBL untuk Meningkatkan Kompetensi Network Engineer dan Berpikir Kritis Siswa TKJ di SMK Negeri 2 Lamongan Riza Ismia; Ekohariadi
IT-Edu : Jurnal Information Technology and Education Vol. 10 No. 3 (2025): Volume 10 No 03 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/it-edu.v10i3.71104

Abstract

Perkembangan industri dan teknologi menuntut dunia pendidikan untuk menyiapkan lulusan yang memiliki keterampilan teknis. Penelitian ini bertujuan mengembangkan LMS berbasis Moodle dengan pendekatan PBL untuk meningkatkan kompetensi Network Engineer dan keterampilan berpikir kritis siswa pada konfigurasi routing jaringan. Metodenya menggunakan Research and Development (RnD) model ADDIE dengan 5 tahap yaitu menganalisis, mendesain, mengembangkan, mengimplementasikan, mengevaluasi. SMKN 2 Lamongan merupakan tempat penelitian dan sampelnya kelas XI TKJ 1 berjumlah 33 siswa.  Instrumennya meliputi observasi, validasi ahli, pre-test & post-test untuk mengukur kognitif, psikomotorik, dan keterampilan berpikir kritis. Rekap hasil validasi untuk RPP 90% kategori sangat valid, materi 87,14% kategori sangat valid, soal tingkat validitas 95%, sementara soal berpikir kritis 91,25% keduanya kategori sangat valid, adapun media LMS memperoleh 76,25% kategori valid. Untuk analisis hasil belajar siswa pada Uji Paired Sample T-Test test kognitif, test psikomotorik, dan test berpikir kritis menunjukkan nilai signifikansi <0,001, jadi terdapat peningkatan secara signifikan. Hasil penelitian menyatakan bahwa LMS dengan pendekatan PBL efektif sehingga dapat meningkatkan kompetensi Network Engineer baik pengetahuan maupun keterampilan dan kemampuan berpikir kritis.
Develop Website-Based Emomart Using PjBL to Enhance Routing Psychomotor Skills in Students Rizky Mutiara Citra Ayuti; Ekohariadi
Journal of Education Technology and Information System Vol. 1 No. 01 (2025): Journal of Education Technology and Information System (JETIS)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jetis.v1i01.35547

Abstract

This study examines the influence of the website-based learning environment, Emomart, which is integrated with the Project Based Learning (PjBL) approach on improving students' psychomotor competence in routing configurations. This study adopts the Research and Development (RnD) development model with the ADDIE framework. Through the One Group Pretest-Posttest Design research design and quantitative data analysis, this study found strong empirical evidence that the learning intervention was able to significantly improve students' ability to configure the network. This research data was obtained from SMK Negeri 1 Cerme students in grade XI TKJ with a total of 30 students and the validity of research instruments, including learning media, Learning Implementation Plans (RPP), and assessment instruments, have been tested by experts (lecturers and teachers). The validation results showed the level of conformity in a row, namely, 93% (very valid), 90% (very valid), 88% (very valid), and 77% (valid). The results of high validation of the research instrument and the support of statistical tests corroborate these findings. The statistical test showed that there was a statistically significant difference between the average score of pretest = 71.39 and posttest = 81.84. The results of the Paired-Sample T-test showed a significance value of 0.000 < 0.05 indicating a significant increase in students' psychomotor competence after the learning intervention. Thus, the empirical evidence supports the alternative hypothesis, so the null hypothesis is rejected. Therefore, it is concluded that project-based learning with the support of digital platforms can be an effective strategy in improving students' technical skills in the field of computer networks.